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Everything posted by DnA
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That command should no longer be necessary when using today's revision.
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New Video: Real life flying Part 2
DnA replied to nightsta1ker's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
Awesome video nightsta1ker! I just flew part of the same route in-game, by following the same landmarks :) -
Thanks for your comments :) As stated in the known issues, the helicopter is currently too heavy and the flight model is affected by that. What you can try to get a much more agile experience is the following line in the helicopter's editor init-field: this setCustomWeightRTD -250 This is just a hack; not the proper solution we're working on. The command is meant to be used to add internal payload that is not crew, passengers or fuel.
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Preview crash on exit - please help
DnA replied to OMAC's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
I'm able to reproduce this now, so it will be easier for our engineers to profile. -
Compatibility with the Arrowhead terrains
DnA replied to .kju's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
I literally just flew over Chernarus in the Community Preview due tomorrow, so it should work for you as well :) -
Sorry, I did not mean to imply more advanced than A3, but rather than previous titles. The A3 team is free to use any technology developed for TKOH, but it's up to them to select what specifically, and whether or not it's necessary for their gameplay :)
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This was a bit of a misunderstanding in the presentation, because TKOH will not be using PhysX. Our flight model physics are definitely new and way more advanced however. We also simulate new rope physics for things like sling load operations, winching and fast-roping.
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But can you separately set your object view distance? ;)
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Introducing Take On Helicopters by Bohemia Interactive
DnA replied to Placebo's topic in TAKE ON HELICOPTERS - GENERAL
Yes, Q4 :) -
Yep, the game will work fine on Win7. In the development team we always try to use a good mix of PCs with different OS, to test as many as possible platforms.
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As part of the latest public beta patch (http://forums.bistudio.com/showthread.php?t=109339), we have included a beta version of a new multiplayer game mode: Multiplayer Armory :) The Multiplayer Armory consists of two main components. You'll start at ARMEX: a military exhibition displaying a large random selection of equipment. You can look at information signs for descriptions and statistics, but you're also free to use anything and do with it what you like. Secondly there is Operation: a series of procedural challenges created based on the items you select at ARMEX. Please use this thread for all of your feedback, bug reports and suggestions. More info on this mode and its features will be released over the coming weeks. Enjoy!
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It's not really a feature, but a new way of handling object updates and synchronization in multiplayer. There were situations in which the server and clients would get desynchronized (e.g. working with different information about who is in which group and who is the leader). This low-level change hopes to correct these types of situations, but will need to be verified in more actual multiplayer gameplay :)
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ARMA2 : [FMP] - ARMA2 Dance Addon -
DnA replied to sagarasousuke's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This, yes :cool: Awesome project SagaraSousuke! Looking forward to seeing you work on it even more :) -
I'm afraid it's only possible by aborting the challenges you don't like from the pause menu (Esc). Speed up waiting for the challenge you do like by using time acceleration (+). Not the ideal solution, but at least something ;)
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I'm looking into the problems people are experiencing for a patch (especially to do with spawning and vehicles) :) From the Quick Menu, select Show Rankings and it should show you all players and what items they have selected. Once Operation has started and you're in the map, check the challenge task to see which items are used for that challenge.
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PMC - How/where is the weapons testing area?
DnA replied to Wastelander's topic in ARMA 2 & OA - TROUBLESHOOTING
If you mean ARMEX / the Multiplayer Armory, then: Either go to Singleplayer > Armory, select Takistan or Chernarus and press Host. Or start a MP host and select scenario COOP 08 Armory on either world. :) -
Documentation for community world designers: http://community.bistudio.com/wiki/Multiplayer_Armory_configuration :) Some additions on this page as well: http://community.bistudio.com/wiki/Armory_configuration
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oo - addClass and createObject, how to use?
DnA replied to CarlGustaffa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Documentation posted in http://community.bistudio.com/wiki/Object_Oriented_scripting_shell :) Configs support inheritance, so the definition of the classes could use it, but in the current approach it's very limited (it was not necessary for the primary application). That would have actually been really nice (and logical), but unfortunately for now you'll have to manually pass the Logic. We'll see what future projects bring. It's certainly a direction we're going in, so I would expect this functionality to eventually become implemented by language constructs. -
Is it possible to put images on a TV screen within game
DnA replied to undercoverbrother's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm sorry to say that the 1.56 patch will not allow you to play video on 3D surfaces in the game world ... only in the GUI layer (which still is awesome!). The only thing you could do is use the setObjectTexture command to apply a dynamic texture to a model which is prepared to work with it. Potentially you can make a simple animation using this command by cycling through textures, as suggested above :) -
:dj: :D
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Yes, this is a topic we have been exploring for a while and will still be exploring for upcoming projects :) The current application is of course ARMEX and the Multiplayer Armory. Previously this type of system has been used for the singleplayer Armory and SecOps primarily, with modules like ACM, ALICE and SILVIE supporting them. All of those are just initial steps into the direction of procedural gameplay and there's definately still a lot of work and research needed. The specific example of the crashing helicopters is quite easy to enable using SecOps. We decided not to link it to all crashing helicopters (think of a "killed" EventHandler) because of higher level design decisions. I believe the T.R.A.P. SecOp is already set-up to work with an existing aircraft in the world, instead of only dynamically spawned aircrafts. I'm not sure there's a standard recipe to convert a scenario into procedural gameplay. There are many approaches, some of which have been used in the aforementioned systems. With more evolutions, iterations, research and testing we will hopefully arrive at a good tool-set to support proceduralism :)
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Armory Manager will not do much as for now it's basically a module used by other modules (currently only by Armory Manager MP, but it contains shared systems which could be used elsewhere). Armory Manager MP is what you will need to use to create a 'new' MP Armory scenario for a different world than is already available. Documentation is forthcoming.
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ARMA 2: Private Military Company (ARMA 2: PMC) DLC
DnA replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Yes, 8 slots. Yes, it will use content from A2, OA, BAF and PMC, depending on what you have installed. Out-of-the-box Takistan and Chernarus are set up for the MP Armory, but it is possible to set it up for any world (this needs some configuration by the world designer, for which documentation will be provided). -
Thanks for the feedback so far :) These are some of the things which have been fixed and will hopefully find their way into an upcoming beta patch. The rest is in-progress :cool: Scrolling delay and speed tuned. This was fixed, but we cannot distribute it in a beta patch (filesize constraints). Player injuries are now healed between challenges. There should not be AI adversaries in DM, nor should DM start when you play alone. Can you provide any more details about what was going on? UAVs were disabled. Should work now.
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Some of the configuration carries over to the MP version, but I'm going to be adding a new page to document the new Armory specifically. Unfortunately it looks like community content cannot be supported, because of low-level limitations in the engine to do with add-on registration. We're still exploring possibilities, so hopefully this can be solved eventually.