bigshot
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Everything posted by bigshot
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Is there a publicly available list somewhere that tells us which v1.07 editor and scripting commands have been changed since v1.05?...also if any new ones were added (im not talking about OA, just plain arma2 v.107 script command changes. Thanks
- 360 replies
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- arma 2
- arma 2 1.07
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that fixed it, thanks...was running 1.0.24, replaced now with 1.031 and all was good.
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anyone know why the yoma addon sync says something like "cant parse url" everytime i try to update the oac core files?
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Warfare Benny Edition, no bots and in German :/
bigshot replied to Alexrey's topic in ARMA 2 & OA - USER MISSIONS
The german issue you are having is due to the German translations in the stringtable file. You must have purchased the german version of the game, so it is automatically giving you the german menus since it is included in the mission. One way to get the english menus back is to unpack the mission, edit the stringtable file and remove all of the <German>*</German> entries, save the file then repack the mission of course. -
many thanks for the heads-up, Dimitri!...much appreciated :-)
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sometimes when i copy over an arma1 addon into arma2 i get an error stating that a certain version is required to run the addon and so the addon in question never gets loaded into the game...anyone know if theres an easy fix for this problem? Ive seen it happen with Mapfact's Southern Sarhani Island addon and 6th Sense's weapons addon...and another addon i cant recall right now...anyway of stopping it from happening?
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Ive been trying to get some of my arma1 missions to work in arma2 using OAC and CAA1, however I noticed that none of the dynamic AI are showing up in missions where I've used the DAC (dynamic ai) script. Theres another dynamic ai script which also seems to not be working after conversion (a non released script made by a friend). The only dynamic ai script that seems to function after conversion is kronzky's. Does anyone know why this is, and if theres a way to fix it so my arma1 missions will work properly in arma2? Thanks for the help!
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Ive been trying to get some of my arma1 missions to work in arma2 using OAC and CAA1, however I noticed that none of the dynamic AI are showing up in missions where I've used the DAC (dynamic ai) script. Theres another dynamic ai script which also seems to not be working after conversion (a non released script made by a friend). The only dynamic ai script that seems to function after conversion is kronzky's. Does anyone know why this is, and if theres a way to fix it so my arma1 missions will work properly in arma2? Thanks for the help!
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Have they been saying this even AFTER importing the arma1 islands? Bugs aside here I mean (considering only performance itself).
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Just trying to find out if anyone has been able to convert the Warfare mission from Arma1 so it can be played now in Arma2 (im assuming with CAA1 addon)? If not does anyone know what needs to be modified to get it to work?
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oh?...you're the first person I've heard to say this. Everything ive read so far seems to claim that arma1 missions and islands played in arma2 perform much better than the arma2 islands and at least as well if not better than they performed in arma1 originally. I'd really appreciate it if you could give me some more info on your experience with this. Can you tell me which arma1 missions and islands you've personally tested in both games and the comparison results? That would be great! Thanks :-)
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Just trying to find out if anyone has been able to convert the Warfare mission from Arma1 so it can be played now in Arma2 (im assuming with CAA1 addon)? If not does anyone know what needs to be modified to get it to work?
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Warfare1 in Arma2?
bigshot replied to bigshot's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was more interested in just playing it on Sarhani just as it was in arma1. CAA1 allows you to play arma1 missions on arma1 islands in the arma2 game so i was curious to see if anyone was able to get the original Warfare mission working like this yet :-) Im asking because it's my understanding that for low end systems such as my own, the frame rates are better in arma2 when using the arma1 maps and missions. -
well I wasnt looking to play it as a port to Chernarus...I was more interested in just playing it on Sarhani just as it was in arma1. CAA1 allows you to play arma1 missions on arma1 islands in the arma2 game so i was curious to see if anyone was able to get the original Warfare mission working like this yet :-) Im asking because it's my understanding that for low end systems such as my own, the frame rates are better in arma2 when using the arma1 maps and missions.
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Loading old vanilla Arma maps in Arma 2 with CAA1 - Just Wow - Performance & Beauty
bigshot replied to p75's topic in ARMA 2 & OA - GENERAL
Has anyone tried to run the arma1 Warfare mission in arma2 yet?...does it work? -
why so astonished? its well established for quite sometime now that arma is extremely cpu intensive (much more so than gpu)...especially with AI. (most gamers i know wont even touch it because it doesnt run well even on semi-respectable hardware...although i myself still run it on a 6 year old machine, heh) Also, dont do any fps testing in the editor as you will probably find inaccurate results since the editor often yields better performance numbers than regular in-game (or is it the other way around?). Anyone who's dabbled heavily into mission making can tell you this, dunno exactly why though.
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Hi - i was wondering if anyone knows how to get the AI to work online in DM style maps? I downloaded some DM maps with AI disabled, and although I've enabled them in the descript file they still wont actually spawn into the match for some reason. Any help would be great, as it can be a drag starting an open server and waiting an hour for someone to show up...having AI in there would at least let me play while im waiting! Thank you :-) EDIT** - nevermind...figured it out
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anyone know how to get the AI working with these maps? Enabling them in the description file isnt enough, they wont spawn into the match.
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yes, you should be able to put all the desired waco addons into a folder called @waco\addons (make the "addons" folder a subdirectory of the @waco folder), then place all of the pbo's into that "addons" folder. and yes, you only have to point the launcher to the @waco folder...the game will automatically use all the pbo's from the addons folder in @waco. ...yes you can name it in the launcher anyway you like...BUT be careful when typing in the directory structure it asks for...it must be spelled the same exact way as you named the folders and its also case sensitive...so if you have an @Waco\addons folder under your root arma directory then you must type in @Waco when setting up the launcher, click save and then "x" out of the mod setup screen and you should now see the new mod in the selection area on right side of launcher. Play with it...youll figure it out...the worst that can happen is that the mod wont load when game starts and youll know that you did something wrong, and youll try again :-)...its very simple after youve done it a couple times, so once you figure it out youll always remember it.
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from my experience MOST addons will work in a folder named anything you like...for example...i have seperate addon folders that I use for certain larger missions which may require many addons. I locate the seperate addon folders under an umbrella addon folder...something like this: Arma\@Addons \Warefare\addons \CTI\addons \Another missions addons here\addons \Arma Effects\addons \Durgs vegetation Fix\addons you get the idea... so for instance, for warfare id place whatever addons i want to use with that mission into its addon sub-folder and then id point the arma launcher to @Addons\Warfare (you shouldnt have to point it the root arma folder as it should already be pointing there by default i think) Hope that helped a little PS - there ARE some mods or addons that will not function properly if placed in a folder with a different name than what it was packed in, so youll just have to experiment to see which ones work and which ones wont. As for actually renaming the pbo itself, ive never tried it as its really not necessary since i tend to prefer renaming folders to help keep track, instead of renaming pbo's.
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well...I allow access to the air support console by purchasing a laser designator (at a cost of $3,500.00). I also made the laser designator register as a sidearm weapon when purchased so you can still carry a secondary weapon along with it (such as an M136). I changed my starting funds to 4,000 so if i wish i can actually purchase the LD at mission start (for when im short on time). As far as other console options...I added some options for the vehicle drops such as being able to request either an m113ambulance, repair truck, refuel truck or jeep....added some WIP weapons and AIMPOINT desert weapons as well as SIX's .45 cal pistol to the mix...also made it possible to purchase AT soliders and medic soliders from captured depot's. ...also shortend the time it takes to fast travel, decreased time it takes to build all the factories at mission start and added more spawn points for bases...and a bunch of other adjustments which i felt were more suited toward a single player experience...it plays on LAN and/or Dedicated server...and only has 4 playable slots now...and is meant for coop only because only the BLUE side has access to the support console (enemy AI wouldnt use it anyway even if i gave it to them).
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for a fun single player experience you might consider adding in Mandoble's Air Support Console to your Warfare mission...or if you're not into modding maybe you can find a version already available like this...i know a couple of people have done this already but im not sure if any of them actually released such a version. I modded my own version of Warfare using the air support console and its a real blast, highly recommended...especially if you dont always have the time to play through to the end by yourself, it contains enough powerful tools so that, if you choose to utilize them all, you can finish the game by yourself in much less time than it would normally take. If you arent already familiar with his air support console just do a search in the addons forum for "Mandoble" and read about it there. I havent bothered releasing MY version of Warfare mostly due to the fact that i dont have the time to support it, and also the fact that theres nothing inculded thats really mine...i didnt create anything of my own for it, i just edited the mission and tied others peoples mods into it so it all works together. It's not terribly difficult to do, although it was time consuming...but it has become my favorite way to play Warfare either alone or with a friend or 2...you might wanna check into it.
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Mando Bombs and Mando Air Support Console
bigshot replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
...was just wondering if the "VE" choppers self destructing/blowing up when flying over cities/buildings has been fixed yet? PS - great addon...been using it with my own version of Warfare and it really helps to add a new dimension of play...helps keep things interesting for longer...or if im in a rush and limited for time, there are enough tools at my disposal to end things pretty quick too! Â ...many thanks to Mandoble...hope you will consider porting this over to Arma2 once we get there! -
I've been waiting for this since OFP. I hope the team will consider making some sort of change as described so desired results for both mission makers and players alike will be more easily attained. As for AI settings in Arma2 I think its important to standardize the way players and mission makers can adjust the GENERAL GAME difficulty settings. Right now in arma1 we have a few different ways of adjusting skill level and it gets too confusing and results are over-varied and difficult to attain exactly what is desired by the user because we all have our own method of making these adjustments...for instance, you can adjust skill level in the front end but that slider will adjust both accuracy and aggessiveness simultaneously, when most of the time you really will want to turn DOWN accuracy but turn UP aggressiveness...which is not possible right now from the GUI as it can only be done from the players.ini file. Then theres the slider in the editor as well...so as it is right now, we're adjusting our ini's, then were adjusting in the editor and we're ending up with very different results and even some weird results at times. I think it would be best (due to there being so many different styles of missions and combat situations) to simplify this adjustment process by: 1. eliminate the possibilty of being able to manually make the adjustments through the player ini, perhaps by moving the difficulty settings out of the player ini and into its own encrypted file located somewhere within the mission itself. Also, remove the single slider from the front end menu. 2. Then, place 2 standard sliders (1 for accuracy, 1 for aggressiveness) both in the editor (for mission makers) and in the mission briefing screen (for players). The sliders in the mission briefing screen would indicate/match how the mission maker adjusted the intended general game difficulty in the editor, and would allow the user to turn each slider (independently) either higher or lower than what the default settings are from the mission maker. ...to me this seems like a more streamlined and simplified way of dealing with being able to make this adjustment from mission to mission because right now its being set in both the front end, the ini and then also the mission and the settings are fighting each other...and 1 adjustment is not good for ALL missions...we need a slight change like this...i feel its important.
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exclusively COOP here - its a much friendlier atmosphere. As for AI settings in Arma2 I think its important to standardize the way players and mission makers can adjust the difficulty settings for both friendly and enemy AI. Right now in arma1 we have a few different ways of adjusting skill level and it gets too confusing and results are over-varied and difficult to attain exactly what is desired by the user because we all have our own method of making these adjustments...for instance, you can adjust skill level in the front end but that slider will adjust both accuracy and aggessiveness simultaneously, when most of the time you really will want to turn DOWN accuracy but turn UP aggressiveness...which is not possible right now from the GUI as it can only be done from the players.ini file. Then theres the slider in the editor as well...so as it is right now, we're adjusting our ini's, then were adjusting in the editor and we're ending up with very different results and even some weird results at times. I think it would be best (due to there being so many different styles of missions and combat situations) to simplify this adjustment process by: 1. eliminate the possibilty of being able to manually make the adjustments through the player ini, perhaps by moving the difficulty settings out of the player ini and into its own encrypted file located somewhere within the mission itself. 2. Then, place 2 standard sliders (1 for accuracy, 1 for aggressiveness) both in the editor (for mission makers) and in the mission briefing screen (for players). The sliders in the mission briefing screen would indicate/match how the mission maker adjusted the difficulty in the editor, and would allow the user to turn each slider (independently) either higher or lower than what the default settings are from the mission maker. ...to me this seems like a more streamlined and simplified way of dealing with being able to make this adjustment from mission to mission because right now its being set in both the front end, the ini and then also the mission and the settings are fighting each other...and 1 adjustment is not good for ALL missions...we need a slight change like this...i feel its important.