Blanco
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Everything posted by Blanco
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For me oldskool games were harder... - BMX simulator by Codemasters(C64) The 7th track was impossible to win. - Armourgeddon (Amiga). You need a lifetime to complete it. - Rorke's drift (C64) Turnbased strategy game (200 British against more then 40.000 Zulu's) - Wings! (Amiga) Try to survive the war with only one character. I had a 1 hour battle against the son of the red baron. - All those textbased adventures on C64 were very hard. - Wing commander was pretty hard too.
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ArmA Rated one of the HARDEST GAMES OF ALL TIME
Blanco replied to Kevlar2007's topic in ARMA - GENERAL
For me oldskool games were harder... - BMX simulator by Codemasters(C64) The 7th track was impossible to win. - Armourgeddon (Amiga). You need a lifetime to complete it. - Rorke's drift (C64) Turnbased strategy game (200 British against more then 40.000 Zulu's) - Wings! (Amiga) Try to survive the war with only one character. I had a 1 hour battle against the son of the red baron. - All those textbased adventures on C64 were very hard. - Wing commander was pretty hard too. -
Anyone thought about knife addon?
Blanco replied to frostwyrm333's topic in ARMA - ADDONS & MODS: DISCUSSION
In Arma I'm able to sneak upon an enemy, you have to crawl slowly. An knife addon could be usefull in special ops mission. -
Ok, there shouldn't be any problems anymore with missing addons because I removed the editorupgrade from my addonsfolder to make sure. All download links & mirrors were updated, see the second post in this thread.
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Nha, AAMI286 is that tankwall, that concrete platform under the cannon. I thought that object was in vanilla Arma without using the editorupgrade ? OK, I'll fix that and doublecheck my demomission again. Sorry. Thx for bringing this up, m8. That's not spamming at all, it's simply the thruth.
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Yeah, in OFP player collision detection sucked, in Arma it's good. But now AI collision detection sucks in Arma. In OFP it was far from perfect, but still little bit better imo.
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Manday, editorupgrade is installed here but I didn't use any objects from the editorupgrade. I probably did while making the mission, but I removed them afterwards. Thing is, the editorupgrade is still in the addons list of the mission.sqm. My bad. All you have to do is to remove that line. I'll upload a fixed version later, but meanwhile you can simply fix it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... addOns[]= { "cacharacters", "caweapons", "RAE_sandbagFix", "camisc", "desert", "CABuildings", "CATracked", "EditorUpdate_v102", <== remove this line "CAWheeled" ... @nubbin77 True, I didn't change AI behavior, they act like they do without the scripts. Alertness from behind sucks, It's even worse when their positions are fixed. That why I called it basic. I do have some ideas to improve these things, I'm still looking into the new Arma commands. How can I improve AI awareness? You can use Neartargets but the problem is that this only returns units who are known by the unit. So when he doesn't know about the units behind him, I can't give him a dotarget/dofire/reveal or dowatch command because they are not in my list. Nearestobjects should work when I filter out the enemy units. I allready tried that, but ran into another problem. Filtering the enemies was easy, but filtering all the living enemies was harder to do. I already posted this problem on OFPEC forums. Sounds easy, but it seems it was not easy at all. I think there must be a better an easier way to do this, I just couldn't figure it out yet. Also, directing the AI to an enemy he doesn't know about is a bit cheating, you only have to know when you can give hil dofire/dotarget/reveal, etc commands to make it look right , because these commands override normal AI behavior. I'm thinking about creating some kind of formula (algoritm) based on 3 things (knowsabout, distance & rating) to simulate situation awareness. I'm thinking out loud here, I still don't know where to begin, it's just an idea FSM editing would be even better, but thats far beyond my knowledge. Try this without scripts and the result will be the same. A collective retreat is easy to do. I just have to add a bolean when it's set true, run an enableAI "move command and exit all scripts. But... (there's always a but) ...since all groups run the same script(s), all groups will leave their position at the same time, it will be a collective retreat. So I need a unique bolean for every group. I'm thinking about dynamic boleans created by the boleanname + the name of group (if you know what I mean) Automatic rearm is another thing that slips through my mind. You can detect when a unit is out of ammo (I think so, I didn't try it yet ), you can give him move orders and let him run to nearrby ammobox, but the hard part is the next move order. Move orders are not that precise. I can store his postion behind the sandbags in a variable, but moving him back to that postion... is euh... undo-able. Arma pathfinding sucks (sorry to say BIS) Again, I'm brainstorming about a very tricky solution Imo the only way to really force an AI unit to move to a precise position is to skew him into the right direction and run some animation commands. You have to calculate how many times (and how long) the animation should run before he reaches that postition. It's really tricky and probably hard to do, but if this works, many things can be done. AT support for example, when a AT soldier dies, the closest unit will take his AT launcher. I use the suppression scripts in the demomission but only on the enemies, to see how they do it against the trenched guys. I really don't know how these behave when I combine them with my scripts, but I know for sure that all move orders will be ignored because the disableAI commands will override them all. Like I said, this is a basic trenchscript, I wanted it to make as simple as possible, but I'm also exploring a more advanced example. I need more time to learn about the new arma scripting commands.
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Remove this please
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Thanks for trying The addon has it's purpose, it's not just for eyecandy. AI don't fire over sandbags (Arma bug), unless you use this addon by Raedor.
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Update 1.1 Added: AI groups support static weapons (optional parameter) When a gunner got killed, other units from the group will take his place. More information in the readme. Download trenches1.1 script mirrors: http://www.assaultmissionstudio.de/infusio....?did=70 (thx to Imutep) http://rapidshare.com/files/44179253/Trenches1.1.zip.html http://www.ofpec.com/index.p....29804.0 http://www.megaupload.com/?d=0HPEJUJ2 http://mihd.net/y286z9 (click on request download link and then download file) In the zip: - A new demomision - Sandbagfix1.1 addon by Raedor - Readme in txt and pdf format Can somebody try this in MP coop, please?
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It looks like women's football.
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It looks like women's football.
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I think he means you don't have to shout.
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I know it's vacation when I play Arma too much.
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This is really cool, Second. They really got down now when they meet some armour. This reminds me of an old script from Bremmer named "fighting retreat" that uses the same drill. (there were some problems with the unit stances tho..) Very nice. I gonna use one of these for sure.
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There are less items to select in Arma now, we don't need it anymore to board a vehicle, etc.... but I still like context menu's when the interface is subtile. A good example for me is Homeworld. A whole different game but I loved that interface and command system. The mean problem is that retarted binoc animation...and we can't walk with it, we can't even take a step a side. Many Arma soldiers were killed with a binoc in their hands...
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AAHALO: Armed Assault HALO - OUT NOW!
Blanco replied to ManDay's topic in ARMA - MISSION EDITING & SCRIPTING
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AAHALO: Armed Assault HALO - OUT NOW!
Blanco replied to ManDay's topic in ARMA - MISSION EDITING & SCRIPTING
Well done. An interesting approach with that mousetracker. The only thing it needs is a cool HALO animation : ) -
... when you can't resist to walk in the middle of the street and wonder why people are shouting at you. ... when people at work tell you, you look like zombie today.
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Both files are up, check my edited post on the previous page. EvEnLeaSe44, it's better you put these links and instructions in your opening post...
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Chammy soundmod weapons.pbo Part 1 (61Mb) http://www.mediafire.com/?0fwvzjbk3nt Part 2 (95Mb) http://www.mediafire.com/?3n0z2mcum2w Instructions : Download both parts and unzip ONLY part 1, part 2 will be unpacked automatically. Make sure both parts are stored at the same location. Make a backup of the original weapons.pbo and replace with the new one.
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Im uploading the pbo in 2 parts on www.mediafire.com, it will take approx 1hour...
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I think thats the downside of .wss, You lose lots of quality when you convert to .wss. Chammy, what sound-editing software are you using for the echoing, balance, etc...? I can upload the edited pbo aswell, but in 2 parts because the fileserver only allows 100Mb per file. Unzipped is 287Mb
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Btw, make sure there's no other soundmod in your addons folder. This means no modwar.pbo & modwar_cfg.pbo, rename it, or re(move) these files.
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With pboview: http://www.flashpoint1985.com/cgi-bin....t=63919 - Start pboview - press the unpack button (CTRL +u) - locate your weapons.pbo (A weapons folder will be created in the same location) - Browse in the weapons folder until you find the data/sound folder - Unzip the contents (all the .wss files) of chammy's sound mod in that folder. - Press the pack button (CTRL +p) - Locate the weapons folder and press OK (a backup of your original weapons.pbo will be created automatically, named weapons.pbo.bak.) Overwrite that (edited) weapons.pbo with the original. - Done. Simple as that.