-Total-
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Everything posted by -Total-
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My first reaction was - "Oh Dear God this is not good!" as I was all over the road LOL! After having played with non-incremental steering for so long, I had gotten quite good at it. I could hold a Humvee in the right lane at full speed through the mountains. Not now LOL! But, I am one of those sorts that likes a challenge, and will adjust to it. If I can't adjust cuz I'm just too old now, then it's very thoughtful you left the option to go back to the "old way" in there lol! I will admit that I think it's a bit too sensitive, but I can see where it would be better to start off with too much and scale it back rather than too little.
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Good lord! It's been three years and there's still ArmA vs OFP threads popping up??!?!? OFP - Ground Breaking as there was nothing else like it ArmA - came to a market where, now that everyone has been introduced to many different things, expects the ultimate game even though the computers in 2005 could not handle everything they wanted. There will NEVER be another game like OFP. The could release OFP on a better graphics engine and it still would not be as good as the first.
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I'm sure there's more to focus on than the animations and code for shooting from vehicles. Event hen, the community made not have been too happy as soldiers shoot only out of certain vehciles. In all my times in a humvee, we jumped out before we shot. So shooting out of any vehicle in the game would be unrealistic. Pickups, 5t open back trucks, MH6, Stryker hatches, BDRM hatches, open back Urals, and UAZ's would be about it. As far as landing aircraft onto moving ships, I was hoping they would have this in there as being able to move a ship to gain a tactical advantage in a zone while still conducting flight ops would be right up the realism pipe.
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I am experiementing with a mission (isn't that how it always starts?) and I am using the "Farp" functions from Kiljoy's Evo mission. The thing I am trying to do is to get more than one vehicle to act as the "service vehicle" The existing code is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_trk = (nearestObject [vehicle player, "Truck5tRepair" ]); Now, one would think using the nearestObjects syntax would work (using the MH6 as an example): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_trk = (nearestObjects [vehicle player, "Truck5tRepair", "MH6"], 25]); thing is, it doesn't. I get the folliwng error: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <ions\etent.sqf" _trk = objNull; _trk = (nearestObject [vehicle player, ["Truck5t> Error position: <nearestObject [vehicle player, ["Truck5t> Error Type Object, expected Number File mpmissions\__cur_mp.Sara\actions\etent.sqf, line 2 So, I thought maybe putting two lines in the code would work (weirder things have happened): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_trk = (nearestObject [vehicle player, "Truck5tRepair" ]); _trk = (nearestObject [vehicle player, "MH6" ]); Which ever one appears second is the one that can be used to build the farp beside. So, anyone have an idea how I can syntax in a second vehicle?
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That was a typo on my part when making the post, by leaving the [ out Anyway, that gives the following error: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <er, ["Truck5tRepair", "MH6"], 25]; if(isNull _trk) exitWith {hint "You are to > Error position: <isNull _trk) exitWith {hint "You are to > Error isnull: Type Array, expected Object,Group,Display (dialog),Control File mpmissions\__cur_mp.Sara\actions\etent.sqf, line 5 Here is the etent.sqf code as it appears in the Evo missions: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_trk = objNull; //_trk = (nearestObject [vehicle player, "Truck5tRepair" ]); if(isNull _trk) exitWith {hint "You are to far away from a Repair Vehicle"}; if (player in list AirportIn) exitWith {hint "You can not build a FARP in the base"}; deletevehicle etent; deletevehicle epad; deletevehicle ebox; _mark = format["%1farp",(name player)]; deleteMarker _mark; player playMove "AinvPknlMstpSlayWrflDnon_medic"; sleep 3.0; WaitUntil {animationState player != "AinvPknlMstpSlayWrflDnon_medic"}; epad = "HeliH" createVehicle (position player); _pos = position epad; _pos2 = [_pos select 0,(_pos select 1) - 18,_pos select 2]; etent = "CampEmpty" createVehicle _pos2; _pos3 = [_pos2 select 0,(_pos2 select 1)+3,_pos2 select 2]; ebox = "AmmoBoxWest" createVehicle _pos3; switch (player) do //heavy wep { case eng1: { reng1 setpos _pos; }; case eng2: { reng2 setpos _pos; }; case eng3: { reng3 setpos _pos; }; case eng4: { reng4 setpos _pos; }; }; etent addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; ebox addEventHandler ["killed", {handle = [_this select 0] execVM "scripts\bury.sqf"}]; /* ebox addWeaponCargo ["Laserdesignator",40]; ebox addMagazineCargo ["HandGrenadeTimed",40]; ebox addMagazineCargo ["m136",40]; ebox addMagazineCargo ["Stinger",40]; ebox addMagazineCargo ["JAVELIN",40]; ebox addMagazineCargo ["1rnd_HE_M203",40]; ebox addMagazineCargo ["FlareWhite_M203",40]; ebox addMagazineCargo ["FlareRed_M203",40]; ebox addMagazineCargo ["FlareGreen_M203",40]; ebox addMagazineCargo ["FlareYellow_M203",40]; ebox addMagazineCargo ["SmokeShell",40]; ebox addMagazineCargo ["SmokeShellRed",40]; ebox addMagazineCargo ["SmokeShellGreen",40]; ebox addmagazinecargo ["15rnd_9x19_m9sd", 40]; ebox addmagazinecargo ["15rnd_9x19_m9", 40]; ebox addmagazinecargo ["30Rnd_9x19_MP5SD", 40]; ebox addmagazinecargo ["30Rnd_9x19_MP5", 40]; ebox addmagazinecargo ["30Rnd_556x45_StanagSD", 40]; ebox addmagazinecargo ["30rnd_556x45_Stanag", 40]; ebox addmagazinecargo ["30Rnd_556x45_G36",40]; ebox addmagazinecargo ["200Rnd_556x45_M249", 40]; ebox addmagazinecargo ["100Rnd_762x51_M240", 40]; ebox addmagazinecargo ["5Rnd_762x51_M24", 40]; ebox addmagazinecargo ["10Rnd_127x99_m107", 40]; ebox addMagazineCargo ["Laserbatteries",40]; ebox addWeaponCargo ["Binocular",40]; ebox addWeaponCargo ["NVGoggles",40]; */ _mssg = format["%1's FARP",(name player)]; _medmark = createMarker [_mark, _pos]; _medmark setMarkerShape "ICON"; _medmark setMarkerType "Flag1"; _medmark setMarkerColor "ColorGreenAlpha"; _medmark setMarkerText _mssg; _medmark setMarkerSize [0.5, 0.5];
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HIRES IMAGE
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Not an issue for me. I didn't really look at the tank, APC interiors when I was in them in real life. Too busy looking for what was gonna shoot at me next lol!
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Nothing could compare to the wonderous impact of OFP when it was released, simply put, because nothing like that existed then (someone else pointed this out too). Nothing will EVER take the place of the original. Case in point, my views: In late 1999, Unreal Tournament killed the game of Unreal. It was slower, buggy, and cartoonish in comparison. In 2001, Tribes2 was nowhere near as successful or as impactful as it's predecessor Starsiege: Tribes. After over a dozen patches, they finally got it to a point where most could find a mod they liked. Many of the original Battlefield 1942/Desert Combat players were extremely disappointed with the dumbed down gameplay in Battlefield 2. UAV's (map-wide radar), airstrikes called in remotely instead of calling in a skilled pilot, artillery strikes called in instead of using a spotter and cannon operator, supply drops instead of protecting the area arouind the supply cahces, etc etc In 2006 (UK release) Operation Flashpoint fans were besheveled by the buggy and horribly plain release of Armed Assault: Combat Operations. I am watching the videos for ArmA2 though and I am hopeful. I see many things that took community modders almost 2 years to get into the game, already present in ArmA2. There's already more than just "Here, have an island, a few vehicles, and some guns" While it will never make me gasp like OFP did, I know that going in. Nothing ever will.
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The whole concept from OFP to now has lent itself to an ideal that no one else has really done: 1) Have the ability to log into dedicated servers as they are now and play community modded missions. 2) Keep the single player aspect. 3) Then, for those willing to pay a quarterly fee, have server clusters set up for MMOFPS/RPG gameplay. Players start off as privates and earn points for successfully following orders and kills. The points can be turned into rank and used to buy better equipment (aka Warfare Mod on a mass scale). 4) Add other islands future expansions that players can transport to and start fortifying for their company (no guilds in war lol! That way, everyone gets the mode of gameplay they want. The clan types can launch their servers, there may be a big enough playerbase for competition, the single player types get their wishes, and the MMO types can work on developing a character.
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There was this same debate when they added the blur effect to the Insurgency mod in HL2 a couple of months ago. All in all, it adds to the game rather than detract. From personal experience, a bullet passing close enough to you at head level can cause the vision to blur. It's not a panic reaction, it's a phyical reaction to the sonic aura the bullet has as it passes by. Granted, it has to pass VERY close for it to happen, but it does happen. If they set it to where if it hits within 1 meter and you blur, that's unrealistic. I'm talking about 5 cm or less at head level to cause the effect.
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Many thanks to Mandoble - this guy, flat out, rocks! He was extremely helpful with his Mando's Missiles script package. Now I gotta hit him up with a question on Mando Hitch lol! Special Thanks - Gnat for the work on the V-22 (and all the others I hope to someday see lol! FFAM sound mod XEH Extended Event Handlers SLX realism mod JTD smoke effects Bk12 for his LCU Franze for the F/A-18 Super Hornet eddyD fro his MH-60 Seahawk Myke for his UH=60 Medevac and Cargo Lifter i0n0s for the Real time Editor V4 And many thanks to the developers of all of the other great modders out there who keep adding on immersion into OFP. ArmA, and beyond! I wish I had your talent, but mine lies in the recording studio lol!
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Many thanks to Mandoble - this guy, flat out, rocks! He was extremely helpful with his Mando's Missiles script package. Now I gotta hit him up with a question on Mando Hitch lol! Special Thanks - Gnat for the work on the V-22 (and all the others I hope to someday see lol! FFAM sound mod XEH Extended Event Handlers SLX realism mod JTD smoke effects Bk12 for his LCU Franze for the F/A-18 Super Hornet eddyD fro his MH-60 Seahawk Myke for his UH=60 Medevac and Cargo Lifter i0n0s for the Real time Editor V4 And many thanks to the developers of all of the other great modders out there who keep adding on immersion into OFP. ArmA, and beyond! I wish I had your talent, but mine lies in the recording studio lol!
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ErrorMessage: File spect\spectating.hpp, line 0: '
-Total- replied to Zelete's topic in ARMA - TROUBLESHOOTING
the dbe1 pbo is for those with Queen's Gambit -
ErrorMessage: File spect\spectating.hpp, line 0: '
-Total- replied to Zelete's topic in ARMA - TROUBLESHOOTING
I gotta ask the other obvious question - you did update to 1.14 right? Â -
ErrorMessage: File spect\spectating.hpp, line 0: '
-Total- replied to Zelete's topic in ARMA - TROUBLESHOOTING
The spect is a file folder inside the mission pbo file. spectator.hpp is inside that file. Are you running a legal copy of ArmA? -
Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
-Total- replied to EricM's topic in ARMA 2 & OA - GENERAL
It's tons better than any other title I've seen as far as this scale of a combat sim. I see many mods that were made for ArmA that are being incorporated into the stock game. That's good news as that means the community modders can start working on some far more advanced mods instead of starting out with the basics. BIS has always left the door open for modders. Which I think is a great idea. I'm a combat veteran and no computer game will ever be able to simulate it - period. The simple reason is that every person reacts to combat differently. You just can't code chemical and emotional reactions into a game. I'm still having alot of fun with ArmA. I know online play in ArmA2 will still be primarily coop, but that's okay. There's no way to properly coordinate 50 gamers per side when everyone will have their own idea of how the mission should be accomplished lol! -
Can someone help me out here? New to Mando Missiles. I have what I want working when I preview the mission in the editor, but when I export to an MP mission and upload it to my server - it doesn't work. I have the mando_missile folder (w/ scripts inside) in the mission files when the mission gets pbo'ed. What files do I need on the server side and what do I need to be running on the client side so it will function in an MP setting? And/or, is there a config setting I'm missing for it to work in Mp? I have searched through many a page on Mando's missiles here and abroad, but cannot find the answer. Can someone enlighten me?
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Most important annoyance ARMA 2 must get rid of
-Total- replied to Universel's topic in ARMA 2 & OA - GENERAL
1. Auto-Centering? When I drive my car, go around a turn, and let go of the wheel - it goes back to center. It doesn't just keep going in the direction I turned the wheel. It would make my driving much easier if my car's steering linkage didn't try to right itself out of a turn. Leave auto-centering - this game is supposed to simualte as much realism as possible. It won't get it all, but get as much as it can LOL! I use a mouse to drive in ArmA and have never had a problem. The biggest thing I see most people doing wrong is going full speed all the time. The driving in ArmA was actually done very well (aka Not Easy anymore). Let off of the gas before going into a turn, then give it gas while turning. Works out fine, I rarely run off the road, and almost always reach the target area before those trying to go full speed the whole way 2. Countermeasures need to be implemented. A heat seeker is pretty much going straight for the target unless a flare is launched. And, as someone mentioned, they were pretty accurate in vanilla OFP as well. 3. The KA-50's 30mm gun has a semi-rigid mount. The weapons' CPU turns the helicopter instead of the cannon. The cannon is not nose mounted, it's side mounted in both the Ka-50 and the Ka-52. -
This edited mission will not be posted, and will be used for private use. I respect Kilroy's authorship wishes. Working with EvolutionB2 at the moment. Trying to add another capture zone. Here's what I've edited so far, but the radio tower is not showing up on the mission map, and I get an error when entering the perimeter that I believe is linked to the enableai trigger. No AI show up when I hit the area. Using Chantico as the experiement town and labeling it "cha" Any assistance would be appreciated: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Briefing.html <p><a name = "OBJ_12"></a>Primary : Clear <a href="marker:mobj11">Chantico</a></p> <p>Secondary : Destroy <a href="marker:radobj12">Radio Tower</a></p> <hr> description.ext class MAIN_cha { name = "MAIN_cha"; sound[] = {"null.ogg", db-40, 1.0}; title = "CHANTICO IS CLEAR OF ENEMY, GREAT JOB MEN"; }; class SUB_cha { name = "SUB_cha"; sound[] = {"null.ogg", db-40, 1.0}; title = "COMUNICATIONS CUT AT CHANTICO, GOOD WORK"; }; class SUB_chab { name = "SUB_chab"; sound[] = {"null.ogg", db-40, 1.0}; title = "OFFICER DETAINED AT CHANTICO, GOOD WORK"; }; Init.sqf Bchainf=6; Bchamec=7; chainf=6; chamec=7; incha=flase; ocha=false; "12" objstatus "Active"; "13" objstatus "Active"; chaso1 addEventHandler ["killed", {(_this select 0) removealleventhandlers "killed";sop = (_this select 1);sot = chaso1;sor = 10;publicVariable "sop";publicVariable "sot";publicVariable "sor"}]; _radios = [parso1,somso1,cayso1,dolso1,ortso1,corso1,obrso1,bagso1,eposo1,masso1,pitso1,chaso1]; ocha = _vars select 12; lives = _vars select 13; Mission.SQF class Item85 { position[]={8205.930664,11.673760,8968.777344}; a=500.000000; b=500.000000; activationBy="EAST"; timeoutMin=10.000000; timeoutMid=10.000000; timeoutMax=10.000000; interruptable=1; age="UNKNOWN"; text="chantico"; name="chanlist"; expCond="isServer and (""Car"" countType thislist  == 0) and (""Tank"" countType thislist  == 0) and (""Man"" countType thislist <= 6) and (""Land"" countType list acha > 0) or ocha"; expActiv="[west,""HQ""] sideradio ""MAIN_cha"";""12"" objstatus ""done"";deleteMarker ""mobj12"";{_x addScore 10} forEach list acha;{handle = [_x] execVM ""scripts\submit.sqf""} forEach thislist;if (isServer) then {ocha=true;publicVariable ""ocha""}"; class Effects { titleType="TEXT"; titleEffect="PLAIN DOWN"; title="Chantico Clear"; }; }; class Item86 { position[]={8186.323242,11.970000,8957.450195}; a=600.000000; b=600.000000; activationBy="WEST"; repeating=1; age="UNKNOWN"; text="enableai"; name="acha"; expCond="local server and (""Land"" countType thislist > 0) or local server and (""Helicopter"" countType thislist > 0)"; expActiv="incha=true;lastalert=""mobj12"";spawne = [""cha"",chalist,acha,ocha,chainf,chamec,chaso1] spawn {[_this select 0,_this select 1,_this select 2,_this select 3,_this select 4,_this select 5,_this select 6] call EVO_Erec}"; class Effects { }; }; class Item91 { position[]={8203.497070,11.970000,8953.193359}; name="mobj12"; markerType="ELLIPSE"; type="Flag"; colorName="ColorBlack"; a=500.000000; b=500.000000; }; class Item92 { position[]={6957.864258,48.184658,8000.614258}; name="charef"; type="Empty"; }; class Item93 { position[]={7422.459961,86.170845,8061.403809}; name="charefa"; type="Empty"; }; class Item94 { position[]={8399.412109,166.626022,8161.269531}; name="charefb"; type="Empty"; }; missions/mass.sqf _allobj = ["mobj1","mobj2","mobj3","mobj4","mobj5","mobj6","mobj7","mobj8","mobj9","mobj10","mobj11","mobj12"]; missions/msaad.sqf _allobj = ["mobj1","mobj2","mobj3","mobj4","mobj5","mobj6","mobj7","mobj8","mobj9","mobj10","mobj11","mobj12"]; EventsS.sqf case "chainf": { chainf = chainf-1; lastalert="mobj12"; }; case "chamec": { chamec = chamec-1; lastalert="mobj12"; }; Flightpath.SQF _allobj = ["usaf","mobj1","mobj2","mobj3","mobj4","mobj5","mobj6","mobj7","mobj8","mobj9","mobj10","mobj11","mobj12"]; makepara.sqf case "mobj12": { _spawn = GetMarkerPos "charef"; _radio = chaso1; _target = GetMarkerPos lastalert; _alist = acha; _elist = chalist; _cond = ocha; if(chainf>=Bchainf) then {_cond=true}else{chainf=chainf+1}; _tag = "chainf"; }; pinit.sqf if (alive chaso1) then { _rad11 = createMarkerLocal ["radobj12", position chaso1]; _rad11 setMarkerShapeLocal "ICON"; _rad11 setMarkerTypeLocal "Destroy"; _rad11 setMarkerTextLocal "Destroy Radio Tower"; _rad11 setMarkerSizeLocal [0.5, 0.5]; }; reinforce.sqf case "mobj12": { _spawn = GetMarkerPos "charef"; _spawns = ["charef","charefa","charefb"]; _radio = chaso1; _target = GetMarkerPos lastalert; _alist = acha; _elist = chalist; _cond = ocha; if(chamec>=Bchamec) then {_cond=true}else{chamec=chamec+1}; _tag = "chamec"; }; sorew.sqf   case chaso1:   { [west,"HQ"] sideradio "SUB_cha";   };   case chaso2:   { [west,"HQ"] sideradio "SUB_chab";   }; update.sqf allvar = [end,opar,osom,ocay,oort,ocor,obag,oobr,oepo,omas,opit,odol,ocha,lives];
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LOL! Yup - that blasted "n" was it Thanks for the help man I cna pat myself on the back for figuring it out on my own, but I gotta give credit to you for showing where my over zealous typing figners got the best of me...again!
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I've been pooring over the script files trying to find an obvious typo............... Thanks for catching that! When I get home, I'll change that and I'm pretty sure that will be it.
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Apparently, it's not picking up on the three spawn markers: charef, charefa, and charefb No idea why though. Everything looks in place
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For a game the size and scope of ArmA, Coop is gonna be about the most entertaining mode of gameplay. The reason is simple - to have a large scale battle of player vs player, would take coordination that just isn't found these days. 5-7 years ago when people were less experienced individually at gaming than they are now and there were more adults on than teens? Yeah. That's why Tribes2 did so well back in those days. It took alot of teamwork to get things done with that many players in a server. Generally, I play ArmA in a private server doing coop missions with friends. The coordination and teamwork is alot better than it would be if it was 32 vs 32 player vs player. That being said, I wish that the mindset for teamwork was there for massive battles, but everyone is going to have a better idea than the person calling the strategy, so it would bomb
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Well a LITTLE bit of forward progress - I got the Radio Tower to spawn and show up on the briefing map. The squad that defends the radio tower also spawned. This was tied to the radar that I thought I had put in that new zone, but did not. Still getting the error on the Enableai part of the script for the AI (infantry and armored) that defend the town. So, while not fully functional, it's better than it was. Now if I can just figure out what's making the EnableAi not function.....
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But wouldn't that be settled with this line that is in both the makepara and reinforce script? Put it in the same suntax as the other objective areas <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_alist = acha; _elist = chalist;