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cooked auto

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About cooked auto

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    Operation Flashpoint<br>Gaming<br>Reading<br>Writing<br>Anime

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  1. cooked auto

    3CB BAF Equipment

    I think there's something wonky with the new backpacks. All the predators and the Motherlode one in this case. And it's only them I should add, as the Kitbags and others work. Also all the predators seem to only have the MTP textures. Also I couldn't find what the dependency for the Alice packs were as they loaded in with an error message and no visible model in the arsenal.
  2. cooked auto

    LAMBS Improved Danger.fsm

    Yeah, that turned out to be the case. Turns out the folder name in the mod list was written as .sfm and not .fsm. :p Thanks for pointing it out.
  3. cooked auto

    LAMBS Improved Danger.fsm

    So I've run into an odd issue. I've been working on a mission using the modules for a while now. That has obviously created a lambs_wp dependency in the mission sqm file, obviously. But for some reason the server the mission is meant to be played on returns a missing addons message for that dependency. Despite the fact that the server has LAMBS loaded onto the mod list. Both me and the server are running the latest version from the workshop. I made sure to check that.
  4. cooked auto

    LAMBS Improved Danger.fsm

    Hm, interesting. I'll give that a shot and see what happens. Much appreciated.
  5. cooked auto

    LAMBS Improved Danger.fsm

    So after switching to the Dev version of LAMBS on our server I've been noticing an odd behaviour for the civilian AI. While playing a roadblock mission I've noted that the AI stops way ahead of the roadblock itself and then gets out of their cars. Dragging them bac inside it as Zeus only works half the time in making them move again, and in some cases they decide to go anywhere but down the road and where they're meant to go. This despite that the road is free from obstructions all the way from start to finish. The civilian waypoints are set up as follows: if ( _type == "MOVE" ) then { _bp1 = _grp addWaypoint [getmarkerpos "slowdown", 5]; _bp1 setWaypointType "MOVE"; _bp1 setWaypointSpeed "FULL"; _bp1 setWaypointBehaviour "CARELESS"; _bp1 setWaypointFormation "LINE"; _bp2 = _grp addWaypoint [getmarkerpos "stop", 2]; _bp2 setWaypointType "MOVE"; _bp2 setWaypointSpeed "LIMITED"; _bp2 setWaypointBehaviour "CARELESS"; _bp2 setWaypointFormation "LINE"; _bp2 setWaypointStatements ["RBD_CLEAR == 1", ""]; _bp3 = _grp addWaypoint [getmarkerpos "moveup", 2]; _bp3 setWaypointType "MOVE"; _bp3 setWaypointSpeed "LIMITED"; _bp3 setWaypointBehaviour "CARELESS"; _bp3 setWaypointFormation "LINE"; _bp4 = _grp addWaypoint [getmarkerpos "dest", 3]; _bp4 setWaypointType "MOVE"; _bp4 setWaypointSpeed "NORMAL"; _bp4 setWaypointBehaviour "CARELESS"; _bp4 setWaypointFormation "LINE"; }; In this case they all stop at "slowdown", get out of the car and stand around doing nothing. To deal with an earlier issue with cars bypassing the roadblock I added _stoplambs = _grp setVariable ["lambs_danger_disableGroupAI",true]; to the main spawn loop, but that doesn't seem to have done anything.
  6. cooked auto

    Speed Of Sound Pure

    Chalk me up as another one whose not a fan of the new distance MG noise. When I first heard it yesterday while playing I couldn't actually pinpoint what it was because it sounds more like a cartoon machine gun firing at full bore than anything else. It took me a while even to realize what I heard was apparently an M2 firing because it sounded nothing like one. The normal gatling probably needs some fine tuning as well still because the continuous fire sound comes off as really bad. I could be making things up in this case but the impact screams are kinda terrible as well as they sound very flat. Edit: After some testing I can honestly say that the new M2 firing effect is really bad and it doesn't take into account if you shoot one short burst or a long one and will play practically the same cartoonish soundclip regardless. Or in the case of the RHS M2, play multiple layers over each other which just creates a cacophony of noise. Not much of a fan of the supposed extra layer of sounds added while firing the helicopter mounted gatling either as it has the same issue as with the M2 with it going on far too long and has no real relation to how long you actually fire the weapon. Even more so if you're a gunner in the RHS UH60 which uses a very different minigun sound.
  7. cooked auto

    USP Patches & Insignias

    Ah sure, here it is. In this case I grabbed it from Armaholic. http://i.imgur.com/JL6rVJn.jpg (174 kB) I wouldn't call it much of a problem either just a minor annoyance. Just thought it'd be a good idea to inform you of it regardless.
  8. cooked auto

    USP Patches & Insignias

    For some reason I've got seven different entries for this one in the Expansions menu after updating. Might be something you want to look into if possible.
  9. cooked auto

    Speed Of Sound Pure

    Heads up, the newest patch introduced these two issues for me. The first one visible during start up: 20:30:24 Warning Message: Addon 'speedofsound_pure_ch47' requires addon 'A3_Air_F_RTD' 20:30:25 Warning Message: Addon 'speedofsound_pure_skycrane' requires addon 'A3_Air_F_RTD'
  10. cooked auto

    Speed Of Sound Pure

    Yeah I get both of those errors, sound _SCOPE and smokeshell.scope, to appear at least once a mission as well. 0:12:51 Warning Message: No entry 'config.bin/CfgWeapons/SmokeShell.scope'. 2:57:40 Warning Message: Sound _SCOPE not found I noticed this error as well in my rpts after looking for a crash issue last night while riding one of the MH9s on the bench: 0:21:17 Cannot load sound 'speedofsound_pure_mh9\rotorbench.wss' Here's a bunch ofother RPT errors I've noticed now as well 20:41:28 Cannot load sound 'speedofsound_pure_core\sounds\distance\med\rifles_med\trgc_far.wss' 0:03:56 Cannot load sound 'speedofsound_po30\soundengineonext.wss' 0:03:59 Cannot load sound 'speedofsound_po30\soundengineoffext.wss' 0:05:16 Cannot load sound 'speedofsound_po30\soundengineonext.wss' But the rotorbench one is probably the most prevalent in my logs.
  11. cooked auto

    Speed Of Sound Pure

    One possible issue I've noticed is that some kinds of missiles seem to be missing long distance sounds, or they are a bit too quiet. During a chopper support mission I was unable to hear any Hellfires fired from an Apache nor hear the missile impacts while others could when using the default sounds. Nor could I really hear an echo of an explosion as well. The Apache in question was the one from the HAFM Overhaul mod just as a side mention. I admit the complaint is a bit sketchy. I'll probably have to try to do some testing to see if it's really an issue or not.
  12. cooked auto

    Speed Of Sound Pure

    I still think that the GAU-8 sounds really really underwhelming. Now it just sounds like a regular minigun and is in need of a little bit more punch. Also dropping the GBU sounds more like I'm dropping Wiley Coyote off a cliff rather than a bomb. By which I mean that the bomb whistle sounds a bit cartoony and loud at the same time.
  13. cooked auto

    Bornholm, Denmark [Terrain]

    So instead you want people to download a roughly five to eight gig pack? :/ How does that make it a lower barrier of entrance if you suddenly force onto having people to download AiA to then be able to play the island itself? I frankly prefer the way Bornholm does it and it's frankly far more manageable than adding a ton of other dependencies on top of it. All I really I hope is that the creator works out the performance kinks in the island as otherwise it's a far far more enjoyable place to do missions on than the drab and dreary default islands. I am honestly not a fan of the current move of making AiA a huge dependency for future content because that will sooner or later just dissuade people to join because not everyone might have space for AiA at a decent quality and then all the other things that their group is running with on top of that. I do not think the supposed gain for adding AiA outweighs the supposed cons in this case and would've rather just see the island as it's own standalone thing.
  14. cooked auto

    CTI Editing

    So I've been working on a CRCTI 1.0 mission on CAT Afghanistan with East vs Resistance but I have come across a problem. The issue is that the Resistance side never gets their start data received and are stuck on the map screen all the time. I can't really figure out what scripts I have to change to actually do this so I'm asking if anyone knows. Or is there an easier way to do East vs Res that isn't too much of a hassle to set up in CRCTI?
  15. How would I get around making a better ingame loadout screen similar to the ones in MFCTI or CRCTI? As I was thinking of making a mission making use of LSRs or possibly SJBs weapon packs. Both feature simply too many weapons to make usage of ammo boxes even possible without going insane from all the scrolling. So the easy solution would be to make a loadout screen similar to what's in the CTI levels. Problem is of course that I have no idea how to actually do this properly. I know how to fix what's available to the player (i.e. editing InitEquipmentTypes in the case of CRCTI) but not how to make the more graphical parts and bind it as an action to say... an ammobox or something. Would it be too advanced to have weapons sorted under categories as well so the lists don't get too cluttered and instead split into relevant categories such as Pistols, SMG, AR, MG etc.?