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versus

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Everything posted by versus

  1. well, a.c.e. is still "beta" after all. i'm sure they'll release some kind of in-depth documentation of ALL the features and mods included sooner or later. that will surely shed some light on things btw. are any of you getting a strange glitch when firing tracers? i'm not sure if it started with 1.15b but sometimes when i fire tracers that go close to the ground there's a second "tracer- model(?)" drawn above the "real" tracer which is pointed "upwards". it looks pretty weird...
  2. hm...you sure those aren't the same as: ace_config_core_ai_engagement.pbo ace_config_core_ai_hearing.pbo ace_config_core_ai_radar.pbo ace_config_core_ai_spotting.pbo ? also what about NWDs ballistics and scope fix and durg's vegetation fix? are those implemented in A.C.E. already?
  3. hello all, i've come across yet another puzzle in my quest to halfway master the art of mission editing in arma it's basically very simple, at least one would think it is... i'm placing an empty vehicle (HMMWV) and "moveInCargo", "moveInDriver", etc. a group of soldiers with the player as "moveInGunner" and having the lowest rank in the group. so far so good. the team leader has waypoints to follow so he shouts out the first one but...the driver won't drive. i can issue commands like forward, left, right, etc. but the driver completely ignores the commands of the leader. i already tried using "assignAs" commands...having the soldiers get in after mission start via "orderGetIn". i even tried forcing the player and leader to be the first or last one to enter the vehicle. nothing. the only thing that works is simply having the soldiers "get in" via a waypoint...but then the player isn't assigned to the 50.cal  i already used the search function but couldn't find an answer...
  4. thanks for the reply, that works but only up to the point where the humvee is joined by two other humvees...then all i can do is once again manually order the driver to "move to next waypoint". at first i thought it was because i used a "join and lead" way- point for my humvee but it seems it had nothing to do with it. any ideas how to get it working when other vehicles join?
  5. hi, i'm pretty new to arma mission making and am working on my first mission right now which is a forest-patrol. i have three fireteams advancing trough the forest independently but with synchonized waypoints. the problem i'm having right now is that as soon as the AI spots a target the team leaders start ordering people to "engage this, engage that" and pretty soon everybody starts running around like beheaded chickens. all i want is for them to KEEP THE FORMATIONS. is there some way to keep leaders from giving "engage" orders and maybe use "target" orders instead?
  6. thanks fasad! from the description it sounds just like what i've been looking for! i'll give it a try tomorrow. EDIT: just wanted to say it worked like a charm! thanks again!
  7. versus

    VopSound

    first of let me say: great soundmod! definetely my favorite up to this point secondly, i seem to have a little problem: for some reason i'm not hearing any close-up bullet cracks from most weapons. when the bullets go by my head all i hear is a "swish". if the bullets are further away i hear a distant "crack". any idea what could be causing this? and third some (hopefully) constructive criticism: i liked some of the small arms sounds better in 1.16. i.e. the ak74 sounds too "heavy" now for my taste. i also don't like how different some of the weapons sound in 1.17 once you switch the firing mode...just doesn't make a lot of sense
  8. there's a lot of good suggestions in here. i aggree with people who say that A.I. is probably THE most important part to improve on. that being said, what i really would like to see is BIS taking a good look at some of the more popular mods out there and get some inspiration from those. starting with very simple things like realistic rates of fire for example. it's really easy to find the cyclic rates of weapons on the internet and "fix" them in the config and it puzzles me why BIS wasn't able to get them right in the first place... stuff like Maddmatt's "Effects Mod" makes a world of a difference. realistic tracer ammo, BOTH miniguns on a chopper actually firing, soldiers shouting during combat...little things like that.
  9. versus

    German to English patch issue

    in fact you only need to install 1.05 and then 1.05-1.08
  10. versus

    DMSmokeEffects Beta3

    already looking forward to this... btw. i also think the building collapse effect may be a little much...those aren't the twin towers m8 and the sound effect should probably be more like that of dust blowing and settling... other than that it looks perfect to me
  11. versus

    DMSmokeEffects Beta3

    congratulations DMarkwick! those are some awesome smoke effects man but isn't there some way you could make them work without the need for a trigger?
  12. versus

    FDF sound pack v1.0

    Thanks for the info, problem solved. @Goeth i'm working on a soundmod and have encountered the same problem (with the m4sd)... can you tell me what is causing this and how to fix it? thanks!
  13. versus

    Help please

    never tried it but maybe this helps: photoshop normal map plugin personally i'd prefer zbrush for making a normal map;)
  14. hi everybody, i hope someone can help me out... i'm working on a soundmod and am looking for the class in which one can set the volume of voices in the game (i mean the actual voices of the characters you hear when standing near them). so far i haven't found anything and i looked through most of the addon configs...
  15. ...either my question is very hard or just too stupid i've been told that the setting is in the config of voice.pbo (which would make sense) but i can't find it! this is what a voice class looks like in there: "variants" looks like a pitch variation setting to me... where do you set the volume!? i'm still new to config editing so PLEASE if anybody knows...
  16. versus

    Editing config.bin

    hey thanks man! i'll check it out...
  17. versus

    Editing config.bin

    thanks for your reply, yeah i already have the tools, they are really nice. i've been using wordpad to edit the config.cpp until now and was hoping there might be something a little more practical around... sometimes it gets a little labor intensive changing a whole block of values which are basically the same number for example...copy/paste helps a little but not much oh well i guess i'll have to keep on typing everything then;)
  18. versus

    Editing config.bin

    hey guys, sorry a little off-topic but i thought this question might fit here. i'm still new to this and i'm wondering what program do you use to edit the config.cpp? wordpad? or is there anything more convenient out there?
  19. versus

    Authentic sound & weapon Mod

    i see what you mean... the difficulty with all this of course is the screen resolution... whats the FOV in your mod right now (0152_c_beta)? i'm having a pretty hard time seeing soldiers at 200m at 1280x1024... EDIT: i like what you did with the tracers btw... however i noticed the tracers of the cobras gun bounce off of the water surface without leaving any hit effects on the water.
  20. versus

    Authentic sound & weapon Mod

    here are my thoughts after trying your mod predator. i generally like the idea of removing the "zoom" BUT the reason for this "zoom" to be there is that in real life a human can easily move his eyes in any direction. the game simulates this by changing the FOCAL LENGTH of the virtual "lens" to a wider angle. that way the player can move his eyes over the screen to scan the surroundings. if you were to change to focal lenth in game to that of a human eye (between ~17mm to ~22mm) the player would have to move his view around constantly to scan his surroundings, which is will probably cause some dizziness after a while. on the other hand (as has been said before) leaving the focal length at a wider angle (as it is now) will make things appear too far away and make it unrealistically hard to spot or shoot targets. arma only simulates combat on a computer screen after all so some compromises have to be made... i think it would probably be a good solution to have the standard view at about double the focal length of a human eye (~40 something) and when aiming over the weapon at about that of a human eye (~20 something) without the possibility to "zoom in" further by pressing the right mouse button. first of course one would have to figure out how the FOV settings in game translate over to a focal length value...
  21. versus

    FDF sound pack v1.0

    so...is there a new version where this bug is fixed?
  22. versus

    Patch 1.05 impressions

    Yes, and anyone noticed the performance increase when changing view distance from 500m to 1200m? Â This game is really odd... Â yeah! and don't forget the performance increase when setting everything to very high...it's totaly crazy i tell you!
  23. versus

    Patch 1.05 impressions

    yup...there's a pattern there all right. @Timblesink that's really nice but if you don't post your system specs this kind of post is completely useless to anybody
  24. versus

    Patch 1.05 impressions

    reading this thread is kinda strange...the experiences after patching seem to be very different from case to case. well here's my feedback: bad: -still can't turn the goddamned tracers off?! (this is such a small and ridiculous bug. should have been fixed in the first patch) -performance noticably decreased (from 1.02) on my system: athlon 64x2 4400+ ati radeon 1900xt 512mb 2gb ram (turning the landscape detail from very low to low results in a speed decrease of about 15 frames! ...20 for very high. for now i'm playing without the grass) good: -love the new iron sight movement! -AI seems improved (although they seem to notice the direction of fire comming from a silenced weapon immedeately) -like the LOD blending -nice work with all those countless small improvements overall a nice patch. now just bring back the performance and PLEASE let us turn the TRACERS OFF and i'm a happy customer.
  25. versus

    1.05 Slight Delay - Read News

    ...i sure hope this doesn't mean we can't switch to english in the german version. when i read about language switching in the 1.04 changelog i was really excited about it. also i haven't seen a fix for the incredibly annoying "can't disable the ugly every-bullet-tracers" bug. please, someone tell me it's finaly been fixed! been waiting for this since 1.0!
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