quiet_man
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Everything posted by quiet_man
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Mapfact releases DAC 2.0 for ArmA
quiet_man replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
I'm not Silola, but if you talk about your questions where the mission end check stuff has to go: This you put into an own script and just start it from init QuietMan- 376 replies
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Kroots canibals, warning ! aliens inside !
quiet_man replied to colonel well's topic in ARMA - ADDONS & MODS: DISCUSSION
Spad from the WH40 mod already stated that he is happy if people port stuff over to arma. See the Alien mod thread. Also if I correctly understood people with modding experience tried to port the units, but had problems with the heads. A Kroot with Arma standard head looks stupid Not good for a beginner to start with. @Colonel Well You could ask the people from the Xam Mod if they can give you some advice. I think they are french!? QuietMan -
I find it cool to, but even the civs without weapons will get shoot and even some objects will get "hostile" (ammo boxes) or was this changed with latest patches? This can pretty much spoil missions where you have civs or civ objects for story and ambient. So it should be an option to switch on if it is intended at the mission. QuietMan
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you better make this the default. a civ with weapon does attack whoever RACS is hostile to, problem is that then ALL civs become enemy and get shoot at. QuietMan
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check this: XLS People, character models and textures are from OFP:Resistance no excuses, looking forward to your first units QuietMan
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try this:First Alien discussion End of third last post: Ryan_D: "i'm not releasing someone elses work without permission" I think end of discussion. I'm waiting for an update of this great mod. PS: Just found out that Spad and others are still updating the OFP WH mod Maybe with help from Ryan we get more stuff over to Arma and working with Arma multi-turret functions. Maybe not as original as "Space Invaders" but as much fun QuietMan
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make your own addons and your mod will be interresting, i didn t give u permission to use my addons cause i m currently working alone on my arma space invaders and im making all part (modding texturing and config) and it s a real pain to make it good then please respect cause your work is not real and original ryan d scammer Hitcher, stop feeding trolls and get your facts right. Rayn has never stolen. He showed WIP pictures while waiting for you to approve. When you rejected he released the mod without your stuff. Calling him "scammer" you behave yourself like one. and someone creating another clone of one of the oldest and most copied computer games ever should not name others "not being original" sorry couldn't resists. QuietMan
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You mix something up. He had showed pictures of converted space invaders mod while waiting for permission. He did not got permission for them, so he did not release them. The ufos he got permission then released them. Nothing wrong here. Better double check the facts before blaming someone to steal. @Ryan_D going this way, I think Space Marines would do excellent as X-Com Ops QuietMan
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there was an warhammer mod for OPF that had plenty of nice models, I think from France I can't find it anymore QuietMan
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Mapfact releases DAC 2.0 for ArmA
quiet_man replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
I just read that the spawn points are there to avoid reloading sounds when units are recreated after a group was reduced. I assume you remove mags and weapons after respawn and then give the correct amount? If you give first the mags and then the weapons they are already loaded by the game engine. Edit: as I just tested, empty (not destroyed) vehicles stay also empty camps (if guard are killed), also when the area is deactivated and activated again (creating new camp and units) QuietMan- 376 replies
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I agree with u, at least somebody else realize it. I really believe creators of the mission will pay more attention on making goals for the mission. Well, i called it - logic of the mission but no matter how u call it there must be goal to play for sure. funny, is there a goal in life? QuietMan
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ATTN: Addon Makers - Rules of content permissions.
quiet_man replied to Placebo's topic in ARMA - ADDONS & MODS: COMPLETE
your arguments are weak, which modeler here is checking copyrights on what he is modeling and could try to defend his against a XX.000$ licence claim from a real company at all? but we should separate legal and moral. As long as no one is running business here with his addons, we (as community) should be relatively fine from the legal side. On the moral side it is simply not acceptable for us to have someone participating in the community (forums and web pages) who copies stuff from others and claims it as his own. And here I really see no problem as it works pretty fine. People acting against the (moral) rules get soon ignored. We only have to remind ourself and other from time to time of the rules. People who think someone stole from them also don't need to jump into discussion "HE STOLE FROM ME!". A name needs time to build but is destroyed in seconds. They should politely ask "why is ... like the stuff I made before?" and depending on the answer it might have been an error on the one or other side. If it was intention they can trust on the community that the man will not hang around for long here. maybe people should also stop adding nonsense copyright claimers ignoring any RL copyrights of their stuff (and this could give real trouble) QuietMan -
ATTN: Addon Makers - Rules of content permissions.
quiet_man replied to Placebo's topic in ARMA - ADDONS & MODS: COMPLETE
hmmm, good point. If someone models real life weapons, vehicles, clothes or whatever without permission of the company owning the design, how can he claim ownership of the model? just a question QuietMan -
Civil md-500e helicopter!
quiet_man replied to hotshotmike1001's topic in ARMA - ADDONS & MODS: COMPLETE
a ladder can't be "silly" if they are usefull/realistic or not can be disussed. My interpretation: they are meant for mission were you use the heli of a local tourists flyer where they "upgraded" the choppers from airplane parts to help old tourists to get onboard. I suggest you read the thread before continuing the discussion Regards, QuietMan -
Mapfact releases DAC 2.0 for ArmA
quiet_man replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
You mean, an editor placed group which was integrated into the DAC, that this group can be also remove again from the DAC? This should be basically feasible. I will check this possibility for you I had hoped that nobody asks for it I think that I insert a solution afterwards. You can send your solution to me with pleasure. Then I will check this. However, a bigger adaptation is necessary. just a few days away and the most important discussion of the forum drops to page 3 I just want to add that I'm also waiting for dynamic change of amount of active units for a zone! If nothing else helps a zone deleter would be sufficient. I could then recreate the zone with the according settings. I'm still working through the demos, but if it is not available would it be possible to get the amount of units lost and/or the number of respawns left from somewhere? Also when I move a zone, can I read any error messages by script somewhere to do automatic corrections? (e.g. increasing the zone size until it fits) Thank you for this great piece of work! QuietMan- 376 replies
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Civil md-500e helicopter!
quiet_man replied to hotshotmike1001's topic in ARMA - ADDONS & MODS: COMPLETE
I like your chopper, just think of a situation where people don't have money for brand new stylish stuff and weld together whatever they have to get something working. two thing I don't like: 1. The missing LODs, maybe you can work on this? 2. Your last post. I found it incredible cool how you ignored all those people "irritated" by your type of modding. If you could return to this? Just concentrate on the technical part. QuietMan -
I know ... he didn't say which year Quiet_man
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it might be possible to limit the amount of soldiers of a group who search ammo at same time? a simple Round-Robin system? start first unit (if required), start second ... until 20% of the group are searching, wait until one has finished then continue Quiet_man
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mixing this up with low grass? (which does not change FPS) this is low(spec=highFPS)plants. QuietMan
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How to make AT guys reload?
quiet_man replied to CarlGustaffa's topic in ARMA - MISSION EDITING & SCRIPTING
a trick is to have him drop the weapon, than order him to take it up again. He will automaticly take ammo and reload. QuietMan -
I'm working on a big island mission framework and Alex is ok to make an island for some Beta release. But I need the data for it. I have looked for real life data but it seams limited. So I'm thinking about using a generator. Does someone know if Terragen (or something similar) can generate random and export SAR format? Thx for any help. QuietMan
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Main Battle Tank Gun Ballistics, FCS, etc.
quiet_man replied to NonWonderDog's topic in ARMA - ADDONS & MODS: DISCUSSION
Mandoble? QuietMan don't know if this got lost? using Mandoble rocket script might save you some time. QuietMan -
you need to copy the script file into the new mission folder QuietMan
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you could try a satchel charge, there is an action to explode it I don't know but saw it somewhere on the forum, you need to search it QuietMan
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Main Battle Tank Gun Ballistics, FCS, etc.
quiet_man replied to NonWonderDog's topic in ARMA - ADDONS & MODS: DISCUSSION
Mandoble? QuietMan