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nominesine

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Posts posted by nominesine


  1. Can someone show me a working example of a blacklisted area that prevents spawning the random of units using the...

    1) Ambient Cilvilian Module

    2) Ambient Civilian Vehicles

    3) Ambient Animals Module

    4) Ambient Combat Manager

    5) Secondary Operations Manager

    I want to reserve certain areas for my own purposes. I would prefer to use area covering triggers, rather than markers, but I'm prepared to go for any working solution.


  2. The task at hand here is to find something that executes faster than the init line of the first editor placed unit in the mission.sqm. Problem: It doesn't seem to exist. I've also tried to find a workaround to the name issue, without success. Unless someone can figure out a way to change the group name from the description.ext. The description loads first.


  3. ShowCinemaborder true works in intro, but not in mission. I guess this is a bug.

    If so, then it is indeed a bug that has always been present. Operation Flashpoint and Armed Assault behaved the same way. showCinemaBorder only works in the intro section of the mission.sqm. It doesn't work in the mission itself, regardless if you are playing SP or MP. I vote feature

    :rolleyes:


  4. Okay. But that requires me to disconnect everytime:

    1) The team enters a vehicle

    2) The team leaves a vehicle

    3) The team enters an animated cutscene (one that forces the playable units to perform a switchMove)

    4) One team member is wounded (First aid module is using switchmoves I guess)

    It makes the campaign pretty much unplayable in MP in my opinion. Especially long missions that requires a lot of travelling. I've never seen desync/locality problems of this magnitude in reguar MP before. What causes it to appear in the campaign?

    The only thing I recall that ever came close was a user made mod for Operation Flashpoint that tampered with the injury system. Could the infamous First Aid Module be the reason for these problems as well? The locality problems have been the same from version 1.00 to the present 1.03. No improvement whatsoever.

    EDIT: Yep, just what I thought. These errors show up in the rpt report whenever someone is being healed (reported in community issue tracker):

    _healer removeEventHandler ["animStateChanged", >

    Error position: <removeEventHandler ["animStateChanged", >

    Error Typ Script, erwartet Zahl

    Error in expression <e] - remain assigned"];


  5. Hi,

    @nominesine

    I remember your campaign (Blue Skies - the first one). It was a piece of art. Hope your still in the business of campaign making. Cant wait for your next one.

    I am indeed. At the moment I'm working on a Coop campaign for ArmA2 with a mission maker called Laggy (you can find samples of his work in OFPEC's MP Missions depot if you care to take a look - I truly recommend it). The project at hand is a two player, story driven series of missions about two brothers returning to Chernarus after several years abroad. It's supposed to be a low level resistance style campaign. No special forces, no fancy addons. But lot's of cinematics and storytelling elements. But if Opertion Arrowhead is indeed set in a desert environment it may be a good place to rewamp Blue Skies for ArmA2.


  6. If only I had the time/attenton span to make a campaign... I've always wanted to try using those commands.

    You don't have to make a long campaign to make good use of a weapon pool. I sometimes divide normal missions in two parts for storytelling reasons, and merge them into a campaign structure. Just take two missions already on the hdd and combine them. Trust me. It's worth it.

    Sorry... I'm drifting slowly off topic here, but hopefully Placebo is on his way to Systembolaget as everybody else in Sweden right now. Then I won't be warned/banned until monday :)


  7. Lol, and I've never seen that feature used since Res. Should still be possible in ArmA 2... (hint to BIS :rolleyes:)

    Funny. I was just thinking the same thing. There was a lot of dynamic campaigns without storylines for OFP where they appeared. I used itmyself in a small part of the Blue Skies campaign for OFP. It only takes some basic editing skills to do. Yet almost noone does it anymore. I haven't tested the pool commands and saveVariables in ArmA2, but I see no apparent reason as to why they wouldn't work. I assume they do. I would also like to see a premade campaign where weapon pools are used again.


  8. Did you have any luck with this working? trying to set something similar myself but reversed with the ACM only working in a certain area and then disabling when my team gets to a certain objective. This didnt seem to do the trick any other way around it?

    Same experience here, unfortunately. Intensity doesn't work for reasons beyond my comprehension. I just posted this at Ofpec to get some expert answers. Can't hurt to ask for the same advice in here I suppose...

    [0.0, BIS_ACM] call BIS_ACM_setIntensityFunc;

    According to the Biki the quoted code will: "in effect pause the ACM". This much I've figured out and to switch it back on again I must use

    [1.0, BIS_ACM] call BIS_ACM_setIntensityFunc;

    or any scalar number greater than 0. But my limited testing (three hours) implies that it doesn't work more than once. I wan't a mission that starts with no intensity and then gradually builds up towards heavy fighting around the player. No matter how high I raise the intensity value, no ambient units show up in game if the ACM has been paused once.

    If I do it the other way around (start with a high intensity number) I can force it into hiatus by setting intensity to 0. At least I assume it works, since no units showed up for one hour. I was moving at slow pace across the map (walking with shift locked). Hence I assume the syntax is correct. But why can't I start with low intensity and gradually raise it during the mission?


  9. I tried (changing FOV) and it doesn't change max zoom, its just gives a lens type view. Like looking through a bottle or something like that.

    You are of course aware that to increse zoom you must lower the FOV setting, as opposed to raising it to a higher numerical value? And if you do zoom in by changing the FOV this way you will of course have a smaller field of view, as if you were looking through a lens. That's the whole point of it, isn't it? The game behaves exactly as any camera/binocular/telescopic sight/etc in the real world.

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