Bracken
Member-
Content Count
162 -
Joined
-
Last visited
-
Medals
Everything posted by Bracken
-
Sputnik, You can hold down space and scroll through the different colors with your mouse wheel. Â Or hold down shift and press the f-number of anyone from the teams color you want to select and it will select them all.
-
I may be wrong Red-dog but I think that its actually a bug with Arma, not Yomie's. Â Atleast for us, whenever we play a co-op with enemy civs (Especas Commando, Evolution hostage rescue mission etc) the AI always goes funny, they seem to have no trouble on their first few kills.....but then it seems to all go down hill. Â If you actually hold space and order them to attack by left clicking they have no problems but that is abit much. Also not sure if this actually helps, but we got the impression it did alittle, but try setting them to 'engage at will'.
-
I agree, also I think it's great that you list all this information with each model as it makes reading the thread that much more enjoyable. Best of luck with the mod, hope it goes well!
-
Hi ArmaVidz, Not sure how much this will actually help you, but i thought it couldn't hurt to add my comments See I started "trying" to learn how to model about 3-4 weeks ago with Blender.  I have been working throughThis Wiki book.  Sometimes I found it alittle tricky to follow, so I just left things and came back to them when I could.  Currently I am on my first model outside of the tuts.  I'm quite slow at picking things up, but just so you can get a rough idea on where you would be at in around a month, here is a (very crappy  ) picture of my current model. http://img476.imageshack.us/my.php?image=tigg2.jpg (It suppose to be a tiger tank btw if you can't tell ) I am just using the very basic techniques(struggling alot with smoothing though as you can tell:)).  I have got a long way to go though, and this model will probably never be "acceptable" for what you would want to put in Arma.  But yeah, you just gotta keep at it and you slowly get better Anyway as I said, this probably has not helped just thought I would add what little I have learn't so far.  Best of luck  Â
-
Great article, thanks JdB.
-
Hi, Sorry but your not allowed in this game to play using the same cd key (as far as i know) Â I brought it thinking that I would be able to also, ended up paying an extra $90 NZD's for another copy and it was worth every cent. It pays to search the forum to check now days as this is the same with lots of other games (like NWN ect) After i found out I searched and found a thread about it, so we can only blame ourselves Hope this helps..
-
Hi, My favourite missions are >this 4 man one called prototype by blasko (We enjoyed it best playing at night under the moon light ) Prototype 4 coop Also we really enjoyed these missions by shark-attack Especas Command 12 coop Special Op 12 Coop Ph project 8 Coop And this one was great also by Wolle, It requires E-buds SF mod though. Operation Mistletoe 8 coop You probably have different tastes, but these have given us the most fun so far Â
-
something that should be simple
Bracken replied to Captain_Yarr's topic in ARMA - MISSION EDITING & SCRIPTING
Try using the "in vehicle" condition http://community.bistudio.com/wiki/in_vehicle so it would look like this in the condition field unit1 in choppername AND unit2 in choppername... You might have to use dostop choppername;choppername land "land" To make it stop, with choppername dofollow choppername In the activation on trigger that you used the "in vehicle" condition on. Â Probably an easier way, but I manage by with this -
AI not shooting me in jeep
Bracken replied to revenicus's topic in ARMA - MISSION EDITING & SCRIPTING
I think this could actually be a 1.08 bug as it happened to us during a coop on one of the maps included with the game. I will have another look later if I have time. -
Hi, Just put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [] exec "name_of_camera_script.sqs" in your units init or a trigger.. If thats not what you mean, I think you will have to give us abit more information
-
Great stuff as always Vilas'! Can really see how much you have improved in your addon making and your standards are very high, thanks very much for all the great gear. Just out of interest, do you happen to have any WWII vehicles/armor on your list for the future? Regardless thanks again and best of luck for whatever you tackle next:)!
-
hi, Not sure if this is the same problem but this is a qoute from troubleshooting thread which suggests the problem came from an xp update? If it's a different problem just ignore  imustkill
-
Collection of Undocumented/Lesser-Known Features
Bracken replied to frederf's topic in ARMA - GENERAL
Hey thanks for the tips, quick question if i may.. Is there anyway to make the AI follow a member of the group who is not the leader without having to have two different teams to start with(without using the editor ofcourse)? Â For example I have a group of 8, where two of us are humans the rest AI. Â We want to split up into smaller fire teams so that three AI follow her and the other three follow me(while all staying on the same command bar) I have tried things like holding space and alt to tell them to watch the direction then clicking on the soilder to follow but no luck so far. I'm guessing its just not possible but i thought i might as well ask. Â Thanks for any help in advance. EDIT: Ok thanks so much Frederf, thought when grouped into color they still were only under your command -
Put this in a waypoint activation dostop nameofheli;nameofheli land "land" Then to start following your waypoints again I think you can set certain conditions like for example if you wanted to wait for three guys to get out before it takes off you would put in a trigger (activated by blue) condition NOT (unit1 in nameofheli) AND NOT (unit2 in nameofheli) AND NOT (unit3 in nameofheli) And on activation put nameofheli dofollow nameofheli And it should take off after the set three guys are out and go through the rest of its waypoints. If you want to wait till certain units are in do the same exept take out not and the brackets : unit1 in nameofheli AND unit2 in ect ect This works for me anyway, hope it helps.
-
Opps, Sorry didn't read properly mixed modeltoworld with worldtomodel  Please feel free to delete this
-
Any place where I can find quality coop missions?
Bracken replied to M. D. Geist's topic in ARMA - USER MISSIONS
Don't forget to add ratings or comments to the ones you enjoyed if you have time so others can find them better  Try here (Armaholic) -
Sorry double post, if someone could please delete this. thanks
-
HI, Have you tried setcaptive? If not you put unitsname setCaptive true In the soilders init And to disable it, in a trigger or whatever put unitsname setCaptive false http://community.bistudio.com/wiki/setCaptive
-
Hi, Another way to do cutscenes that for me anyway was alot easier to learn is this (Does not get you as good results imo though as maddogx suggestion) Step by step for anyone to understand Please keep in mind alot of this is explained earlier but i am just copying it from where i wrote it else where, hope it helps.  First go to your mission folder in your documents/mission and open it. Right click and create a notepad doc called init Open it and type this in player exec "camera.sqs" Then click save as and where it says "save as type" press down and select "all files" and save the file again as init.sqs Then load up which ever mission you placed the "init.sqs" in and you should appear as a camera (starting at the player) you move it around and tilt it with the num pad keys.  When you have found a position you want, left click the mouse. Now alt-tab out and load up init.sqs and select paste(as when you left clicked you saved position to clipboard) under the player exec "camera.sqs" line. Those are the directions for the position you wanted the camera in. Alt-tab again back into the game and choose more positions in the same way. So your init.sqs should look something like this (note: you can also trigger camera.sqs from units init) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player exec "camera.sqs" ;===18:11:01 _camera camprepareTarget [-78010.0,-21313.66,127485.56] _camera camPreparePos [13242.25,8963.63,3.84] _camera camPrePareFOV 0.700 _camera CamcommitPrepared 0 @camCommited _camera ;===18:09:01 _camera camprepareTarget [-57843.0,-21313.66,127485.56] _camera camPreparePos [13242.25,8963.63,3.84] _camera camPrePareFOV 0.700 _camera CamcommitPrepared 0 @camCommited _camera ;===18:07:01 _camera camprepareTarget [-55785.0,-21313.66,127485.56] _camera camPreparePos [13242.25,8963.63,3.84] _camera camPrePareFOV 0.700 _camera CamcommitPrepared 0 @camCommited _camera Now open init.sqs and delete the player exec "camera.sqs" line and replace it with this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _camera="camera" CamCreate [0,0,0] _camera cameraeffect ["internal","back"] This is just us creating the camera with a basic effect Now we choose how long a camera stays at a certain position and how long before it goes to the next position. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;===18:11:01 _camera camprepareTarget [-78010.0,-21313.66,127485.56] _camera camPreparePos [13242.25,8963.63,3.84] _camera camPrePareFOV 0.700 _camera CamcommitPrepared 0 @camCommited _camera Ok the important lines are <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera camPrePareFOV 0.700 This is the field of view of the camera, if say you made it 0.300 the camera would be zoomed in alot more. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _camera CamCommitPrepared 0 This is how long it takes to get to this camera from the previous one, if you want the camera to instantly move to this position keep it at 0. If however you want the camera to move between the last placed camera position and this one in 5 seconds make it 5. 10 for ten seconds ect Now if you want the camera to wait at the position not moving for a set time you place <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~5 after <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> @camCommited _camera 5 being the time in seconds before it continues moving to the next position. So this is what it should look like if you want it to wait 8 seconds at this position <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;===18:11:01 _camera camprepareTarget [-78010.0,-21313.66,127485.56] _camera camPreparePos [13242.25,8963.63,3.84] _camera camPrePareFOV 0.700 _camera CamcommitPrepared 0 @camCommited _camera ~8 So if you followed all that your init.sqs should look something like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _camera="camera" CamCreate [0,0,0] _camera cameraeffect ["internal","back"] ;===18:11:01 _camera camprepareTarget [-78010.0,-21313.66,127485.56] _camera camPreparePos [13242.25,8963.63,3.84] _camera camPrePareFOV 0.700 _camera CamcommitPrepared 0 @camCommited _camera ~6 ;===18:09:01 _camera camprepareTarget [-57843.0,-21313.66,127485.56] _camera camPreparePos [13242.25,8963.63,3.84] _camera camPrePareFOV 0.700 _camera CamcommitPrepared 8 @camCommited _camera ~1 ;===18:07:01 _camera camprepareTarget [-55785.0,-21313.66,127485.56] _camera camPreparePos [13242.25,8963.63,3.84] _camera camPrePareFOV 0.700 _camera CamcommitPrepared 4 @camCommited _camera ~1 So this will start at the first position, wait for 6 seconds (~6) then take eight seconds travelling between the first and second position (_camera CamcommitPrepared 8) Then wait there for 1 second. Then take four seconds (_camera CamcommitPrepared 4) to reach the last position which it waits at for 1 second. To end the cutsceen and go back into been able to use the player put this at the end <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _camera cameraeffect ["terminate","back"] Camdestroy _camera Also you don't need to run this in the init.sqs, you can call it whatever you want and launch it after a trigger or waypoint or whatever just put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "namehere.sqs"in the units init  You can also lock targets with the E key i think it was. If there is anything wrong with any of this, please anyone feel free to help me out as well because i'm just trying to grasp the basics of this.
-
Read "Maddogx" posts http://www.flashpoint1985.com/cgi-bin....maddogx
-
hi pukey, (same pukey from H&D?) try here Wiki (No download version available as far as i know) Also this is a great manual to learn about tactics here
-
hi pukey, (same pukey from H&D?) try here Wiki (No download version available as far as i know) Also this is a great manual to learn about tactics here
-
Hi, This is just a little WWII SAS video I made using Vilas' WWII units. You can watch it steaming here here Or download here Thanks to armaholic for the hosting Or watch the lower Y-tube versionhere Any suggestions for improvement very welcome, thanks.
-
hi ColonelSandersLite, Thank you for the great mod it has made things alot easier. About BIS you have most probably seen this interview but just incase here is a link in which they state (from 21st may 2007) http://www.computerandvideogames.com/article.php?id=164427 Sorry if you've already read it but just thought it could not hurt to add it in while i thanked you cheers!
-
I also got this abit, I am running 1.05 and using a 7900GT 256mb and drivers from about 2-3 weeks ago (not sure if they are latest. Has not happened in quite afew days though.