nominesine
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Everything posted by nominesine
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AV-8B wreck on start?
nominesine replied to Relemar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
And that's the secret ingredient in all good missions. If you like it, chances are better than average that other's will like it too. I believe that's the reson there are som many downed pilot missions out there. I've made a couple myself, and I still enjoy the concept. -
Thank you, B.I.S.; Sign if you agree.
nominesine replied to Milton T. Pike's topic in ARMA 2 & OA - GENERAL
Signed -
Gnat has uploaded a bunch of handy video tutorials, showing you how to install and use the BI editing tools. Take a look at them if you want to learn how to make an addon, build a custom island or start a completely new mod. You'll find the growing list of tutorials here
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ArmA II: Operation Arrowhead discussion thread
nominesine replied to Tonci87's topic in ARMA 2 & OA - GENERAL
True. Not even the 90's ;) -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
nominesine replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Sweet, sweet music to my ears... :bounce3: ... this comp' was made for walkin', and that's just what it'll do... one of these days this comp is gonna walk all over you... *dum-dum-dum-dum-dum* -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
nominesine replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I can get a fairly good deal on the following rig: Processor: Intel® Core i7 920, 2.66GHz 8MB, LGA1366 Mother: Gigabyte GA-EX58-UD4P GPU: nVIDIA GTX 275 896MB DDR 3, 2DVI, HDTV, SLI, 16xPCIe VGA Kontakt: PCI-e Sound: ALC889A 8-Channel High Definition Audio (integrated) RAM: DDR3 PC10600 6GB (3x2048MB, 1333MHz) HDD: 1TB Samsung, SATA-300, 32MB, 7200RPM Pro's and con's? Any opinion is more than welcome. Does it have an apparent weak spot that I overlooked (considering that the sole purpose of the purchase is to play ArmA2)?!? Operating system is yet undecided. I'm aiming for Windows7 but might end up with Vista Home Premium 64-bit if the negotiations go against me. -
I have the following solution: on Utes I have made a mission consisting of a single playable soldier. Mission name: 001 It always pops up at the top of the list in the scenario bank. It loads extremely fast. So for the next couple of years it'äs just me and my M4 alone on the runway for a few seconds every day...
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I miss the classical OFP mission "Steal the Car". A rather crappy mission, but perfect for changing diffucultys in the editor. It loaded up very fast and thus allowed me to change the difficultu setting to "recruit" before opening up the Operation Flashpoint editor, without further delay. I must have opened that mission 10 000 times, at least. I don't think I played it more than once, though. Those were the days. Just me and my M16 in La Trinite on Malden island, for a few seconds every day :)
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You mean in the editor? Open up any SP mission first, and select the new difficulty setting you prefer. Head back to the editor. The editor will always use the latest change when you click preview.
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AV-8B wreck on start?
nominesine replied to Relemar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Place a pilot on the ground. Next to him: an empty Harrier. In the planes initline you write this setDamage 1 (don't place the pilot too close or he will be injured by the resulting explosion) -
Does the distant sound delay only apply to explosions?
nominesine replied to BoxiouS's topic in ARMA 2 & OA - GENERAL
I wasn't talking about how bullets/sound behave in the real world. I was making an assumption on how they are being simulated in the game. I've never made a weapon addon, though. Does the muzzle give off a sound in ArmA2, or is it (as I suspect) only the bullet used that triggers the corresponding sound file? -
Does the distant sound delay only apply to explosions?
nominesine replied to BoxiouS's topic in ARMA 2 & OA - GENERAL
Correct me if I'm wrong, but I believe that the bullet sound is a property of the ammo used. Right? If correct: That would explain why bullet sounds travel faster (the bullet is moving) than explosion sounds (the explosion is stationary). -
Your questions to the Devs regarding the expansion
nominesine replied to I.like.Pwnies's topic in ARMA 2 & OA - GENERAL
Only time will tell. Meanwhile you can entertain yourself by trying to make a sentence out of the following: E B A T P E I T N! ;) I'd like to know if the content of the game that is working will be documented when Opertion Arrowhead is released. I'm thinking of modules, templates for MP missions and scripting examples showing new ways to use the ArmA2 specific commands. I enjoy the sandbox approach to gaming. But playing in the sand is a lot more fun if the box has well defined borders. Oh, and don't forget to mention: I'm nevertheless looking forward to the release... :bounce3: -
only leader see notes and objectives.
nominesine replied to Swedda's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes it does the exact same thing. Only a slight variation in syntax. -
The information you seek can be obtained here: http://www.arma2.com/vehicles_en.html
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How closely do you think ArmA simulates real combat?
nominesine replied to RBerry's topic in ARMA 2 & OA - GENERAL
No, and to be honest I'm quite glad that there's is a big difference between playing a violent game and experiencoing violence in real life. -
Making AI Land on LHD
nominesine replied to Gil Galvanti's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahh, but this thread is different from all the others. Because this one has a solution to the problem. Albeit a clumsy one :) EDIT: Maybe they should be merged into one. -
AI set to capture enemy not kill
nominesine replied to WallyJas's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Welcome to ArmA2 and please ignore the grumpy natives, roaming this forum. To address your question: Have you considered making the enemy officer a civilian instead? The AI don't shoot civvies intentionally. And since you want to avoid having him shot in the first placce, it sounds like a working solution to me. That way you only have to concentrate on the capturing part, without waisting any time on protecting your target from stray bullets. -
Making AI Land on LHD
nominesine replied to Gil Galvanti's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm sure they do, but your link points straight into nowhere. Care to share the location of the secret thread? ;) -
only leader see notes and objectives.
nominesine replied to Swedda's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's most likely because they are JIP (=Join In Progress). When a JIP joins the game there will be a brief moment before he is actually registered as a player by the network. He is considered to be isNull rather than player. It just so happens that your Diary Records and Simple tasks are created during that time. Hence no entries for JIP's. In other words player cannot createDiaryRecord because there is no player on the JIP's computer yet. One solution may be to start the init.sqf with the following line (ad hoc code) if ((not isDedicated) and (isNull player)) then { waitUntil {not(isNull player)}; }; player createDiaryRecord ["Diary", ["Protect the colonel.", "U are one i a team of 10 who's task is to protect colonel scott, he is of great importance of this war and he's death would mean the end for all of us. If u complete this task u will be given new missions."]]; tskobj_3 = player createSimpleTask["Destroy aircraft"]; tskobj_3 setSimpleTaskDescription ["Get to the airfield just north of balota and take out their plane located in the hangars, it will be heavily guarded so procced with caution.", "Attack Airfield", "Attack Airfield"]; tskobj_3 setSimpleTaskDestination (getMarkerPos "marker3"); tskobj_2 = player createSimpleTask["Attack Msta"]; tskobj_2 setSimpleTaskDescription ["Time for some payback, destroy the town! If u want the second cobra unlocked find and destroy the small factory south of Msta", "Attack Msta", "Attack Msta"]; tskobj_2 setSimpleTaskDestination (getMarkerPos "marker2"); tskobj_1 = player createSimpleTask["Protect the colonel"]; tskobj_1 setSimpleTaskDescription ["You have to protect colonel Scott from beeing killed.", "Protect the colonel", "Protect the colonel"]; tskobj_1 setSimpleTaskDestination (getMarkerPos "marker1"); Or words to that effect. You better double check the syntax because I'm writing this straight from memory and might have missed a semicolon or two. What the scripts does is to check if the client is a JIP, and if so, it wait's until they are not JIP's anymore. And at the same time it also checks if the client was a player from start, in wich case he should have the briefing without any delay at all. Thus players who joined before the game begun will be able to read the briefing while they are waiting in the lobby. Lycka till. Hoppas det hjälpte dig -
Making AI Land on LHD
nominesine replied to Gil Galvanti's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
AI cannot land on the carrier deck unless you force it too. I've only succeeded with heavy (and rather clumsy) scripting. This is how I did it. 1) Give the helicopter an inflight route so that it approaches the LHD from the bow (the fore deck is much longer than it's aft counterpart). 2) When the helo approaches it's speed mode must be set to LIMITED and it's flyInheight to aprox. 20 meters. I then gave it a move command sending it to a gamelogic placed near the stern of the ship. The marker must be placed very far back, because helo's don't travel all the way to target before they consider a waypoint or move command to be completed. 3) When the move command is completed the helicopter will stop and hover somewhere over the fore deck. The exact position may vary a little. Hence the use of the longer landing deck. 4) I now give the helicopter a flyInheight 0 and it will lower itself on the deck. Not very gently though. Sometimes it smashes into the runway too hard. So I give it an allowDamage false during the critical manuever. Voila! Your helicopter has landed on the front deck. I implemented the technique in an early version of the mission Dungeon & Dragon. The mission is unfinished and WIP, but the landing part should be working in the linked download. Bear in mind though: It's not a pretty script. If you wan't a clean and simple code you will have to look elsewhere. -
BIS_IS_agony
nominesine replied to luckyhendrix's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
UnPbo the training mission from Bootcamp, where you are taught basic first aid skills. It's done exactly that way in the mission, but I've never delved into the problem myself. Good luck. -
only leader see notes and objectives.
nominesine replied to Swedda's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The solution to your problem can be found here -
Possible solution to COOP "lag" or desync
nominesine replied to Yapab's topic in ARMA 2 & OA - TROUBLESHOOTING
Nevertheless I think that you made an important discovery. If the campaign plays significantöly better in LAN than over the Internet, then there is bound to be a problem with ArmA2's netcode. And that is something that can be fixed in a future patch. Hope they see this. Did you add your discovery to the Community Bug Tracker? -
Blacklisting areas
nominesine replied to nominesine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
DePboing Manhattan I found a trigger labaled NO ANIMALS covering the camps you mentioned. These triggers are named BIS_arz_# where # is number 1, 2, 3 or 4 and so on. I assume they work exactly as the BIS_acm_1 marker for the ACM Module. Testing indicates that they do intend keep my airports free of roaming sheep without doing anything apart from placing/naming the triggers (10-12 tries and all without animals). I guess that solves the animal part. That leaves the Ambient Vehicles and the SOM. Defining house classes that shall not be surrounded by empty vehickles is extremely messy. Especially since vehicles also appears around almost every editor placed object found under EMPTY >> OBJECTS (including the back pack heap). Regarding the SOM Module I am completely stuck when it comes to blacklisting at the moment.