Jump to content

dwringer

Member
  • Content Count

    368
  • Joined

  • Last visited

  • Medals

Posts posted by dwringer


  1. Haha, well it looks like this topic has been discussed to death already, but I just wanted to point out that the enemy patrol is FAR more likely to see you since they are trained soldiers - trained to look for anything out of the ordinary, and certainly any enemy troops lurking around.

    This, as with all other criticisms of ArmA's AI that I've had myself, falls under the general complaint, "ArmA's AI isn't as smart as actual humans". Which it can't be, considering the amount of CPU that would eat smile_o.gif


  2. Does XEH no longer come with a fix for using the GMJ SightAdjustment mod? I downloaded the latest version and there is nothing in there but a pbo and key. I'm asking because using this, sightadjustment, and the wind deflection mods together seems to result in some problems with all the addons that rely on XEH? Maybe I've got some totally unrelated problem, but the original question here still stands wink_o.gif


  3. Truthfully you may be able to run a few programs off the old drive but you may get unexpected results. A lot of times you can fix this by copying the [drive]:\Documents and Settings\[username]\My Documents\ folder over to your new hard drive, or at least the relevant files in it.

    Disclaimer: Do NOT do that, unless you know exactly what it is you're copying and why. If you have the same program installed on the old and new drive, this WILL cause you problems.

    Other programs (in fact, many if not most) rely on registry information that may or may not be automatically restored upon execution. These might not work no matter WHAT you copy over. On a case to case basis, search the net, you might even find registry fixes for this but I wouldn't bet on it - more likely than not this is not something you'd want to try.

    But in other words, don't count those programs out right away wink_o.gif


  4. yeah you work for  CS and your name is Punjab and the summers are killer in your area right?

    Hah, I'm not sure whether I should be offended or not, so I'll give you the benefit of the doubt wink_o.gif

    But anyways, nah; I quit that job after 4 months anyway. And I'm American; it was one of the few banks that outsources to rural America instead of India (but I wouldn't bet on that lasting for too much longer wink_o.gif)


  5. Well with interest rates falling dramatically on all kinds of loans here in the US, especially on variable rate credit cards (the prime rate has fallen ~ 3 points in the last few months, which directly affects everyone with such a card - who are primarily lower income [fixed rates seem more common for people who already have great credit], and ol Dubya trying to pay off everyone with tax credits, then by the idea that giving money to the lower socioeconomic classes, you'd think the US economy actually WOULD improve. But it just doesn't seem like that's going to happen, because so much of our economy IS based on credit. And there's nothing banks like more than to lure people in with these low rates, then jack them up for any reason available by anywhere from 50-200%... that can't be good, since the people that get hit by that tend to be lower-income as well.

    Heh, I guess I have very little idea what I'm talking about, I'm just going by my limited experience working for a major credit card company doing customer service wink_o.gif


  6. Hey all,

    Dunno if anybody happened to catch the story (probably not even within the US, certainly not anywhere else wink_o.gif ), but there was apparently a US Air Force drone found washed up on a beach somewhere (looks like it was from some sort of training exercise in my uneducated guess based upon the orange color). I can't find for the life of me what type of craft it is, but it probably isn't anything remarkable. The only thing that I found that even looks similar is some Soviet cruise missile from the cold war era, but it's definitely not that from what I could see.

    Does anybody perhaps know what this would be?

    originaliw6.th.jpg


  7. Heh, I also have pretty limited experience (absolutely no military experience, so no experience regarding what I'm about to say), but regardless of any sounds that might need some EQ (and I can't think of any offhand, but I know that's a common problem I've noticed in other addons, maybe not yours, but to be honest, I just can't remember), the sounds when being shot at are first rate as far as what I'd expect to hear. Especially with mods like SIX Accuracy and TrueRangeAI , the feeling of getting into a firefight with the way bullets whiz past and impact the ground all around you, combined with some nice 5.1 speakers, makes this mod one of the best for ArmA smile_o.gif


  8. Well, I reckon if there's a reliable way to do line-of-sight checks (and if I'm not mistaken that's already been taken care of, forgive my ignorance of scripting), then there might conceivably be some sort of way to create a marker or gamelogic or some such (i'm not sure how it would be done) and move it around to all possible locations within reasonable distance from the unit, checking each location's line of sight information at various heights, and dictating appropriate AI behavior accordingly. But if I'm also not mistaken, it's kind of a pain to even have to imagine doing that, not to mention the processing power it would eat, especially since I believe there are already take-cover algorithms built into the engine- scripters just don't have access to them (they're only called via the in-game command menu).


  9. Not at all; the sensitivity and accuracy is such that you can have it react to barely perceptible head movements (it's adjustable); you can still be looking at the monitor with your head, your eyes can focus on the center of the screen without turning more than they would normally to read the lines of text on this forum, for example wink_o.gif


  10. I've looked through several pages of this thread looking for the answer but I haven't found it yet . . . when I unpbo Sara.pbo (or any other island), I find all 3 .paa files for each of the textures, but I can't find the .rvmat files. There are a bunch of .rvmat files in the Layers subdirectory of the Data directory, but none of them correspond to the base textures.

    Where do i find the .rvmats for each texture, like for example pisek.rvmat or mesto.rvmat ?

    Is this in some SDK that I need to download from somewhere?

    I am using cpbo's shell integration to unpbo, if that makes a difference.

    EDIT: Haha, how about that, the post right above mine was about the same thing. My bad, but still, the issue remains - why on earth are they not showing up when we unpbo? huh.gif


  11. I've been gradually expanding a script over the last few days that allows me to make short work of gearing units in the editor with weapons that came with various weapons packs and addons I've downloaded. Even though it's so basic a middle schooler with basic knowledge of scripting could write it, it still took me a while (although I'm sure it's not the most elegant solution), so I figured I'd release it on here for others to use/improve on/ignore/flame/ban me for.

    Well, I hope I wouldn't get banned for it, but since it has classnames of weapons out of other addons I don't know if I should have gotten permission from the various addon makers out there. I will immediately remove the link if anyone has a problem with the fact that it's on here.

    Anyhow, here it is: wep.rar

    And the readme (so you can see how incomplete it is, and also who I really owe thanks to:)

    Quote[/b] ]

    --= ARMORY SCRIPT =--

    This is a simple script I put together to make arming

    my units with weapons out of addon weapon packs simple.

    It is FAR from complete, and there are generally only

    1 or 2 variants of each weapon type. The script should

    be pretty straightforward, so it's easy to add more weapons

    if you should so choose. If you put in invalid weapon

    names, you'll find that the script will abort leaving

    much of the unit's arming to be unfinished. I haven't

    implemented very much by way of error handling.

    Syntax:

    [unitname, "primaryweapon", "secondaryweapon"] exec "wep.sqs"

    -= Assault Rifles =-

    sig551 PKW Sig 551 Carbine

    m4aim RH M4 Aimpoint

    m4eotech RH M4 EOTech

    m16a4 RH M16A4

    scar-l SIX Scar-L

    scar-h SIX Scar-H

    hk416 SIX HK 416

    hk416aim SIX HK 416 Aimpoint

    hk416eotech SIX HK 416 EOTech

    hk416gl SIX HK 416 EOTech + M203

    hk416acog SIX HK 416 Acog

    hk416leu SIX HK 416 Leopold

    hk417 SIX HK 417

    hk417acog SIX HK 417 Acog

    hk417gl SIX HK 417 Acog + M203

    hk417leu SIX HK 417 Leopold

    ak47 RH AK-47

    akm RH AKM

    ak74 RH AK-74

    ak74gl RHS AK-74 + GP25

    ak74k RH AK-74 Kobra

    ak74sp RH AK-74 Sniper

    an94 RH AN-94

    oc14 RH OC-14

    gr1 RH GR-1

    -= Long Rifles =-

    m14sop SIX M14 SOPMOD

    m14acog SIX M14 SOPMOD Acog

    m14cmore SIX M14 SOPMOD Reflex

    m14dmg SIX M14 SOPMOD Scoped

    m14elcan SIX M14 SOPMOD Elcan

    m21 PKW M21

    m21sd PKW M21 SD

    m21police SIX M21 Police

    m25 M25 Sniper Rifle by Dan, ArmA conversion by stock762

    svd RH SVD

    svdgold RH Gold Plated SVD

    vss RHS VSS

    aws LLBrig31 AWS Covert (Woodland)

    g22 LLBrig31 G22 (Woodland)

    g24 LLBrig31 G24 (Woodland) BMG

    g24ap LLBrig31 G24 (Woodland) API

    g24he LLBrig31 G24 (Woodland) HE

    -= Submachine Guns =-

    mp5sd6 SIX MP5SD6

    asval RHS AS "Val"

    asvalk RHS AS "Val" Kobra

    -= Machine Guns =-

    para PKW M249 "Para" Elcan

    pkp RHS PKP Pecheneg

    pkps RHS PKP Pecheneg + 1p29 (Scoped)

    -= Explosive Ordinace =-

    m32 SIX M32 Grenade Launcher

    6g30 BIS [Queen's Gambit] 6g30 Grenade Launcher

    -= Handguns =-

    m9 RH M9

    m9sd RH M9 Silenced

    glock PKW Glock 17

    glocksd PKW Glock 17 Silenced

    1911 SIX Colt 1911

    deagle RH Desert Eagle

    mk22 RH MK 22

    usp RH USP

    uspm RH USP Match

    uspsd RH USP Silenced

    m93r RH M93r (Repeating)

    g18 RH Glock 18

    mk2 RH Mk 2

    tt33 RH TT33 Tokarev

    vz61 RH VZ 61

    tec9 RH Tec-9

    muzi RH Micro Uzi

    gren 5 extra launcher grenades

    [if you type "gren" but aren't using a weapon with a grenade

    launcher, you will be given a Beretta M9 with 8 magazines]

    And the link again, in case you don't want to scroll back up:

    wep.rar

    So yes, thank you to all the addon makers who made these weapons. And if it's not cool that I posted this, I'm sorry, I'll take it right down - I'm still not totally clear on how addon permissions/licensing works in regards to something like this. It's just a single .sqs file, so I hope it's not a problem huh.gif

    Edit: I probably should add that you don't need all the above mentioned addons to use the script. If you don't, the only problem would arise if you tried to use a weapon you don't have, in which case ArmA will yell at you. smile_o.gif


  12. Ah yes, good point; I hadn't thought of QG having its own configs but now that you mention it, it surely must :-\

    I will see if i can determine what exactly this would cause to be fouled up... i have so many mods, everything probably got overwritten anyway wink_o.gif


  13. Are you sure it's supposed to be -mod=DBE1;beta ? I won't argue, because I suppose I have no idea, but I've been doing it -mod=beta;DBE1 with all my shortcuts since 1.09b, and afaik I haven't had any problems as a result. What is the reason that it should not be done this way? huh.gif


  14. Quote[/b] ]At the same time, mission creators always have the option to have the units run for (sort-of-)cover, flank, flee, etc when they sight enemies, via triggers and simple scripts.

    Not really. Detecting and assigning a cover postion via a script is not that easy, flanking is also not that easy and fleeing also has to be coded manually, always keeping in mind that you have to override the AI FSM file temporarely or permanently to make this work.

    Part of the problem is that we do not have access to the embedded functions available via Radio menu.

    Some are simply missing:

    - scan horizon

    - Move to cover

    - etc.

    Okay, so perhaps I exaggerated slightly... they aren't exactly "simple" scripts wink_o.gif

    (but you can still use waypoints+triggers , or dynamically create waypoints and combat behaviours that are vastly superior to just standing there and getting shot in the head, or lying down to wait for the sniper to zero his scope smile_o.gif)


  15. Yeah, true 6dof ala MSFS would be excellent.. I have to disable the zoom axis in ArmA controls and set up a slider on my joystick for zooming just because it simply won't work right otherwise. . . Turning my head also causes the trackIR to zoom in, even when I've disabled TrueView in the trackIR hardware settings and setting the target size to the approximate pixel size of the IR reflectors at the distance I sit from the monitor. Actually, now I can't even get the zoom to default in the middle no matter HOW i set up the controls.... I'm always zoomed out ALL The way, even when I totally unbind the zoom in/out control, or bind it to both sides of an axis, or even just one. (anyone know how to fix that?)

    So I just leave my joystick slider in the middle, and have to tap it now and again when my zoom starts flickering in/out by itself sad_o.gif


  16. Heh, the back slot idea is def. a good one.

    That said, even in Arma I, with the PKW Mercenaries addon, there is a ghillie suit-wearing sniper. Only problem with the suit is that it tends to cause issues with backlight shining through the transparent textures that make up the canvas strips. That might be related to my 8800 anyway; goodness knows every other bug like that seems to be wink_o.gif


  17. Well, I personally like it more for flying than for infantry, and for no reason other than that it's a pain to set up the thing (have to find my trackclip, find a hat to put it on, make sure the trackIR is on top of my monitor (it broke off its mount so i just kind of set it there with the mount to stabilize it), make sure my monitor is oriented just-so... for infantry, I'm usually just too lazy to use it(though it is awesome)... when flying, I pretty much NEED the trackIR. Ever since I first got the thing and used it with LOMAC, FS9, and GT Legends, I can't imagine any vehicle sim without it. Lord knows it helps visualizing helicopter landings making them about 10 times easier (although going without the trackir once in a while definitely builds up neural connections for spatial visualization) ;p


  18. True, but I have noticed that occasionally one or two men will run for cover (like a rock, fuel pump, etc), but I'm using myriad addons so it's probably one of them that's causing that behaviour smile_o.gif

    At the same time, mission creators always have the option to have the units run for (sort-of-)cover, flank, flee, etc when they sight enemies, via triggers and simple scripts.


  19. Heh, i know I can pin a lot of the blame on DMSmoke, but the new effects do indeed seem to be a little more stressful on my rig - these days I guess it's best to have a quad core processor and at LEAST SLI or a dual gpu vid card with a healthy dose of VRAM... but anyway, it's actually worth playing even at 10 fps just for the experience ;p


  20. hooold on just a second here; when using the mouse to steer or fly vehicles on Arma, when you stop moving the mouse, the control in-game WILL center itself. Hasn't anyone ever driven a hum-v and steered with the mouse? When you leave the mouse alone, the steering wheel snaps to the center. That's just like on a joystick. When you center the joystick, the in-game control snaps back to the center because it's not receiving any input signal (just like when you stop moving your mouse.)

    So the entire debate on the previous page is bunk, more or less wink_o.gif

    (no offense to anyone's experiences who may actually have a problem with the way their controls are set up, which is what it seems to me :-\wink_o.gif

×