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AngusHeaf

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About AngusHeaf

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  1. Wow, looks like my little baby is all growns'up now and released? Is there room for an OG ACE developer like myself still or should I just hold off for OFP2 to make my triumphant return? :: wonders how much of his original stamina system is left in ACE ::
  2. AngusHeaf

    Editing config.bin

    Yes I followed the instructions according to the site linked above in this thread. I tried both the DLL in the system32 directory and the eliteness directory, neither worked. Right now I'm using Eliteness 2.01 which gives me an error when I try to bin a config.cpp file. I'm pretty depressed.
  3. AngusHeaf

    Soldier Armor Values

    It never fails does it.... I've spent days trying to get this sorted and finally I give in and post here only to fix it a few hours later. Well, maybe someone else will have this issue and find this, so here's the fix. I was pasting the HitBody/HitHands/etc config lines from the Man class into my new class. Little did I know that the seemingly identical config info from CAManBase was what I should have been pasting. Turns out the name attributes are incorrectly set in Man hence why none of my hit zones were working. I'm happy to say that HitHead now indeed works, as do the rest of the attribs.
  4. AngusHeaf

    Soldier Armor Values

    So I just rigged up a Hit eventhandler to display how much damage is being done. Why, with completely different values for HitHead, HitBody, HitHands, HitLegs, does it display exactly the same amount of damage regardless of where I shoot them? Engine bug perhaps?
  5. So I'm working on my modest little project in ArmA and have my nice consistant hit values for ammo. I go to setup the soldier armor values and see that they've changed the format to be the same as vehicles. I think, 'okay I can roll with that'. Long story short.... The new system makes NO F*CKING SENSE and is driving me crazy. Here's the problem.... Let's say my M16 ammo does 1.145 hit value... Let's say my known-good armor values for soldiers in OFP was 0.45... Armorstructural was 1.0 and the head/body/hands/legs were all tweaked with body being 1.0 and others being less... Now apply that to ArmA and it takes 30 rounds to kill a guy...Huh? Here's the part that's pissing me off: I've slowly adjusted the armor values in ArmA for soldiers until I'm happy with the torso shots to kill. But why do the legs always take fewer even when I have HitBody set to 0.5 and HitLegs to 1.0? Why does PassThrough seem to make no difference in anything? Does HitHead even work? I have it on 0.050 currently and it takes exactly the same amount of hits to kill as the body (which is set at 1.0). ARGH!! I'm currently happy with the settings for all but HitHead which no matter how hard I try, including setting it to 0.0, refuses to allow me a one shot kill in the face. Thoughts? Cheers.
  6. AngusHeaf

    Editing config.bin

    I've been trying to get Eliteness to run on my system for the last couple days and I can't figure out why each time I start it it crashes. Phaeden can't figure it out either and I've harassed him a lot on AIM. Any ideas? I've extracted depbo.dll into the Eliteness folder. I tried putting depbo.dll into \system32 as well. I'm using the most recent Eliteness and DePBO 1.44. When I run Eliteness it says.... Eliteness MFC Application has encountered a problem and needs to close. We are sorry for the inconvenience. AppName: eliteness.exe AppVer: 1.0.0.3 ModName: msvcrt.dll ModVer: 7.0.2600.2180 Offset: 00032a16 Any ideas? I'm on WinXPSP2 Home.
  7. AngusHeaf

    WGL?

    See, I've already ruined someone's experience and I haven't even purchased AA yet. My influence is great. I'm like a planet. I have my own gravity. Seriously though, I was being sarcastic in my previous post. The "rifleman needs food, badly" comment is a reference to the old school Gauntlet arcade games where it seemed like no matter how many quarters you pumped into it you were constantly dying of starvation a minute later. What I find interesting is that if you liked what we did and where we went with WGL 1.0 through 5.0 then what indication do you have that we're suddenly going to jerk the car into a bridge abuttment (so to speak) and ruin everything in AA? If you don't end up liking what we do then I'm genuinely sorry that you don't share our vision of what we want to do in AA. But we're a loooooooong way from that point which means we're still open to lobbying and bribery to get your suggestions and demands met.
  8. AngusHeaf

    WGL?

    WGL: 10 years of introducing features players loathe, since 2002" We're upping the simulation level in Armed Assault to levels only previously seen in our commercial work. This will undoubtedly lead to many cries of "WGL for AA ruined my game and my life!" but I'm fully prepared to be just as happy with it even if Phaeden and I are the only people playing it. So yes, look out because here comes WGL...now with "RIFLEMAN NEEDS FOOD, BADLY" audio notification every 6.5 seconds.
  9. AngusHeaf

    Wargames addpak 4.0 released

    Just wanted to pop in here and let you guys know that work marches on for a number of things. We're a bit overwhelmed with a number of new projects and real life obligations at the moment, plus suffering with a little bit of burn-out just to make things interesting. Â Everyone in WG appreciates the nice comments, praise, and criticism from all of ya. Overall I'm happy to see people giving a shit about the mod enough to comment on it and not just let it linger away. Jinef you should be well aware that the mod wasn't originally designed with lots of thought towards how AI should work. Our basic concept was, back then, just make sure AI didn't completely NOT work, and it was acceptable for MP. After the release of 4.10 with 4.11 we decided to start caring about AI a bit more, stopped calling it MP only by fixing and enhancing a lot of AI stuff, and started looking at ways to improve their compatibility and "fun factor" in coming releases. I think (as usual) that AI could be tweaked for accuracy a tad but I'm generally happy with how they perform. The problem, as we saw it, before was simply that the game of OFP wasn't really in line with the simulator we'd rather be playing. One of the reasons was that most coop missions involved taking a small force of uber-soldiers and throwing 10:1 odds of Mentally Challenged AI vs. Players which generally resulted in about as much fun as mowing down trotting civilians on Desert Island. I'm happy that now if you can think smart and either avoid a larger force, or setup an ambush or use combined arms, you can still eliminate the other AI quickly. But the threat of being cut down by well trained AI now is enough to put the fear o' God in ya and makes ya think twice about just running around like Rambo. The sounds are being further tweaked as usual. Cook-off fx we're fairly happy with, though I think in the future the script will be a bit more dynamic in terms of how it decides how much ammo to blow up. Right now it's a generalized random number and type of ammo. We have some working prototypes of the system that scans the ammo and cooks off any remaining over a 5 minute period, including stuff like .50cal and 25mm. I'm not a big fan of messing with the dispersion of weapons until they don't reward good shooters. AI can be dialed-in with their own dispersion which is fine, but I like to keep the weapons nice and accurate for players. Recoil FX were developed with the same thought process, and we consulted with a good many soldiers to develop what we have. With that being said, we're actually looking at some new ways to handle dispersion, stamina, and different bullet ballistics. If all goes well (which it never does, admittedly) then we may be onto some sweet new systems that escew from the normal "jack up dispersion" model. Oh yeah, 5.56 and 5.45 bullet damage is fine. It's been researched, cleared by professionals, and won't be changed. Sorry. New types of grenades.... We're working on it! We have Thermite and WP grenades in the works. CS grenades would be pretty easy but ultimately not very useful since if you're close enough to throw one at someone, wouldn't you just use a regular grende and be done with it? Hehe. Flashbangs would be easier still, but again, same issue. Plus OFP is really shitty at doing interior simulations (i.e. inside buildings) so frankly we try to stay out of buildings. But yeah, there's new types of grenades coming, so look out!! Weapons sights... We're not using the Marine Pack weapon sights right now simply because it's an incomplete pack and frankly my own weapon sights, if made to be alongside Earl's, would look out of place. Hehe. We would still need, and this is going from memory.... PKM, M240, M60, Trijicon Reflex M4. I can't remember if there were more. But anyways, I do like Earl's stuff and we're looking for a better way to do the ironsights in future packs, like everything else, as realistically as possible. Whoever said the HMMWV wheel armor should be increased, what did you increase it to? Sounds like a good change. Simba... CSLA stuff would be fantastic for the russian side. I've talked to them, they don't mind if we use it, so when we have time we'll be replacing the russian goods with their kit. I do love CSLA's stuff. Rocket smoke will be made darker and grayer. I've seen some new vids and you're indeed correct. Volume of the firing sound will also be increased, apparently they're quite loud when you fire them and right now they're nearly silent. As for explosions, I'll let our man Phaeden deal with that since he's seen all that stuff firsthand. Hehehe. ................ Anyways, like I was saying... Thanks for all the input, we do value it and value the opinions of the community. Ultimately if the community thinks it sucks, sure we can play it by ourselves but that's not much fun. We're working as usual on a number of things, probably too much for the 3 of us, and will be continuing to refine our stuff because, well, we're never happy and always diddling. Hehe. I can't give a date for the next release quite yet. I think we are going to release a very small patch to fix couple of small (but highly annoying) MP issues with the WP. This should be out in the next week or so for sure. Beyond that we're currently looking at the future and what we want to release and when we have time to work on it. Titan still needs to be finished, WG5 needs to be finished, and we all have to leave our houses once in a while. So as we sort all this out you guys will know about it! Sit tight, and thanks again!
  10. AngusHeaf

    Wargames addpak 4.0 released

    Viper..... Best bet is to do the following.... Delete your wgl folder inside your OFP folder. Install the 4.10 full installer. Download and install the 4.11 patch installer. From there, take your usual OFP shortcut, duplicate it, and change the shortcut target to include -mod=wgl in the exe path. From there you should be able to start the game with the WGL stuff. I think maybe at this point you've tried to install it so many times it's hard to know where something went wrong, but we do know that we have hundreds of people using the addons with our (admittedly shitty) installer. Ok, next up is the sky... Do NOT install the sky if you are running OFP in any mode other than HW T&L (hardware texture and lighting). There is a well known issue with Kegety's sky installer and any "missing whatever.p3d" error messages you get are from that sky. If you've already installed the sky, to remove it, simply delete the "DTA" folder inside the WGL folder and you're set. ------------------------------------------------------- In other news... Someone here (I think) asked about ironsights on the HMMWV mounted M2 and Mk19. I will see what can be rigged up to aid in the aiming of these weapons. In real life much of the aiming is done by what's called "walking it onto the target" and by only a little bit of actual aiming. However I know it's difficult to do, especially when tracers are disabled (for the M2) so we will see what we can cook up for ya. I do agree though that it's quite hard without a server that uses crosshairs. With regards to the FX scripts I generally differ to Phaeden in this department since he has vast firsthand experience in such things. But I too echo the fact that our goal with the FX was to create the most realistic looking FX possible while keeping them faster than the stock OFP FX. In all cases they are, which is great. Some people have griped about them not being flashy enough and that's fine. WG has unique FX and if we're the only people out there making them this way then I'm plenty happy. Hehe. But anyways, no one here is really attacking the FX. What I will tell ya is that with all things, we're never satisfied and we continue to work on constantly improving our FX along with other aspects of the mod. Mortar scripting... I like a LOT of the ideas I hear from people about our mortars. There's a fine balance to be struck. On one hand we have micromanagement of assets and I tend to like it when using AI but some people just want it all to happen behind the scenes and never worry about anything. The WG mortars were designed to be used by actual humans, primarily. The AI functionality is there, and we continue to work on improving it, but ultimately I think at some point you have to say to yourself "would UA do this better?" And actually, in many cases the question is "yeah." So to that end, yes we're working on more and better "end to end" scripts for our mortars (and other crew things) but at some point we'll have to say "use this WG balanced UA". Lucky for all of us, that is coming. Anyhow.... It's late, I'm sleepy. WarGames continues to march on. I'm working on Titan in between typing this and work on the pack continues as always. We're hoping to have more news in the coming weeks ahead. I took my little 2 week vacation to unwind from the busy schedule of releasing WG and managed to NOT go completely insane. So I'm back, I'm recharged, and I'm ready to roll along with the other guys in WG to keep progressing the game in the way that only we do. I'm looking forward to the coming weeks. Regards.
  11. AngusHeaf

    Wargames addpak 4.0 released

    Bob, check out your PM.
  12. AngusHeaf

    Wargames addpak 4.0 released

    This BRDM? http://ofp.gamezone.cz/index.php?showthis=6340 That model looks really awesome. Saw it a few days ago on OFP.info and would love to see it in WG. BRDM-2 would be really sweet also, with the 14.5mm turret. Would compliment the HMMWV M2 nicely. XPeter... WG doesn't replace your existing BIS OFP stuff with WG things. We did do it quite yet because we're still considering whether or not it's even a good idea because WG reconfigures so much playing old missions with it might be completely unbalanced and no fun anyways. But for WG5 we are entertaining the idea of replacing a lot of the stock BIS configs with WG configs to a greater extent. Minorthreat... I haven't looked at the VDV 2.0 pack yet but when I do I'll be sure to check out those weapons you mentioned. Chances are though, that because we already have our own weapons we probably don't need new ones. But we'll see.
  13. AngusHeaf

    Wargames addpak 4.0 released

    All the models we've included in WG have been examined (by me personally) to make sure they're as efficient as possible. I was surprised when I saw how low-poly some models were considering their very attractive appearance. The VIT APCs are pretty reasonable even in the highest detail level-of-detail, and quickly drop down to very acceptable levels at distance. I know a bit sticking point (for me anyways) with something like INQ's weapons was the fact that they run really poorly due almost exclusively to JPG textures. So in that case I actually sat down with probably 30 gun models and converted all of them to PAA/PAC textures and repathed all the models to use the new textures. There were also a few cases where 1500-2000 polys (the amount in your standard ground vehicle at close range) were taken out of some of the gun models in an effort to keep things smooth. A lot of that work doesn't get noticed though. I've even added LODs to a lot of models simply because I liked them too much to see them not be included because of poly count. Anyways, we've made it a priority to only include addons that really bring something new to the table but not at the expense of efficiency. Personally, I'd rather see something like 4 helicopters flying around overhead than 1 really super detailed one, or 4 tanks instead of just 1, whatever the case may be. That's our motto when it comes to addon inclusion, scripts, fx, and so on.
  14. AngusHeaf

    Wargames addpak 4.0 released

    We may. They look really really nice as usual so it would be good to include them at some point. I must say, there's a TON of really good russian equipment available right now. The only thing I would love to see is RHS release their T72 and T80 pack so I can stop being tempted to sneak one of their beta tanks into the WG pack because I'm tired of looking at the old models. Hehehehe. Actually, I would also love it if someone made a BMD2 and a BTR-60.
  15. AngusHeaf

    Wargames addpak 4.0 released

    There's no script errors in the mortars or crew weapons, only people who don't read the FAQ or Technical Manual and follow the directions on setting up the stuff in the editor. Hehehe You have to command your guys to put the stuff down because that's the way it works in OFP with advanced things. Sometimes there's consessions that need to be made by the player, nothing is perfect, especially when doing things OFP wasn't even remotely meant to do out of the box. Think of it this way if it makes you feel better.... If you're the commander of a mortar squad you're probably going to say "hey Jones, put the plate over there and Gordon, setup the tube". And 5 seconds later you have a crew weapon. Chopper fuel is removed during the preflight startup sequence but it added back to them after the sequence is about half way through (around 12 seconds into the checklist). If you sit there for that long the fuel is added back and you can fire the engines and proceed to take off.
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