gunterlund
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Everything posted by gunterlund
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Great job on the faces Fab. One thing though lose the staches. Only high ranking veteran officers would have one. Most pics show troops with 5 oclock shadows from not being able to shave or perhaps on foreign troops in the SS. But unwarranted facial hair at the enlisted rank was extremely rare.
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Ok folks I think we are starting to lose sight of what the essense of this product is. I dont view AA as a game as most have stated. I view it as a system. There is no way you can judge this product from the small snippets that have been presented because the real power of the game is in the scripting and the engine. Recall how lame original OFP looks compared to how it looks today with the wonderful addons this community provided. None of it would have been possible or kept our interest this long without the system that drives it. If we had missions makers and addon makers from the community providing content for AA up front we all would be peeing in our pants right now to get our hands on this. Bottom line, wait for the game to come out so you can see what is driving this product, then judge it.
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Also a tow on the hmmmv and a stryker
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All I can say is WOW!!! Great Graphics... Like the head movement. TrackIR here I come.
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can you provide details on how to use it? Also is there a catalog of what these files are?
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$150 per month for 3.oGHZ
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Indirect fire with infantry scripts
gunterlund replied to General Barron's topic in ADDONS & MODS: COMPLETE
this system is a great idea, but Im having a problem with the mission. It seem that there is a sweet spot in which the troops will engage. I get alot of negative actions by my squad depending on where I move them. Its hard to find the location in which they will engage. the nme on the other hand will engage with deadly accuracy. It tried to use this with wgl and sure enough it doesnt work because the gl's in wgl are porked. -
Hi All After digging through this thread I wasnt able to find the solution to my problem. Question Does ECP deactivate the ability to mouse click on the map say for arty targeting. I tried to use CoC CE with ECP and the mouse click wont work. Is there a fix for this? Thanks for the update.
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Im tellin ya, AA is going to be a dressed up OFP GOTY on a bigger map and new networking. And we will probably see it at Christmas.
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Id say the video looks more like dressed up game of the year. The AI is still moving the same way as before. Troops exit vehicles the same, still run into ambushes the same. Always hard to tell from a video. Graphics are terrific though. Im sure most of the differences will be in the scripting capability and networking.
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April Fools right!!
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Mapfact.net releases DAC
gunterlund replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
yes, but this has nothing to do with the script call. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[_group, _target] exec "DAC\KI_1\DAC_Artillery.sqs" This script must be start, after the values were assigned to the variables "_group" and "_target".... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _group = _this select 0 _target = _this select 1 [_group, _target] exec "DAC\KI_1\DAC_Artillery.sqs" ... ... bye silola this is how DAC_Move_to_Enemy.sqs starts _group   = _this select 0 _target  = _this select 1 _wparray  = _this select 2 _groupid  = _this select 3 _maxrad  = _this select 4 _zskill  = _this select 5 ?(count _this == 7):_vehvalue = _this select 6 ?(("alive _x" count units _group) == 0):exit _KnowsAnyOne = DAC_KnowsAnyOne _targetpos  = getpos vehicle _target _leader    = leader _group _kimodus   = 0 [_group,_target] exec "DAC\KI_1\DAC_Arty.sqs" Im more worried about this line in DAC_Arty.sqs. Is this correct _group = _this select 0 _target = _this select 1 _basePos = getpos _target _random = random 100 _entry = format["%1",group _target] -
New Weapon
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Mapfact.net releases DAC
gunterlund replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
In the script then this change: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_entry = format ["%1", group _target] @gunterlund <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Great Silola where can I send it to. Thanks >>> silola@freenet.de  @quiet_man <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">DAS_Group_Air.sqs line 135 gives _groupcount as [] when calling DAC_Group_Soldier.sqs This is right, because the group belongs to the Heli, and also the Heli cannot be respawned. In this respect the Array must contain no data. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">I have tried with [_vehcargo,_vehcargo], seams to work better What happens then exactly if you do this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">by the way, a good idea how to make heli respawn? For it there is at the moment still no solution. Perhaps, in the next version. bye silola When the arty script gets executed it cant find the variable _group and _target in this segment isnt the word "group" a reserved word? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_entry = format ["%1", group _target] -
Snoop Any chance of that write-up? Thanks big guy
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Mapfact.net releases DAC
gunterlund replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
Occasus Island location Here it is. -
Mapfact.net releases DAC
gunterlund replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
Great Silola where can I send it to. Thanks -
Mapfact.net releases DAC
gunterlund replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
Error is _countmin _groupcount select 1|#| error zero diviser. Something is missing when items are deleted and it gets to the end where there is nothing to delete from that group it looks like. -
Based on the movies Ive seen of SB PRo it looks like the gameplay is virtually identical to the old SB Gold. Other than improved terrain graphics and tank internals what is so different to compell me to pay $125. Thanks for the update.
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Mapfact.net releases DAC
gunterlund replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
the 43 soldiers (not groups) were placed in the editor. Rgr Ill get the exact message. It always happens when the system is removing dead enemy AI units that have recently been kia'ed. -
Mapfact.net releases DAC
gunterlund replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
Here you go. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;--------------------------| ;   Dynamic-AI-Creator   | ;--------------------------| ;   Script by Silola    | ;   05 / 2005       | ;   silola@mapfact.net   | ;==========================| _ZonePos     = _this select 0 _InitSer     = _this select 1 DAC_Inf     = [] DAC_StartDummy  = "logic" createvehicle [0,0,0] DAC_NewUnit   = DAC_StartDummy DAC_Basic_Value = 0 ~random 0.1 DAC_Inf = DAC_Inf + [_ZonePos] ?(count DAC_Inf > 1):goto "wait" ;\\\\\\\\\\\\\\\\\\\\\\\\\\\ ; DAC-Settings ;/////////////////////////// DAC_Players     = [s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12,s13,s14,s15,s16,s17,s18,s19,s20,s21,s22,s23,s24, s25,s26,s27,s28,s29,s30] DAC_KI_Count_Level = [[2,4],[2,6],[2,9],[2,12],[2,2]] DAC_Reduce_Value  = [500,550,0.1] DAC_Dyn_Weather   = [100,15,0.6] DAC_KI_Spawn    = [60,60,0,1] DAC_Delete_Value  = [60,150,0] DAC_KI_Cache    = [1,1] DAC_Com_Values   = [2,1] DAC_KI_Level    = 4 DAC_KI_AddOn    = 1 DAC_Res_Side    = 0 DAC_Marker     = false goto "startinitscript" ;\\\\\\\\\\\\\\\\\\\\\\\\\\\ #StartScriptOnClient ;/////////////////////////// []exec "DAC\Scripts\DAC_Client_check.sqs" exit ;\\\\\\\\\\\\\\\\\\\\\\\\\\\ #StartScriptOnServer ;/////////////////////////// []exec "DAC\Scripts\DAC_Server_check.sqs" exit ;\\\\\\\\\\\\\\\\\\\\\\\\\\\ #StartScriptLokal ;/////////////////////////// exit #startinitscript ?(_InitSer == 1):if(!(local Server)) then {goto {startweather}} []exec "DAC\Scripts\DAC_Init_Creator.sqs" ?(DAC_Marker):[]exec "DAC\Scripts\DAC_Init_Marker.sqs" #startweather [DAC_Dyn_Weather select 0,DAC_Dyn_Weather select 1,DAC_Dyn_Weather select 2]exec "DAC\Scripts\DAC_Dyn_Weather.sqs" ~0.2 DAC_Inf = DAC_Inf - [_ZonePos] ?(_InitSer == 1):if(!(local Server)) then {goto {Clienthint}} @(DAC_Basic_Value > 0) ?((DAC_Basic_Value > 1) && (_InitSer == 1)):goto "ErrorHint" ?(_InitSer == 1):if(local Server) then {goto {StartScriptOnServer}} goto "StartScriptLokal" #wait ~0.1 @(count DAC_Inf == 1) DAC_Inf = DAC_Inf - [_ZonePos] exit #Clienthint hint format["Dynamic-AI-Creator V1\nis initialized ..."] _sum = time ~3 @(DAC_Basic_Value > 0) ?(DAC_Basic_Value > 1):goto "ErrorHint" _sum = time - _sum hint format["Dynamic-AI-Creator V1\nInitialization successfully.\n\nRequired time: %1 sec.",_sum] goto "StartScriptOnClient" #ErrorHint hintc format["Attention, DAC has caused an Error.\nThe initialization has missed.\n\nError number: %1\n\n2 = Script call\n3 = DAC_Players\n4 = Unit_Config\n5 = Dummy unit\n6 = DAC_Marker\n7 = Waypoints\n8 = Zonename\n9 = wrong AI-Addon",DAC_Basic_Value] exit This does bring up a question. Im using a large force with approx 43 troops. I have not 30 of them [s1,,,s30]. Could this be making a difference? -
Mapfact.net releases DAC
gunterlund replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
Sorry if Im repeating other posts but Im getting an error with DAC. Nothing fatal. Happens when AI units are being deleted after death. I get an error that flashes by very quickly that is something like _Countmin group count select 1[#] dividezero. Game doesnt stop but still occurs. Ill try to get more detail in it. It is consistent. -
Good job with this mod. Made a nice mission using DAC and CE and it worked great with new effects, units and all. Game crashed a couple of times but Im sure it will get worked out.
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Last 20 days of Q1 06. So We Are 1-3 Months Away
gunterlund replied to westy159's topic in ARMA - GENERAL
Guys my bet is on a Sept Oct Release. Call it intuition or a hunch...lack of communication.... what ever. -
I'm afraid you downloaded the wrong pack. Btw, Thanks for the kind comments everyone. Hopefully everything will work very well with the incoming patch. Best Regards Thunderbird84 Just reinstalled the game from download and same problem with mi-8. The mi-17 is the new crs helo but the mi-8 is BIS.