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Posts posted by ArmaVidz
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i hate it when you release news update because every time i look at your pics from your updates i really really really can't wait for your mod to be released however i can't stop watching them your releases are liek freaking cigars you know that it is bad for you but you can't stop with it and you just gotta use\seeSome polite advice IsraeliEagle: Stop posting comments like these to any thread. I don't think they'll result in a positive reply in the least. It's kind of rude.

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Thank you, Panda

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Quote[/b] ]I have no recollection of you being a selfobsessed jerk.Well there was the tracer incident Â

(Neph & Sickboy know)Quote[/b] ]The reaction to this issue has been far reaching in the community, and you must agree that not all of the reaction has been constructive.I do.
Quote[/b] ]What about Workshops?Video / Audio
Beginner / Advanced
<s>I can get on that. Be great to have more than one person with input into it, so that might be possible as well. Not so much in workshop form but I have the tools necessary for delivery of video tutorials, pdf tutorials and screen capture. If it's ever needed/wanted in the future.</s>
Wrote that too quickly. A workshop or solution thread would be great.

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I do hope you are not aiming at me there mate (Not that I dream to be part of 'the big boys', but still), as im not purposefully trying to admit or create a divide between any group of ppl. Maybe though between "Unconstrictive" and "Constructive" but I can not see the harm in that.No, no, Sickboy. Just the general, overall, "I agree" from the more established "pillars", if you will, of the community. I'm trying to lump you in, not single you out. :P
And you are right, there is some very constructive and positive things coming from the last few pages, which are, imho, very relevant to the issue.

Cheers,
Vidz
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^ I'd like to hear an interview with Sickboy
For Tracers to CRDS to blood to all the seriously complex things from 6thSense and...everything between.
Anyone from the Mapfact or CWR team.
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Sorry, Rock, I was agreeing with your post and commenting on your emboldened statement. Â I was adding that people seem to take an initial reaction to something (ie. the perception that some easy road to stardom has been lost), react to it with strong emotions which clould their ability to come to a more complete understanding, and then post ignorant tyrades that poison the good will between the developer and the game community. Â No matter how good the good people are, there will always be this rotten underbelly to offset them. Â In sum, people can be vicious and selfish, but the defining feature of this issue is that the viciousness and selfishness is *without reason*.BTW, word salad is a feature of schizorphrenia. Â It's an expression of the disorganized nature of the disorder in the form of speech.
I can't help but look at this statement as even more polorizing and targetted. The agreeing makes the division between the community members that have the experience/knowledge and the members that don't have the experience/knowledge even more apparent. I suppose that's nature of the beast(knowledge).
Suddenly, when some of the 'big guns' are in agreement, you're made to feel like the rotten underbelly.
At any rate, time to bow out of the convo. After dealing with office politics and the ins and outs of backstabbing for the last twelve years, Â I thought I'd pass along my thoughts about action without solution(earlier in the thread) and now that some of the 'big guns' are really putting their heart and head into the issue (even more than they already have in the past) I'm sure the entire community will benefit from it.
Great job fellas. Keep up the great work.
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Seriously. Â It's like some people are schizophrenic or something... Â paranoid, totally detatched from reality, and socially stunted. Â From some forum posters I even see features of 'word salad'.The other two fine, but hey, I'm not detached from reality.

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I'm not a modeller by any real measure (just getting into it),@BIS
This seems like a hasty, retalliatory undertaking which I think will only really effect those un-seasoned addon makers/modellers that still have the enthusiasm to get in the thick of it. Â

I have to say I am amazed/dismayed and disgusted by various comments in this thread I really am.
Well. That makes me all warm and fuzzy.
So basically, Rock, you are saying that if the MLOD's had been packed with a EULA it would have been fine? I hardly think so.
So synide releases the MLODS (ODOLv40 to MLOD) so that anyone can fire up the model in o2 and use it and BIS act accordingly- by asking they be removed from affiliated sites and locking threads that have to do with the subject or contain the same type of content. That's fine, it's their right to protect their IP.
It does not change the fact that it is 'retalliatory' in nature. The have reacted and have said may, might and expect something about the MLODs in the future. If it were meant to be a more 'community' minded move on BIS' part one might think they would have addressed and provided a solution, before locking threads and throwing out the 'persona non grata' statements. Whether intended or not, whether it is justified or not (it is[) that is an intimadation measure used to cause pressure to gain a desired effect. It's just kind of offensive in the manner it was carried out.
So yeah, screw the MLODs anyhow. I get that. I'll fire up o2 to learn using one of the already provided BIS meshes or I'll start with the utter basics, a box. That's fine.
edit: changed wording...
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I'm not a modeller by any real measure (just getting into it), but it would appear as though if it were possible to convert from ODOL to MLOD, do your alterations and then convert back to ODOL, you should be able to host BIS content anywhere, yes? If it's even possible to do that. Binarize? Because if not, that means to me, that you'd have to model the objects yourself for any models that are not released from BIS(i.e: UH-60), from scratch. That's inefficiency at it's best.
@Sickboy
I see what you mean about the community working together and knowledge, and availability of information. From someone just getting acquianted with scripts, modelling and texturing for the first time, in OFP or ARMA, I do believe the WIKI is a rather 'head-scratching' location for info though. %100 better than nothing at all though.
@Thunderbird
Exactly.
@BIS
This seems like a hasty, retalliatory undertaking which I think will only really effect those un-seasoned addon makers/modellers that still have the enthusiasm to get in the thick of it. I understand the stance taken, but I do believe the MLOD stance should have been taken in tandem with the solution BIS is proposing; if any.
Anyway,hopefully RockofSL will have some time to work on a tutorial. Maybe a combined plethora of tutorials will help people get past the ODOL editing issue and create their own. Hopefully.

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Oh man, that's cool. Matrix anyone?
Thanks Gaia
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Are anyone able to "break out" of these "types" of animations? If so, how do you do it?-For arma moves, waypoints are the most reliable. I've never had problems with triggers or scripts though. Definitely not in an Init Line though.
-To get out of a move <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">u1 switchMove ";"
Trigger1: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">u1 PlayMove "m5s1gonzales"
Trigger2: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">u1 switchMove ";"; u1 playMove "x05s2gonzales"
If you want the beginning of the anim and then want to switch to a different anim via say, a script in .sqs,<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">u1 PlayMove "m5s1gonzales";
~1.75
u1 switchMove ";";
u1 playMove "x05s2gonzales";
exit
Observe the anim, count the amount of time you want the anim to run for and then use that to replace the ~1.75 in the script. Using that method will allow to cutoff any move at the point you want and start another. Exec the script after it's your saved mission any means you like i.e: init line, trigger, waypoint or init.sqs.
I should really be sleeping ROFL Â

Vidz
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Great movies everyone! Loved that time effect thingy...the clouds actually look like arma clouds
Walker, do those OFP moves work? I couldn't get them to work with switchmove or playmove.

Vidz
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you know, if this was a green background, you could probably use it for green-screen type filming

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Missions without DAC2 should be forbidden.Amen! Unfortunately, I haven't been able to get my head around it yet
lol -
Congrats EvEn and EddyD, they look better and meaner than ever before

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Are you looking for something like this?
Quote[/b] ] Volume in drive C has no label.Volume Serial Number is ---------------
Directory of C:\Program Files\Bohemia Interactive\ArmA\beta
--BETA FOLDER CONTENTS---
01/05/2008 Â 01:14 PM Â Â <DIR> Â Â Â Â Â addons
01/05/2008 Â 01:14 PM Â Â Â Â 6,356,992 arma.exe
01/05/2008 Â 01:14 PM Â Â Â Â 5,468,240 arma_server.exe
01/05/2008 Â 01:14 PM Â Â Â Â 5,422 changelog.txt
01/06/2008 Â 06:02 AM Â Â <DIR> Â Â Â Â Â dta
       4 File(s)   11,830,654 bytes
       4 Dir(s)  19,357,417,472 bytes free
DTA FOLDER CONTENTS
01/05/2008 Â 01:14 PM Â Â Â Â 6,565,969 bin.pbo
01/05/2008 Â 01:14 PM Â Â Â Â 287 bin.pbo.bi.bisign
ADDON FOLDER CONTENTS
01/05/2008 Â 01:14 PM Â Â Â Â 4,090,482 hotfix.pbo
01/05/2008 Â 01:14 PM Â Â Â Â Â Â Â 287 hotfix.pbo.bi.bisign
01/05/2008 Â 01:14 PM Â Â Â Â Â 604,058 language.pbo
01/05/2008 Â 01:14 PM Â Â Â Â Â Â Â 287 language.pbo.bi.bisign
01/05/2008 Â 01:14 PM Â Â Â Â 37,102,032 ui.pbo
01/05/2008 Â 01:14 PM Â Â Â Â Â Â Â 287 ui.pbo.bi.bisign
       7 File(s)   41,797,433 bytes
--DBE1 FOLDER CONTENTS---
ADDONS FOLDER CONTENTS
12/17/2007 Â 01:34 AM Â Â Â 903,385,115 Models_DBE1.pbo
12/17/2007 Â 01:34 AM Â Â Â Â Â Â Â 287 Models_DBE1.pbo.bi.bisign
01/14/2008 Â 06:48 PM Â Â Â 723,135,447 sakakah.pbo
12/17/2007 Â 01:34 AM Â Â Â Â 77,876,769 Sara_DBE1.pbo
12/17/2007 Â 01:34 AM Â Â Â Â Â Â Â 287 Sara_DBE1.pbo.bi.bisign
       6 File(s)  1,704,397,905 bytes
       2 Dir(s)  19,357,413,376 bytes free
CAMPAIGNS
12/17/2007 Â 01:34 AM Â Â Â Â 99,216,856 Merc.pbo
       2 File(s)   99,216,856 bytes
       2 Dir(s)  19,357,417,472 bytes free
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You broke the kickass o meter

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OMG Yurapetrov, your work is seriously awesome. I LOVE that Blackhawk. Nice touch with the BIS logo.
Keep up the great work! Â

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By prohibiting the use of "reverse engineered" addons for Armed Assault; because of the issue of BIS content being available "for anyone on a public ftp," BIS will effectively put the last nail in the Armed Assault coffin.
The only reason people continue to play (and purchase) Armed Assault is because of the custom content. I'm sorry, I can't be nice about this - there is no reason to play vanilla Armed Assault. It's buggy, it's slow and like all games, it's drab after a couple months. With addons like Kegetys LowPlants, TrueRangeAi, Sound Mods, new soldiers, new vehicles etc. etc. etc. the game is renewed.
Come on BIS! Understand, people are going to take the models if they want anyhow - don't punish the hard working members of the community that perpetuate your revenue.
The most logical course of action would be to grant non-exclusive rights to any addon maker that develops addons; whether reverse engineered or not; or modifications for Armed Assault. Then go after the people that develop addons/mods for other games, using Armed Assault content.
If BIS wants to make a stand with imported weapons from other games I believe that's ethical, logical and inline with the initiative - but putting the brakes on your own community because the community is the primary place where BIS has 'sight' and 'control' - revenue suicide.

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hey, hey, looks like the speed is controlled in the vid, I'll give that a try when I get home tonight. Thanks Dwarden!
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Thanks Dr_Eyeball, unfortunately, neither work. I tried a quick looping script as well and both have zero effect. Must have been disabled at some point....
still searchin'
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Anyone come across a script or command, or even an idea about how to make a vehicle drive at any kilometer per hour you want?
I just can't seem to find an answer to this.

Any help appreciated

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ArmaVidz, you are using setSkill array command? I thought that didn't work?!I was using the setSkill array command. During the release of TrueRangeAi I was using during the filming of Mod Retalliation with and without TrueRangeAi. The one noticeable difference is the spotDistance. Run ArmA without TrueRangeAi, then try using the spotDistance at 1 - engaging ranges, if I remember correctly, were much higher.
Malick that's great to know someone is working on the suppression pack, I have used it but once or twice - due to lack of time but it seems like a great pack. Would be great to have Ai on your team affected by the suppression fire.
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But if there is a real problem with AI, how can the enemy AI cross the dolores bridge on the single player campaign of Armed Assault ?There should be something to do against that if they can do it in single player campaign, no
?Hey, yeah. I haven't played the campaign since 1.05. I wonder if that's heavy scripting or not. Last I remember, the BMP and T-72 drove into the river and the men disembarked. Gonna have to check that out.
Looping infantry anims to get them across the bridge is one thing - that's not reflective of the Ai.

Importance of CPU cache on ArmA performance
in ARMA - TROUBLESHOOTING
Posted
I had the 6000+ and I was really disappointed. But I do like speedy hardware so..maybe I'm a little disciminatory that way.
The only choice you might have to perform really well is say, something like this:
AMD 9600 Black Edition
Haven't been in the hardware scene for a while but if you have a newer AM2 motherboard it should work.
If you want real speed, unfortunately, I think a Core2Duo/Core2Quad is in order.