sander
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Everything posted by sander
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which DLC do you thnk it better
sander replied to zeus122's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
The acronyms for the DLC (BAF, PMC and ACR) pretty much sum it up: Best Additional Faction, Pretty Mediocre Content and Appallingly Catastrophic Release. The British Armed Forces DLC is high quality work, with the models, textures, configs and missions all setting a standard that the subsequent DLCÅ› unfortunately failed to match. The state in which ACR was released was abysmal in quality, with a stupendous amount of bugs affecting just about every single item in the package. Regards, Sander -
Yes, and they will be released in due time. For the next few weeks I am tied up in creating some CWR2 units and expanding the pack to make use of the new content. There will be several dozen new coop missions in the next installment of the CWR2 pack. Regards, Sander
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German Campaign training mission - calling in the artillery
sander replied to dwh's topic in IRON FRONT: LIBERATION 1944 - GENERAL
That might not actually be specified in any manual, but that is the method of identifying targets since OFP so it would come naturally for long term players of this series of games. It would indeed be difficult for a starting player to figure out on his/her own. The English manual was rather compacted, but the German one was much more extensive and useful (DL here). Regards, Sander -
German Campaign training mission - calling in the artillery
sander replied to dwh's topic in IRON FRONT: LIBERATION 1944 - GENERAL
Hi, You have to use the binoculars in order to identify the mortars. This is done by looking at the targets with the binoculaurs and then proceeding to right click with the mouse. This mouse button action will reveal the object one is looking at, thereby triggering the bombardment. It may take a couple of clicks to achieve the result, but a radio message will follow and rounds will start to come in to annihilate the Soviet position. The game is indeed great. The campaign has some bugs, but overall it will deliver tense action and a varied experience. Regards, Sander -
Cold War Rearmed² - Public Beta
sander replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
In the first deployment to Everon the mission has always completed fine for me, though sometimes it takes time to find that last enemy AI. In one case I had to scavenge nearly every handgrenade around to blow up a stuck BMP that insisted on driving through a building, in others a single AI was remaining in a bush, in a building or one the slope towards the coast. Sometimes one needs to do all the work, sometimes the Cobra and Abrams clean house. I have never had a problem in the aborted mission to Regina. It is a matter of picking an appropriate route: first head to the forest and only then turn north, as running away through an open field is too tempting for the Soviet gunners. The MP5SD is no longer the overpowered weapon of OFP, but three round bursts to the head do the job fine. Ranging the gun makes a lot of difference as using a correct zero makes the rounds impact on the most vulnerable part of the target and not the torso or legs. Regards, Sander -
As I don't have Take On Helicopters, which has its own editing section, I am not familiar with the map. In Arma2 one can determine whether a building had enterable positions and where they are by doing a preview in the editor in Regular mode (no indicators are provided on Veteran mode) with you and a second AI grouped to you as commander. This will allow you to command the AI to particular buildings and positions. Perhaps TOH offers the same possibility. Regards, Sander
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This can be achieved in several ways. Many, but not all buildings have specific addressable points defined where one can place AI with a command or give the AI a move waypoint towards the building and selecting a position, followed by a statement to fix the unit in place and / or stance. The init line provides more predictable results, especially concerning the direction the AI will be looking. For example, if I wish to place a unit at the ninth building position (when using this method the number correspons to the numbered position indicated by a move waypoint subtracted by one), fixed in his viewing direction and unable to kneel down or lie down, I would put in his init line: This would be most useful when the unit must keep watch in a particular direction and looks out of a window or over a parapet that has a certain height. Alternatively if one wishes for the unit to maintain the ability to revolve around and assume lower stances, one would use instead of a disableAI statement a forceSpeed command: Some buildings will lack the numbered predefined positions, or sometimes one would like to place them at different locations than the defined positions allow. In such cases one would specify the desired height (matter of trial and error to find the correct value) and optionally add statements to fix the AI in place or stance, for example using in the initline: Regards, Sander
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Cold War Rearmed² - Public Beta
sander replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Place it in the ...\arma2\expansions\campaigns folder and if there is not yet a folder named campaigns in th expansions folder, you should create one. By placing the file in that manner instead of directly into a campaigns folder under the main folder one can avoid a campaign being listed twice in the campaign overview in game. It is one of the quirks of the game to duplicate campaigns if not set up that way. Regards, Sander -
objective help
sander replied to mrvinny1113's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
First of all one would need to give the vehicles in question a name, for example target1, target2 and target3. Next action is to place a trigger. In the condition field one would put checks on the damage inflicted on the vehicles: The damage of a vehicle can go up to 4. When it is 1 a vehicle will be totally destroyed, but not necessarily all occupants, at 4 everyone inside is guaranteed dead as well. A check for damage needs to be equal to or larger than to be reliable. The value of 0.99 is a good cut off point, as vehicles reaching that level will start to combust quickly. In the on activation field one would specify what would need to happen after the above condition is met, for example: In this example a variable that is subsequently checked for the endcondition of a mission is set to a value, then this value is broadcast to all connected players in a multiplayer session with a publicVariable statement, thus ensuring everyone is on the same page. The objStatus is then set to 1, resulting in an audible indicator in lower difficulty settings and the associated task in the briefin, here assumed to have been named task1, is marked as being met, resulting in an on screen notification and greening up of the task in the task list of the briefing overview. Regards, Sander -
Scripts, briefings and some other things.
sander replied to dulix11's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
One needs at the very least to have present in the mission folder: - mission.sqm - init.sqf - briefing.html - briefing.sqf The briefing.html contains just a bare skeleton. It defines the different types of mission endings. It is good practice to reserve end number 1 for a message denouncing the use of cheats, as it is the one automatically picked when the ENDMISSION cheat is used. Example: The real briefing that used to be in the html file is now contained in the briefing.sqf. Example: This briefing is kicked off by the init.sqf and/or initjipcompatible.sqf. Example: One of the common problems with a briefing not showing up is due to mistakes made in the briefing.sqf. For example one may have put in a " where a ' is required in the marker names. Regards, Sander -
Cold War Rearmed² - Public Beta
sander replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The campaigns are separate downloads available for download in the first post of the thread. There are also several hundred additional individual missions for CWR2 available and some custom campaigns. Mission content is far from lacking and widely available at community sites. --- With regard to the SVD, there is a change in the default fixed zero distance that can make the sight better adjusted. Currently it inherits a default value for it, but setting it to a specified different distance would enable the reticle to be used with the chevrons indeed conforming more closely to the average character height at the different ranges. Regards, Sander -
fairly new to making missions and scripting, need some help
sander replied to mrvinny1113's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ad 1: it is possible to add a different loadout to units than the default by adding statements to the initialisation line of the unit. First one would remove the current weaponry and ammunition by a removeallweapons this; command, followed by defining the desired magazines and weapons. One would need to provide the magazines first and only after them the actual weapons to ensure the unit starts with the magazine loaded into his weapon. I fone defines the weapon first and magazines afterwards the unit needs to first reload the weapon in game. For example if I would like to reequip a unit and provide him with 7 magazines of suppressed 5.56, three handgrenades, two smoke grenades, night vision goggles and a binocular, I would add to the unit's init line the following statements: removeallweapons this; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "HandGrenade_West"; this addmagazine "SmokeShell"; this addmagazine "SmokeShell"; this addmagazine "30Rnd_556x45_StanagSD"; this addweapon "M4A1_AIM_SD_CAMO "; this addweapon "NVGoggles"; this addweapon "Binocular"; The classnames for weapons and ammo are available on for instance the following pages: BIS Wiki ArmA2 classnames of magazines and weapons BIS Wiki Arrowhead and DLC classnames of magazines and weapons Regards, Sander -
Cold War Rearmed² - Public Beta
sander replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, Changing the characteristics of a unit after it has been out for a year would impact missions made in the intervening period. Adding a backpack by default would have consequences for any scenario's where the mission maker has added a backpack to the British engineer units using an init line or other method. Therefore changing it would potentially break existing custom created content. The easiest manner to add the required explosives would be to put into the init line of the unit in question a command to give him a backpack of a type containing satchels. Two such backpacks are defined for the UK units. To add the UK engineer backpack with two satchels as well as mines and handgrenades: this addbackpack "cwr2_UK_Backpack_Engineer"; To add the SAS backpack with three satchels: this addbackpack "cwr2_UK_Backpack_SAS"; Regards, Sander -
Regards, Sander
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Yes, the fact that R5 made the barracks unenterable adds to the difficulty, but this was reported internally and will be restored in the next release. Placing a satchel charge between the tanks and SPAAG should allow one to destroy them with the greatest efficiency. This should allow one to save up two charges to destroy the barracks and grab the intel. The armour will not go up immediately using that approach to the demolition job, but the vehicles will brew up after a few seconds. Battlefield salvage of handgrenades should suffice to deal with the softskins. The lethality of the FAL(O) available to the raiders is an advantage that allows one to cut down on rifle ammo compared to the 5.56 rifles and bring along other necessary stores. The man's rifle tends to drop the opponents in one go and will seldom require follow up hits to put them out of action. Regards, Sander
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Cold War Rearmed² - Public Beta
sander replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The Aist class hovercraft ( Wikipedia entry: Aist-class LCAC) could conceivably deliver the main battle tanks in a surprise attack on the Malden chain islands. They have the speed and range to allow a landing of main battle tanks with minimal advance warning. Any invasion fleet could remain behind the horizon, though given the Soviet experience in masking operations they would probably have no trouble disguising any movement as regular traffic over a sea lane so they might not even have to bother keeping ships out of radar sight at all. Blips on a screen would not necessarily betray the purpose of the contact, and without prior warning Guba might get away with itas the operators would not correctly interpret the returning reflections. The distance between Kolgujev and the other islands might even make direct ferrying by hovercraft from that island possible. Regards, Sander -
That is right, noticed while preparing the coming update that there was one file more than expected. It will be moved into the right folder for the Trinity pack update. Corps Competency might be hard, but it is doable. We accomplished it using two different approaches, both of which worked out. The most recent beta release gave a problem with the door not opening, but two satchels brought down the building so that objective could be achieved as well. Explosives can remove almost any problem, depending on the dosage. Regards, Sander
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The more missions for CWR2, the better. --- Thanks for the bug report, fixed version will be included in the next update. The AT gunner class in the addon is apparently defined without a round for the RCL. Regards, Sander
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You're welcome. There will be some conversions of existing missions in a winter setting in one of the coming updates. With revamped FIA units in the pipeline there will be some resistance scenario's for those as well. Regards, Sander
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Version 3.9 has updates for several missions and adds five new coops to bring the grand total to 105. New files included: co04_cwr2_para_tactic.noe.pbo co06_cwr2_cvrt_time.noe.pbo co08_cwr2_bear_brush.adam.pbo co09_cwr2_scorpion_tale.adam.pbo co09_cwr2_tanked_up.cain.pbo Para Tactic has a team of British paratroopers establish contact with the resistance to find out the whereabouts of a Scud launcher. CVRT Time features a Scimitar armoured recce unit perform various tasks with the aid of friendly forces. Bear Brush has a section of para's raid a command post before seizing a village. Scorpion Tale has a CVRT equipped troop clear the way for mechanised infantry. Tanked Up features an attack by British armour to relieve paratroopers and secure an enemy base. Download current version Regards, Sander
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Who is staying with ARMA2 and what scripts/mod/missions will not be converted to A3
sander replied to avibird 1's topic in ARMA 2 & OA - GENERAL
That is not an assumption, it is an observation based on your dismissal of real issues. The date at which knowledge is acquired and the depth are two separate matters, they should not be mistaken to equate. --- For example on the security side: Security breach Vulnerability Exploit in the wild Going Steam only removes the choice to avoid this unnecessary bloatware and the additional risks it introduces while offering no functionality that compensates. It could be happily avoided earlier in the series without a problem, but now the only remaining choice is to stay clear altogether. Regards, Sander -
Who is staying with ARMA2 and what scripts/mod/missions will not be converted to A3
sander replied to avibird 1's topic in ARMA 2 & OA - GENERAL
Steam is quite unnecessary and offers no functionality that I would desire. It violates some sound core principles of computing, minimality and least privilege, and introduces a security risk aside from the infringement of customer and content creator rights. While I'll revell in my Arma II silliness I would suggest you acquire some more basic insight into how computing works. It could prove most enlightening. Regards, Sander -
Who is staying with ARMA2 and what scripts/mod/missions will not be converted to A3
sander replied to avibird 1's topic in ARMA 2 & OA - GENERAL
For the foreseeable future (Steam only, no thanks) Arma II will remain the game to play and create content for on my part. There is still plently of scope to create missions and other content for that installment of the series. Regards, Sander -
How to make AI civillians not run away
sander replied to tangodelta's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It would probably be best to set the Independent side to friendly to both sides, so the civvies will not mind either armed faction, then make the civilians part of Blufor only when the trigger event occurs where the Opfor must start targeting civilians. It would be the most reliable method of getting the AI to behave as needed. Regards, Sander -
Cold War Rearmed² Discussion
sander replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Due to problems encountered with the donated round parachutes in an earlier installment of CWR2 the rectangular matrass model was restored. Therefore there is no alternative to these currently available. Regards, Sander- 1308 replies
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