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Everything posted by armored_sheep
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ArmA II: Operation Arrowhead discussion thread
armored_sheep replied to Tonci87's topic in ARMA 2 & OA - GENERAL
This model and gameplay features were inspired by this video -
Steam users can use this patch too ;)
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Thats not a bug, it is optimalisation feature. ---------- Post added at 11:38 AM ---------- Previous post was at 11:35 AM ---------- It is not bug it is designed to be like that - they hold fire until they are threatened. If they will not return fire they will just die, AI knows that enemy aims on him.. ---------- Post added at 11:41 AM ---------- Previous post was at 11:38 AM ---------- Arma2 engine is more optimised and faster than Arma1. To find that simply try arma1 islands in arma2. Also addons are more optimised in Arma2 (shaders, amount of textures) ---------- Post added at 11:45 AM ---------- Previous post was at 11:41 AM ---------- Check your windows and services running on background at the same time with arma2. ---------- Post added at 11:51 AM ---------- Previous post was at 11:45 AM ---------- Kamaz mesh is correct scale, cabine and seats are well modeled, but soldiers are very tall. Press NUM2 to lower your view. Unfortunately engine does not suport other than initial horisontal view now. ---------- Post added at 11:59 AM ---------- Previous post was at 11:51 AM ---------- No as the Harrier has not the same powerfull engine as F-35B. Loaded Harrier is not able to start verticaly in RL. ---------- Post added at 12:06 PM ---------- Previous post was at 11:59 AM ---------- LHD is not a vehicle, it is a "structure" in the game.
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I just gues, but might be, you defined ROOT bone when Oxygen asked for it during export to RTM? If so, than delete this root bone definition in O2 options and when exporting to RTM cancel/skip the root bone question dialogue. Another problem can be if you dont use my rigid skeleton model, but some other mesh with skinning. RTM can be exported only from mesh with 100% weight for selections, no skinning, otherwise you got such movie "The Thing" distorsions.
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BinPbo and dt textures
armored_sheep replied to USSRsniper's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Only alpha channel is used in detail texures. -
Old OFP vertex properties are not suported any more in Arma2 you have to update your models.
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Weapon holding animation is simple static pose (like static cargo animation). You can make the animation in O2 it using released rigid character model (BISkeleton). You can use any RTM of man from Arma1 as sources for basic pose. RTM of handgrip is configured in the weapon config and engine uses only hand bones position relative to weapon bone.
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ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
armored_sheep replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
Anyone noticed problems with tanks balistic computer? Correct use is that after you designate target (TAB or RMB) the optics are zeroed to that target distance. Than if you aim and fire you should hit. -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
armored_sheep replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
Use text editor and add this text in your player profile file found in documents folder. Default value is mouseSmoothing=30; The values can be from 0 to aprox 200. The higher value the more filtering in higher mouse speeds. -
Tank crews "Highjumping"out of tanks
armored_sheep replied to 343rdBadger's topic in ARMA 2 & OA : MODELLING - (O2)
You miss points in memory lod defining where should be the get in/out animation played (this animation is defined in config, we have three diferent animations available - low/med/high). See example models from Armed Assault and look for Named Selection called "pos gunner" and "pos gunner dir" (the name of theese selections is defined in config too). Theese selections and adequate animations are than defined in config. You can define separate cargo, codriver, driver, pilot, gunner and commander positions. -
The A-10 in Armed Assault was limited to use only one type of missiles. In Arma2 we dont have such limits and we decided to choose more variable loadout, that gives player set of weapons for many diferent roles in one package. I personaly did not find any real reference that gives loadout of 8 mavericks on a single A-10. I used this info http://www.fas.org/programs/ssp/man/uswpns/air/attack/a10.html and changed 2 pylons from unguided boms to LAU rocket pods.
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The value you define by slider in editor for each unit skill is something between 0-1 and it multiplies the values defined by server/klient difficulty. The bigger final value the faster and more precise AI reacts (range, senses, aiming)
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AI can shoot very precisely and spot you very fast or can be total dumb rookie and cannot hit you even on close distance. That all depends mostly on your game difficulty settings and AI skill defined in each specific mission for each specific entity.
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can AI still see through clutter grass in 1.03?
armored_sheep replied to fedaykin's topic in ARMA 2 & OA - GENERAL
The problem that objects in distance are not hidden by grass is only matter of drawing scene on monitor. This issue for players will be hopefully fixed in some next patch, too. Now, fortunately in this case, AI does not look on the scene same way as player does. All objects have modeled simple components that represent visibility occlusion. If you are partialy hidden behind object your visibility for AI is reduced. Grass concealement is aproximated too. Plus each moving character visibility calculation is affrected by his speed and stance used in movement. Just remark - AI "senses" in our game are not just visual but also by sound. Each stance and speed of character movement is also represented by different values. After 1.03 it is much easier to sneak closer to your enemies until the firefight starts. -
I removed part of my post because I found that it will not help you. You need proper key in registry not just the instalation path. The only chance on dedi server where arma2 is not installed is copy new complete addon files from some arma2 patched instalation.
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The message means that patch did not find info about arma2 instalation in registry.
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ARMA II Patch 1.03 & Dedicated Server Released .
armored_sheep replied to Placebo's topic in ARMA 2 & OA - GENERAL
The patch using data diferences in addons is aprox 130MB. The addons that contain those changes at the end are more than 7Gigs. Most probably in other games the patches do overwrite much smaller files. -
User saves in MP should be now available (ver.1.03). There is one known issue - after load all klients are forced to reconnect.
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ARMA II Patch 1.03 & Dedicated Server Released .
armored_sheep replied to Placebo's topic in ARMA 2 & OA - GENERAL
Unfortunately Steam is yet not able to patch your addons using data differences. Steam must copy whole new addon over. -
MP Mission Manuals Here Please!
armored_sheep replied to walker's topic in ARMA 2 & OA - MULTIPLAYER
Server commands - since OFP there are no big changes, if you want to change mission or vote admin you have to use chat commands: http://community.bistudio.com/wiki/Multiplayer_Server_Commands -
Infantry model getting stuck
armored_sheep replied to Cougar's topic in ARMA 2 & OA : MODELLING - (O2)
The character colision shape is diferent in arma 2. -
Yes. You can configure multiple controlers in Arma 2
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SDP Shilka and Tunguska cannon fix
armored_sheep replied to Sudden Death's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
From the game point of view the visual improvement is not that important until we find a way how to fire more than 2000 bullets per minute from a single weapon. -
SDP Shilka and Tunguska cannon fix
armored_sheep replied to Sudden Death's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Original Shilka/Tunguska do fire from one place because ArmA engine cannot fire more than 1 bullet per frame from a single weapon. Real guns have very fast rate of fire that with average 20-25fps cannot be simulated. Therefore we have set that single simulated bullets represents 2x-3x strength of one bullet fired in correct FPS. Modmakers should revise ammo definition in case they try to fire more bullets in time otherwise those weapons will be overpowered. -
You can take it this way : the hover mode switch basicaly changes the way PageUP / Down (or Q/Z) keys work. If you have VTOL aircraft, when you switch to hovering those keys work for UP/DOWN movement. If you are in non-hover mode they change desired speed setting. During landing as the speed drop below stall the muzzle vector is moving to keep aircraft flying. Harrier is STOVL so it works the same way as in Arma, he needs short roll before take off.