CrazyAce
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Posts posted by CrazyAce
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This mod sounds fantastic and that code you posted Rommel, should it be placed on the vehicle init line?
So far I'm not understanding what else to do from the *.pdf file that comes with this module. I start form the beginning and get to the 3.2 Making HOT zone section, from here the instructions say to put the player outside of the trigger... I don't know how this is possible with already having the player inside the safe zone.
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if u shoot the gunner in a static defence, or on a pickup, they stand up straight next to the vehicle before they die .. but the driver falls over the wheel .. lol.. would be fun if he honked the horn when he slammed his head into the steering wheelI agree that idea would give it a little comical relief and realism.
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The Ghost – Sniper warrior game has very nice death animations (instant ragdoll of AI when shot dead) -Yeah this game is sick with that, I shot an enemy in his left shoulder as he was walking away from me in an ally way from about 400m and he did a 45 degree turn; face first into a wall. I couldn’t stop laughing for a few minutes afterwards.
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The best is when you kill the AI in the MG nest. They teleported to just outside the nest standing up then fell like a stone statue.Oh that’s right the reaction time, I completely forgot about that. I haven’t looked into this games animation system yet, but I wonder if it’s possible to change or add to death animations. If at all possible I would delete a few frames from the beginning of some animations, and then it would at least look a little better.
Now on special and rare occasions I would find the enemy dead inside an MG nest; I don't know how it happens, but it should happen more often.
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Most of the time when the enemies are running towards me and I shoot them they just fall on their backs with a slight twist forward. That I know wouldn’t happen pending on the angle and caliber of the bullet.
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Would love to see a leg shot take a person down grabbing wound in agony.:eek:Oh hey, yeah +1.
And, did you read it? It says: "Euphoria is a game animation engine", followed by "is compatible with all commercial physics engines".So it suggests to me that you'd need a physics engine as well. I'm no expert though.
Sorry I’m a natural blonde and I don't know crap about programming, where are you getting at with this?
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Euphoria the physics engine? :oGoogle is your best friend.
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Yeah. I don't like that either. They just get hit and continue what they're doing or go prone(and stay prone basically...) Now if you take a look at GTAIV with the EUPHORIA physics engine, you actually stumble and react to the hit taken.I would LOVE to see that in ArmA 2/OA. I guess we can only dream, maybe one day we'll see it in RV3 Engine. :/
^^^Yeah ok that is eaxcly what I'm talking about.^^^
I should also mention that 7 out of 10 times I see the enemy use the same animation on every angled hit. Now in the preview video that Janowich gave us the link for, the first hit is inaccurate, the bullet has enough force to make the dude follow the bullet until it exits out, (that had to be an exit wound for sure). Now when I say every death animation is the same, I’m not mentioning that for every kill the same animation is used, but every angled kill the animation is the same. If I shoot the dude in a back, about 80% of the time they will fall face first, but using the same animation again. If I shoot the dude in the shoulder he should fall opposite of the angle of the bullet that hit.
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For years it has been the same thing, you shoot the enemy they fall backwards. Each and every single death animation is the same when the enemy dies while standing up or in the crouch position. On rare occasions will I happen to see a dramatic death. Now when they are in prone and die, that is how they are supposed to die.
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Yeah sux doesn't it... And they think this is not an issue, come on... This is a game breaking issue period and is a high priority. Now I’m not trying to incite a riot here, but this has to be taken care of immediately. After seeing my ticket cancelled (obviously my mistake to begin with) and viewing the current in progress ticket float into a black hole past 220 days :eek: makes me wonder how much longer it’s going to take to get this fixed.
After re-reading the temp solution to FLUSH the system, it has to be done every 5 or 10 minutes, (I thought once and it’s done) depending on how much is going on. Why not have insert commands to have this done automatically? Like say –VRAMFLUSH 5 in the target line of the shortcut, flushing the system every 5 minutes or to the given value, this will suffice for a while I think until they come up with a permanent solution.
Lets face it when in the heat of battle, I'm not thinking about is my game going to crash...
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My Primary machine is:
Windows Vista Ultimate 32bit
Intel Core2 CPU 6600 @ 2.40GHz (2 CPUs), ~2.4GHz
2812MB RAM
2x GeForce GTS 250 @ 2160 MB
I know for a fact it’s not anyone’s system, it’s whatever the developers did from 1.3 patch onwards. Proof is that I decided to take one last measure and uninstalled and revert back to 1.1, I don’t have this issue.
I guess I spoke to soon and have come to the conclusion that it may have to do with higher end video cards, regardless of ArmA2 patches. After 2 hours of playing I got this problem again while running ArmA2 patch 1.1… :banghead:
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I put in a ticket for this issue to get resolved, please vote on it here:
http://dev-heaven.net/issues/show/8699
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I will have this problem on 5 different computers that have 5 different hardware configurations with ArmA2 1.5 patch, and with different settings. I never had this issue before 1.3, so whatever the developers did from 1.3 onwards screwed everything up.
My Primary machine is:
Windows Vista Ultimate 32bit
Intel Core2 CPU 6600 @ 2.40GHz (2 CPUs), ~2.4GHz
2812MB RAM
2x GeForce GTS 250 @ 2160 MB
I’ve tried the flush trick, but it doesn’t help, at first I thought it was a heating issue and it’s not. Reverted back and forth from WHQL driver 191.07 (default driver) to 196.21 (latest driver), with of course still the receiving... problem.
I know for a fact it’s not anyone’s system, it’s whatever the developers did from 1.3 patch onwards. Proof is that I decided to take one last measure and uninstalled and revert back to 1.1, I don’t have this issue.
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Will the team please pack the userconfigs properly... Or is it that the server doesn’t unpack multiple folders?
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I love an honest game, it makes it that much more challenging and fun for me. Although the problem that I run into being her in the Mid West USA, is the lack of honest dedicated servers and furthermore the speed that is provided.
On a good day I’ll come across about 3 or 4 good pinged servers with people in them, but eventually someone will ruin the experience for everyone else and or the server will crash due to someone connecting with ACE on a non ACE server.
Lately I just have been playing LAN due to this issue.
I’ll join in, but what I’m mostly looking for is an honest, dedicated (locked) and fast server to game in.
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My XM8 jammed and I lost all of my ammo...
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I never quite understood this problem with the userconfigs... I thought once the team packages the file it gets distributed as it is packed, no ifs and or butts :o about it... Is it a mistake and no one fixed it?
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Well how be damned, someone actually made a fallout mod for this game. I hope to see more stuff and functions added to this mission over time.
:edit:
This mission is sweet, it still needs more work, but is great. I'm calling this mission... ArmAgeddon
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Hey, update... I placed WarFX just ahead of ACE and ACEX again in my shortcut and hey presto, this time round, I got both the awesome and super dusty WarFX particles and the land shaking of ACE!!! BINGO! :)What do you mean? I placed it as such and don't see the changes:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@WarFX;@ACE;@ACEX;@ACEX_PLA;@ACEX_SM;@CBA
The file is in its own addon folder, but if I put the WarFX file into @Ace addon folder, then it works just fine. :)
:edit:
Shouldn't the bikey's go into the keys folder..?
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Jason is right, I load WarFX before Ace and it does over ride many of Ace’s FX features, I then load it last and don’t see WarFX working. I guess run either this or Ace, but not both at the same time.
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So far so good, I would suggest fixing the userconfig deployment problem, most people that don’t understand the architecture of this game will report the same problems over and over.
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I did a test to determine if it’s my computer or the patch that causes stutter and it seems that since the 1.3 patch was released it came with the stutter problem and has not been fixed in the 1.5 patch. With the 1.1 released version of my game, I don’t have this stutter problem.
:edit:
Oh and also when changing button keys, if I press "Next" the game crashes. I only experienced it once and learn from my mistakes and I don't dare to press that Next button.
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Every 4 to 8 seconds the damn game pauses for a second and is driving me nutz, is it this patch?
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You don't fight and shoot with the compass in the face...do you?? I'd like to see that in RL.Exactly my point, I don't understand why it needs to be so damn big and in my face...
[TvT/FFA/CO-40] Dynamic Zombie Sandbox
in ARMA 2 & OA - USER MISSIONS
Posted
I dono about ya'll, but for me the zombies seem to be a little to psychic for my tastes... Of course the AI in all zombie mods in this game seem to be that way. Still is an awesome mod, thank you for your time into creating this for us bobtom/craig.