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BadAss -Mapfact.net-

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Everything posted by BadAss -Mapfact.net-

  1. BadAss -Mapfact.net-

    Randomwatch for searchlights

    Hey, cool thing you've started testing already! Thanks! As to the results: rather disappointing that the light seems to have no effect. Can you please send me your test mission? So i can try it out with the exact same settings like you? So we can compare the results and see if that's a general rule of ai skill and behaviour? As an addition we could test all the same in the birghtest light of day to see if there's a difference between night and day at all.
  2. BadAss -Mapfact.net-

    Randomwatch for searchlights

    I didn't get this part :P Okay, i was exaggerating a bit. Â Â OFP / ArmA helos have their position lights on, not exactly like a christmas tree. Just to stress my point that choppers are not really invisible exept maybe for the famous Nightstalkers - 160th Special Aviations Regiment. @ deanosbeano: breaking something complex down to smaller and easier to swallow chunks seems to be a good idea. On has to remind one self from time to time. I tend to forget that, unfortunately regularily. Maybe it'll be a good point to start with reaserching ai skills according to light and darkness. For that the knowsAbout command will be our best friend, i guess.
  3. BadAss -Mapfact.net-

    Randomwatch for searchlights

    Nice ideas for sure. As long it's adding to the atmosphere or used to make player feel hunted it's well worth having it. On the other hand this little and easy to implement function could easily turn into a mean ai addon. But before going in too deep i'ld rather suggest to think about it from the in game results of it. I see a lot of script work with tons of exeptions for a rather not measurable result. - With the OpFor using NVGs it's rather counterproductive. - Helos will be 'spotted' by ear rather then by sight - in case you don't have any AA weapons it doesn't make sense to light the chopper - that just tells 'em where to fire his guns - in case we're not talking 'bout nightstalkers the choppers might be lit up like x-mas trees - just another exception - How does the ai react in darkness generally? Do they 'see' less? Does light effect them? I'm not at all trying to discourage someone. Just my experience from my last OFP SP mission...
  4. BadAss -Mapfact.net-

    The "Terminate" command

    Just as the title says - I'ld like to know how it works. The Biki's description isn't very telling, i think the syntax there is not really right. For MP scripts we sometimes need the Server stuff like good old OFP:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!local Server:exit In the new sqf style scripts it doesn't seem to work. I'm just testing in SP, with "if condition then exit". <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if(local Server))then{exit}; player sidechat"Hallo"; In SP my Server logic is local on my machine, but the sidechat is displayed anyways. No exit. As i'm doing:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if(local Server))then{terminate}; player sidechat"Hallo"; I'm getting error messages: "Error missing {" "Error then: type string, expecting Array, code" As i'm doing:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if(local Server)then{hint "termi";terminate "TestTerminate.sqf"}; player sidechat "Hallo"; I'm getting the error message: "Error terminate: type string, expecting script" So, how can I tell my script to exit when i want it to? Â Â Any ideas, suggestions, experience?
  5. BadAss -Mapfact.net-

    Randomwatch for searchlights

    Allright, i see. just focused on the script not your text.
  6. BadAss -Mapfact.net-

    Randomwatch for searchlights

    Yeah, see my Edit 2. I just didn't see that you've added the height parameter that wasn't there before...
  7. BadAss -Mapfact.net-

    Randomwatch for searchlights

    Well then i give it a try. Looks just like we're gonna get this done this year?! Thanks a lot to all! EDIT: I'm getting an error message in line 31. Type anything?(jede in german), expecting number. EDIT 2: Fixed it mysself. Â Added the height parameter to the script call and changed line 9-11 from _py = position _sl; to _pos = position _sl; and so on. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private["_sl","_ang","_del","_dir","_h","_dis","_px","_py","_sin","_cos","_i","_c"]; _sl=_this select 0; _ang=(_this select 1)/2; _del=_this select 2; _h = _this select 3; _dis = 20; _pos = position _sl; _px = _pos select 0; _py = _pos select 1; _sin = []; _cos = []; _dir = direction _sl; for "_i" from _dir-_ang to _dir+_ang step 1 do { _sin = _sin + [(sin _i)*_dis]; _cos = _cos + [(cos _i)*_dis]; }; _i = -1; _c = _ang; while {true} do { while {alive gunner _sl} do { _sl doWatch [_px + (_sin select _c), _py + (_cos select _c), _h]; sleep _del; _c = _c + _i; if (_c < 0) then { _i = 1; _c = 0; sleep _del*5; }; if (_c > 2*_ang) then { _i = -1; _c = 2*_ang; sleep _del*5; }; }; }; Call from you init.sqs (or init.sqf) with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">searchlight = compile preprocessFile "searchlight .sqf"; [UnitName,AngleToCover,Delay,Height] spawn searchlight; With the height added by raedor you have excellent AA searchlights if you want to. So once again, thanks for all your help!
  8. BadAss -Mapfact.net-

    The "Terminate" command

    Thanks, guys. Now the sky is clear again.
  9. BadAss -Mapfact.net-

    Randomwatch for searchlights

    What would it look like then? Just ignored it so far, but why not. Good idea.
  10. BadAss -Mapfact.net-

    Randomwatch for searchlights

    Great work! Now they're real guards. Thank you! I've never been into that sin and cos stuff, but i'll try and see if i get it someday... Btw. maybe you've noticed? The searchlight guys are really wearing NVGoggles by default.
  11. BadAss -Mapfact.net-

    The "Terminate" command

    Well, that's it. Thank you, it works fine. Didn't really notice this command to date. Pretty much new stuff to learn that kinda makes it interesting as well as frustrating sometimes.
  12. BadAss -Mapfact.net-

    The "Terminate" command

    Sorry, if I wasn't clear: to test the exiting of the 'script' i needed the condition to be true, because if it wasn't the script wouldn't quit anyway. So i could have done<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_condi=true; if(_condi)then{do_anything_to_cause_the_script_to_exit}; player sidechat "as i'm reading this, exiting didn't work too well."; Hopefully that makes it clearer what i wanted to say in my good broken english.
  13. BadAss -Mapfact.net-

    Randomwatch for searchlights

    Sorry, you're right. It's just because we're making our first little ArmA ad... erm. Wait and see. And thanks for having a look at it.
  14. BadAss -Mapfact.net-

    Randomwatch for searchlights

    I'm sorry if i'm messing up your efforts. But I've experienced or suffered some strange behaviour with my own searchlight script. What I wanted to do is a script to let your guard search a defined angle. The script looks just like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">comment "Script by BadAss, Feel free to use and modify visit www.mapfact.net and www.mapfact.net/forum_arma contact: badass@mapfact-team.net"; private["_sl","_ang","_del","_dir","_dirneg","_dirpos"]; _sl=_this select 0; _ang=_this select 1; _del=_this select 2; _dir=getDir _sl;_dirneg=_dir-_ang/2;_dirpos=_dir+_ang/2; while {alive gunner _sl} do { while {(alive gunner _sl)&&(_dir>_dirneg)} do { _dir=_dir - 1; _sl setDir _dir;gunner _sl setFormDir _dir; sleep _del; }; sleep (_del*5); while {(alive gunner _sl)&&(_dir<_dirpos)} do { _dir=_dir + 1; _sl setDir _dir;gunner _sl setFormDir _dir; sleep _del; }; }; In theory it works pretty okay but - and that's my pain - not always. In my little test mission only one of three guards is turning his rounds. The two lazy guards will eventually start when you get near enough - not exactly the way a searchlight is expected to work. Sometimes the searchlights are nervously twitching at their turning points. I don't have any clue why. Bad thing: they don't do it regularily. Here's the little testing mission that I've made. Any help and ideas are appreciated, so take my thanks in advance.
  15. BadAss -Mapfact.net-

    Civilians Addon

    Nice and usefull addon. Thanks for that! And unarmed is way better. If you'ld add AKs someone would prefer G36 and so on. Leaving that to the user is ok.
  16. BadAss -Mapfact.net-

    Mapfact.net releases a rucksack addon

    And yet another news with release at Mapfact.net! This Addon.pbo containes several Rucksack models and a radio equipment. Rucksack and radio as well are secondary weapons, they cover the LAW weapon slot and get carried on the back - who would have thought this! Both weapons also have to be "shot" just like any other weapon, with the only difference that something else will happen. To use the Rucksack, unofficial addons are not needed. You just need "OperationFlashpoint/Resistance" in the version 1.96. The Rucksack supports several third party addons. You will find matching Rucksack magazines for the following addons: - MarineAssaultPack, - Lasers US Weapons 2.0, - JAM3, - BW Mod, - Kabals Sniper Rifles, - P2A1 Flare Gun Extra special thanks go to ECP for making the Rucksack ECP compatible. Read more at www.Mapfact.net and download it here.
  17. BadAss -Mapfact.net-

    Mapfact.net releases a rucksack addon

    Well it does what you make it do. The readme file gives some explanation and examples are included in the download, too. It doesn't help, some reading is required. That's why i spend some hours writing and translating that stuff.
  18. BadAss -Mapfact.net-

    Mogadishu houses pack released!

    Your Mogadishu is awesome! There are some spaces and corners i just thought to be in the movie! Wow! Unfortunately i can't load the houses in wrp tool. Too bad. I it because the models are MLODs? That's what my OdEx tells me. Sorry for these noob questions. Some other things: when starting OFP with those addons it tells me about a config error: no entry config.bin cfgWeapons M16mag. In both of the training centers the helmets on the tables have nor texture. At least in on LOD. Don't know if i see the 1st LOD. One suggestion: would it be possible to release all the houses in one *.pbo and the other stuff such as wrecked cars etc. in one another *.pbo? So each chunk grows a lil' smaller?
  19. BadAss -Mapfact.net-

    Mapfact Combat Divers

    I'm sorry for that. Gonna check this out anf fix it ASAP.
  20. BadAss -Mapfact.net-

    Mapfact.net releases a rucksack addon

    I'm afraid that I'll get some new stuff onto the todo list. It's just because i've succesfully implemented a new feature into the rucksack! That'll require some testing - not too much - but also some work with O2 .... Â
  21. BadAss -Mapfact.net-

    P11 release and Harpoon Update

    Nice work. Don't know that pistol but the textures looks okay, i think. The sound is fine, too. Again some criticism: the pistol is very, very strong - in my opinion too strong. The ai doesn't react when i shoot some collegues nearby. On the other hand they react to the harpoon still. And what about the harpoons weapon optic?
  22. BadAss -Mapfact.net-

    Mapfact Combat Divers

    Yeah, when jumping out of the boat you swallow some water. This might happen when the cold wet hits you unexpectatly. In fact this is because of the delay in the swimscript. It's not perfect but faster looping would affect the performance on the other hand. During testing getting hurt wasn't a major thing. It's only a short time before you start swimming so it shouldn' hurt too much.
  23. BadAss -Mapfact.net-

    Harpoon & Crossbow v2.0 release

    I thought of carrying weapons not in a pouch but in a rucksack!  But then another problem arises: pulling the weapon out of nowhere is easy, just create a Weapon holder. But the smart player wants to put in again what he has pulled out. Since you can't add User Actions to weapons - it's a real  shame - putting weapons into the bag again becomes a pain in the a.. So I cancelled this one. And yes, the animations might get pretty strange. I don't know anything about animations but I tried myself to build a secondary M21. Wasn't convincing at all.  As to the underwater pistol: nice idea. But like the harpoon we will have to use it on land only unfortunately.
  24. BadAss -Mapfact.net-

    Harpoon & Crossbow v2.0 release

    Yeah really a nice addon. The diver on the picture caught my attention immediately! Together with the sharks I might have  something to use it on soon.... Some suggestions, anyway: I don't really like the AK iron sight view on the harpoon. Maybe completely delete it, just like the standard BIS M203 grenade launcher has no weapons optics? Please make the harpoon much quieter, just like the MP5. So you can take out guards silently. That would be a very good use in missions. Some work work - but possible? Defining these weapons as secondry weapons? Because you hardly would play a mission with only the harpoon. Soon you'ld run out of ammo and you only can use it over small distances. With the harpoon as secondary weapon you'ld take out the guards at a gate, sneak in unnoticed and when it finally comes to the action use the big guns.
  25. BadAss -Mapfact.net-

    Fish Pack 2 Release

    Thanks, this fish addon is a nice idea! Â Â Some suggestions for improvements, though: Why do you define the fishes as men? This way the die in the water. Better define them as boats and put the modells high enough so at least the fins can be seen over the water surface. And please make fishes for all sides, so sharks might wanna attack players. Maybe some one has ideas for defining suiting weapons and ammo for the sharks to bite? I already have an idea and map to use this on... Â
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