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AliMag

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Everything posted by AliMag

  1. Hi, Is there any commands related to string manipulation? Like finding if a word is in a sentence... I remember that there was none in OFP and I'm hoping that some were included in Arma 2. This is much needed. Thanks in advance Cheers
  2. AliMag

    Why is this game not more popular?

    Hi, while I agree with you about the AI you have to admit that it's certainly not easy to program it in a world that uge and dynamic. But, in the end, I think BIS should stop giving us better graphics and concentrate on the AI. Following orders and navigate the map should be a given. Cheers
  3. Hi, I see your point. I did not try with any other settings than 0,0. I wish I had more time to investigate to. Thanks again for your time and keep on the good work Cheers
  4. Hi, I understand. But after trying your test myself (audible=0;camouflage=0) it's very easy to realize that no other settings or environmental conditions will change the result. I made the test in bright light at 5 meters of the enemy and he acts like I was not even there (until I fired my weapon as you said). If he cant see me in broad daylight I dont think it will get better in bad weather conditions... If there is a way to achieve that kind of result with the skill settings in the editor then please enlight me. It will be a much easier solution than making an addon. Thanks in advance Cheers
  5. Hi, Are you telling me that lowering unit B visibility will not make it more difficult for unit A to detect it? Because if it's the case you will directly contradict what the OP himself has wrote in another of his threads: Cheers
  6. Hi, Nice work. But I always thought it would be more usefull to apply something like that on the detectability of an unit instead of his capacity to detect. As an example, I would rather be able to decrease the visibilty of a specop or sniper according to his experience points (in a campaign) so its more difficult for the enemy to detect him (only applayable to this particular unit) than lowering the capacity of the enemy to detect all enemy units. It would be nice if you would consider doing something in that direction. Keep on the good work Cheers
  7. Hi, I guess this is what you're looking for: http://community.bistudio.com/wiki/reveal Cheers
  8. Hi, I would not go as far as saying its unplayable but I can clearly see where you're coming from. There is no need to mimic the delay between thinking and action after the key press since pressing the key is obviously the result of that thinking. The reaction to the key should be instantaneous IMHO. This lag in movement start is a fun killer for me and the lack of small increment movement makes CQB a very painfull task. Hope they fix it and make this superb game even better. Cheers
  9. AliMag

    SP-Let's_do_it! v1.0 (@)

    Hi, The mission starts with that error: Target1 |#| AND Target2 Error and: Type Any, expected Bool Repeated itself during all the time I was trying the mission (in the editor). It seems that one or both variables (Target1, Target2) are not initialized. Will try the mission again later. Cheers
  10. AliMag

    SP - Operation Jackal's Hunt

    Hi, Any chance of a non ACE version ? Cheers
  11. Gorgeous !!! PS: I might be (certainly is) overboard here but isn't there also a picture for the infantry/crew units?
  12. Hi, Since you are now using formated text I would suggest for your next version to add pictures of the weapons/vehicles in the hints. It would be the icing on the cake. Keep on the good work Cheers
  13. Wow man great job. I think that it is exactly how this game should be played. Thank you.
  14. +1 Thank you. Cheers PS: special thanks to these guys at Ofpec !!!
  15. Hi, The same way you would call the script: [parameters list] execVM "script.sqf"; or [parameters list] call myStuff; Cheers
  16. AliMag

    This is amazing

    You're right, kind of kill the immersion. It looks much better without the setpos but it's less precise. The problem is that the AI doesn't like to go near buildings. They will stop at 5 meters or so of a wall and declare ready even though their destination is much closer to it. I had to terminate the approach with an animation and, as expected, other problems poped up. The most obvious one is that I have to create a detect script for the units so they can snap out their animation to face possible threats...the basics are there (in my head) but I had to take a break. I'll soon return to that project and try my best to put together something that could look like a WIP that I could release. Trust me, there is nothing to release yet. Thanks for the interest Cheers
  17. Yep. I skipped Arma but I'm back to Arma II. The editor and what you can do with the game are very addictive. Other games are just adrenaline rushes and die after a few days. You'll be back... Cheers for your work!
  18. Hi, I had tried something similar but using markers. The results were promising but RL got in the way. Here's a youtube link (very bad quality) of what it looks like. Cheers
  19. +1 Never played OFP without it If this one is even remotely in the same category then this is a real christmas gift. Thank you. Cheers
  20. AliMag

    New Medal of Honor game trailer

    Hidden & Dangerous III ... Yes. Nice dream.
  21. Hi, If I remember correctly I think the light on/off is related to the chopper pilot behaviour. They will turn them on if they are in CARELESS or SAFE behaviour and off in the other behaviours. As for units staying where and the way you want them you probably should use some commands like _unit setUnitPos "MIDDLE" to force them to crouch position and _unit disableAI "MOVE" to stop them from moving. Check here: http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 for more infos about the commands. Hope this is what you need Cheers
  22. AliMag

    CAA1 islands standalone

    Hi, Interesting work. I tested it with Avgani island and despite a few warnings about some weather module and icon missing it works. Maybe you could tweak your config to include Avgani without these error messages. Just a suggestion Thanks for your efforts Cheers
  23. Hi, This is a false debate IMHO. The so called "AI" is nothing more than decision branching related to a set of conditions with a pinch of randomness. It can certainly also be achieved with scripting. The term "scripted" as become pejorative because in certain corridor shooters scripts are used to force the AI to always have the same behaviour so making it to predictable. I think what Bouben is saying is that in some situations this randomness factor should simply be removed. For example, an AI standing in the middle of the street without anti-tank weapons and seeing a T90 coming should not have any randomness in his behaviour. He should simply run for cover as fast as he can. And this, every time. No need to go prone in the middle of the street or stand or crouch (again in the middle of the street) or switch weapon or any other silly behaviour until he is killed. Randomness is nice...but not always :) Cheers
  24. AliMag

    Back to the Future in Crysis

    Awsome!!!
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