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lucifervivo

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Everything posted by lucifervivo

  1. lucifervivo

    SQF revive script

    Hi norrin, congrats for your great revive script, I use since months and its great!!! I got a problem with your last 061 IA enables revive script, it seems to be various gugs i´m not sure why. I got errors like those that fleepee posted in OPFEC http://www.ofpec.com/forum/index.php?topic=28835.45 Sometimes My Ia mates go to another IA revive capable inconscius unit and try to revive them, but they cannot and remain in that place trying all time. If i go myself and try to revive i cannot. Other thing is that when some units are inconscius some time more than 180 segs (configured in revive init), they do not respawn at the marker of the beggining. So they stay allways there unconscius. thanks in advance your script is very good i hope it works fine soon to implement it to my missions. Regards from spain!!!!
  2. lucifervivo

    FFN MOD

    My clan mates an I tested it on Mp playing 8 players on rahmadi, and the main problem was the lagg, I hope you can fix the variable problems to try it another time. keep in it tony.
  3. lucifervivo

    FFN MOD

    Its posted in armed assault info downloading!!!!!!!!
  4. lucifervivo

    FFN MOD

    Hi tony you can upload it to here: http://www.mediafire.com/ its totally free and fast... I´m waiting in armed assault info to the release jejeje See you and happy birthday!!!
  5. lucifervivo

    FFN MOD

    Many thanks Tony!!!! I´ll be waiting for it to test with a mission I maked these days!!! FFN 0.82 BIS DEFAULT DUMB IA
  6. lucifervivo

    FFN MOD

    Ok tony, I´m very excited about this mod I hope this can be a standart of Ia improvement to this game. Maybe finally we have in the last months of arma a decent Ia to deal with.... I´ll be waiting fo release when you can... Regards from spain
  7. lucifervivo

    FFN MOD

    Hi tony!!! i´m waiting for this too, but tony take your time to make it work as betther as you can!!! Me and my clan mates are waiting to test it in our Mp coops i hope it will be perfect compatible. Only a few questions: * does your mod create some lag?? **how is the performance at this point of development?? ***Maybe it will be playable in big MP missions as evolution or it will be more to play coops with less people and Ias?? ***Have you changed the detection routines as in ACE??, i say it because for me in ACE ar bugged, it ruined all night missions because of the cheating Ia detection capabilities?? Nothing more!! keep in it!!, it seems very very good!!!
  8. lucifervivo

    Shall I make NewYork State island?

    I suggest you to make first a little island, even with that you got a lot of work. And if it works well thet go to make other parts. Maybe you can beggin makin manhathan. Think in the low detail of the map sakakah and how it lows the fps of the game, so a city as newyork i think is impossible. But well try it if you want,i will be looking for it Regards from spain and dont loose morale
  9. lucifervivo

    FFN MOD

    Hi tony great mod, if you want some beta testing in Mp just tell me, I showed your vids to my clan mates and they are very impressed. We are more than 20 people that can give you some feedback if you want. It would be great to include flares at night, i dont know if you have done yet. regards from spain and keep pushing your nod is the best IA mod for arma im shure!!!!
  10. lucifervivo

    FFN MOD

    Hi tony It has passed some time since i try for the first time FFN mod, but i´m still looking at the topic to see your advances!!! I wached your videos at youtube and ey the IA looks very good!!! And hearing that it will be like a stand alone AI addon it sounds great!!! I will be waiting for the new release I hope all works fine. Maybe this addon would be the final IA enhancement till arma 2 comes to our hands. Regards from spain, I will infor my clan abbout your advances. When you have something to download we will test it in MP. PD: Oh sorry I forgot one question: is this new FFN 0.82 fully Mp compatible??, The last wasn´t. Nothing more thanks for your work and time!!!!
  11. lucifervivo

    ArmA Editing Guide - English Version

    Hi all mates there are some of us in spain looking for it and waiting too jejeje so yes its a worldwide operation jejeje Goog job!!!! Mr murray and team!!!
  12. maybe ACE has some bugs... well its still a beta and the developers are doing it for free... we have to be patients The only feature that needs work for improvement to make it fully playable is the iA. Its true that now is betther locating targets. But the problem is that at night they spot you without NVG at more than 140m... totaly cheating... I think they´re looking for a solution. In ace forums i readed somethigs some weeks ago. And the other problem for my pc is the lagg, with a amdx2 2ghz 4gb ram DDR2 and nvidia 9600GT... The frames drop dramatically. Well it don´t matters, you guys have done a very good job keep pushing. For me the best mod for arma!!! I will be waiting for future releases to see your advances Congratulations for all of you ACE team!!! regards from spain
  13. lucifervivo

    @AIX. Another one AI addon.

    i´ve been testing it, those are the things I saw: * when you put a squad with a vehicle the soldiers begin to embark and dissenbark, for so much time. I putted a squad a vehicle and a waypoint. *When youre the commander of a squad your mates do not follow your orders, the do what they want. * I seems that the scripts are active over you and your squad mates. all the time. * the cover system seems to work propperly, but the soldiers do the same dummie thing than in vanilla and atack the enemy at charge. yo will have to prevent them from go away their group and try to fight alone. *Other problem is that the soldiers shoot at walls if they know thats a enemy behind. You´ll have to make a script to check at certain time if the objective is killed or not. if not to abort firing and move to bether position. For now those are my thoughts. I can only say you than its a good beginning just try to improve it. Maybe you can do a good Ai addon. For my this addon to be perfect needs: 1.The cover system. But in bigger range: if i become shooted and i want to preserve my life why not runing a few meters to take cover?? 50m?? 2.suppresion system. I think it has no? 3.launch smoke/flares. Like Vfai 4.prevent ai to attack alone. 5.Respect to the original waypoints 6.respect to the original combat mode and formation set in waypoints. 7.Finding cover in houses, patrolling houses to find enemies. 8. most important be fully MP compatible. not make many lagg... those are my tips Good luck i´ll be looking at this topic to download newer versions and make some test Regards from spain!!!
  14. lucifervivo

    To ArmA Developpers: aiming system

    The ace mod as people said at the first posts fix that issue. For me the walking while aiming of arma is not perfect but well i can handle with it without problems. Just stop shoot, move, stop shoot.. thats all its not perfect but well is what we have. in other hand You have allways the option of taking the aiming while moving feature of ACE and port it as a stand alone addon. Think that arma is 3 years old and arma 2 maybe is too close, dont spect Bi to pach a game forever. For me arma is not perfect but ive tested this year CoD5, L4D... and other shooters, and still prefer playing a good coop with my clan mates... We know the bugs, the missing things and the problems with performance. But what about the freedom of walking a entire island, making the mission you can think even pilot a plane, chopper... For me arma+bether performance+bether AI+reloading while walking= best game ever... at the moment... maybe = arma 2... still don´t know. Well just get fun with the game and wait for arma 2/ofp2... maybe you take some surprises then Regards from spain
  15. lucifervivo

    ArmA feedback thread - based on Beta Patch 1.15

    what are you talking about?? my computer is: AMD athlon x2 64 3800+ 2gh 4GB ram nvidia 9600GT 512mb running under vista 64!!!!... with this patch the game runs better for me, no crashes, bether fps. Al textures in very high and no popping textures... Better distance of view and better fps than in 1.14. So watch what are you saying, its possible that the problem that experiences a person with the game is not for all users. For the user that says : decrease the FOV at maximun 1500-2500meters, learn to configure the game and think in witch game you have more than 1000-1500m of field of view... with this level of detail. With my modest computer I have bether fps than you and my computer is worst, so the problem is that you´re doing something wrong, not is a game problem. So I admit this game requires too much pc than games with better graphics. People I play with using ATI card 4870 and FOV 5000 meters had much bether fps than me. So Its a problem of configuration. The people I´m refering had monitors of 1600x1024, in that resolution more or less. I play in 1280x1024. Regards and merry chrismas!!!! PD: sorry about my english so i´m spanish...
  16. lucifervivo

    Warfare v1.1 RBT

    Hi and congrats by your great version of warfare. i think i have found a bug. The IA is unable to buy AT,AA, snipper, speckops soldiers, even wen i upgrade the barracks at he begining of the game. I think the Other uogrades work but i have t test it!! thanks so much for this version
  17. lucifervivo

    FFN MOD

    Hi tony. Only a small sugestion. i think people is nervous because the change your Ai makes to the game. Maybe you can release a small addon that separates the basic Ai features for normal gameplay. You could call it TonyR AI or something, including in it the most basic Ai movements and improvements. On the other hand you can continue with your development of your campaign and new gamemode. One more thing, when I tested all the FFN features in MP, i was the server of the session, and some clan mates entered my game. Is this way correct to test the FFN mod?? All the players got the FFN mod in use at same time, server (me) and clients (clan mates). All of us got the mod and charged in arma. Because in this way some things as I say some posts before, dont work properly. another question, what do i have to do with this: Do I have to create a sqs fille called UWD and set a triger or in the init to activate it as any normal script??
  18. lucifervivo

    FFN MOD

    well some experiences with MP. The flash grenades and gas grenades only affect to the thrower, not other players near. Its like the entire mod only executes the script to the player that uses it, not to the other players. The Pinned animation that happens when you´re running under fire, has a bug if you´re carrying a pistol, first the character changes to the main gun and them makes the anim. I´ve been playing a game with the mod, and the server does not have the mod, we were 20 players, and the frames get down dramatically (-11Fraps), normal 40-60 frames. i have to test that mission more times to see if is a problem of the mission or a mod problem. my pc: AMDx2 2ghz. 3Gb RAM DDR2 (800). Nvidia 9600GT 512Mb I think you have to patch Mp compatibilities. If you want to test it in Mp tell me and i can join a server or something, i´m very interested in this mod. i like it so much, it makes the game betther. Maybe you can make a test mission fo Mp in the next release, we can test it for you to give you feedback. Its clear that Sp works fine but the MP has to be tested. I will try tomorrow to test other stuff in MP. Regards!!!
  19. lucifervivo

    FFN MOD

    OK tony i will test this night the flash bag grenade and the vehicles in MP. And i´ll say you something. The best of this mod is that it not causes any lag, so its great!!! I can confirm you that the soldiers of the FFAA mod work properly, its compatible with it. A question how do afect the rank to the hability of shooting? at what percentage? its only to have an idea of that. The hability we put in the editor affects to that percentage too?? Do the whitte smoke affect the enemies??, or they can view throug it? In the theme of the prisoners, i like that some men keep on ground hurted. because it was not realistic that they die allways. In Mp it would be great that when you take a captive it gifs you a bonus of points, maybe +1 point, apart of the "killing" ponits.Or maybe more points at higher rank of the enemy taken. Other questions: How many times can we call the support heli?, and how much time have to pass between the calling to get another? How many times can we call the atack heli?, and how much time have to pass between the calling to get another? Do the mates, player keep in ground unconscius??, Is there any possibility to drag them until a medic comes to heal them? For me this is a good change to the game!!! the best mod of IA so i´m very enthusiastic I hope you can resolve all the MP features to finally have a real gameplay with arma. Thank you tony!!!
  20. lucifervivo

    FFN MOD

    Hi ive been testing the mod in MP and i found some strange bugs or features: things that dont work or get a weird running: *When someone hurts a enemy and bring him inconscius, the ohers players see the enemy dead not inconscius. The other players dont have tha action drag x, to take captives. *the A-10 do not seems to come when we call it. *the support chopper (medevac) do not seems to work, they come, and only stay in place not take the captives. *the shooting with a snipper rifle is very hard vecause you hit the enemies and the do not seem to be hurted. I used 6 magazines of MK12 to kill 2 soldiers... *The players not stay inconscius, only die. When you get shooted by a enemy they kill you. So you dont have incoscius mates... *when the Ia leader is making the animations of order the trops moving with his hands, if you kill him, he dont dies until the animation is finished. Things that work propperly: *the Ia is hard to beat, the most funnies battles in many time, we were 3 humans vs 8 Ias and was hard to win them.. very very good man!!! *The artillery works fine you can call the strikes and all works fine. the other features of the mod work properly!!! Congratulations, if you polish the MP to make it 100% compatible, here in spain our clan is gonna take this addon as official!!! i´ll try to test it more time to tell you the feadback. It would be great to have a list of the units, weapons and other stuff to use it in the editor. Thanks fo this great mod!!! 9/10 when you finish it 10/10!!!
  21. lucifervivo

    FFN MOD

    I´m with you this is the best mod in the ai factor. Congratulations Tony Ranger!!! have you tested it with mates in Mp?? only to know if it works alone with vanilla in MP... Thanks guys!!
  22. lucifervivo

    FFN MOD

    Hi one more time i´ve tryed the mod in a mission with some clan mates and it seems not to work. We were using FFAA mod+GEAT mod+FFN mod +DBE1 (QG). The problem is that the character of my mate remains like iced, he do not seems to move and i dont see him do anything. When i played the mission offline and online with only my own in the server it wored well... Well thanks for the great mod i´ll be waiting for news thanks to all of you and regards
  23. lucifervivo

    FFN MOD

    Great mod !!! i have been playing at least 3 hours running one time and another a mission with your units it is amazing!! i got a few questions, if i want to use your mod with other units what do i have to do?? I know how to launch a script from the init of a unit but if i have to put two or three scripts?? The best of your mod is that there is no lag using it not like SLX that causes many lag. Congratulations and continue your great work i´m gonna tell everyone here in spain about your mod!!
  24. lucifervivo

    ArmA (OFP) Script Editor

    well i can confirm its copatible, a friend send me the program unpackaged and i´ve copied the folder into my HD. It works. So the only problem with vista 64 is that you cannot install it by yourself. Thanks to all
  25. lucifervivo

    ArmA (OFP) Script Editor

    Hi first of all thanks for this great editing tool!! i´ve been using it for months and with great results. But now i have a problem, i got vista 64 and the program do not seems to work with it. Do you know if its compatible??, if not have you think in make one version compatible. Thanks for that great work!! regards from spain!!!
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