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Dark Angel 0

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About Dark Angel 0

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  1. I've noticed lately that the area (radius) of triggers matters only when there is a 'this' in the condition line. I guess that applies to the rest of the editor-set settings too (activated by, etc). But it's a quite simple in-editor way for making simple if statements (a trigger is essentially an if statement), at least without the added worry of the tested units having to be inside the trigger's radius. Are there any downsides to making triggers infinite (e.g. replacing the 'this' in the condition line with your condition, which makes the trigger fire even when the condition happens outside of the trigger's area)?
  2. Dark Angel 0

    Helicopter rough landing

    If you move a helipad with setPos just make sure Z is set to 0 and helicopter will land just fine without any damage. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">helipad1 setPos [X-cordinate,Y-cordinate,0] /KC Thanks.
  3. Dark Angel 0

    Hardware and settings for ArmA

    Yeah. I play at 800x600, 500m visibility, all on very high. As I've mentioned earlier, I'm used to low framerates (I dropped from 1024x768 to 800x600 when I found out it's kinda difficult to aim. But I've got no problems now . Actually, I'm used to low framerates so much that I'd probably suck if my framerate was to suddenly rise... But, again, I don't fly planes - ever tried landing the Harrier with 500m visibility? You won't see the runway until it's too late. I can fly with textures to very low (as it works with 10km visibility).
  4. Dark Angel 0

    Referring to an object by ID #

    I hope they fix the object command in v1.05... That would allow me to access the specific building directly without game logics or markers or anything...
  5. The two-way setFriend method works only for units without waypoints. If a unit has WPs, it will never fire on civies even when it considers them hostile (it aims its weapon at them, but doesn't shoot). If it doesn't have WPs, on the other hand - bye, bye, civie... This might however be somehow specific to me.
  6. Dark Angel 0

    Downloadable Command Reference

    I downloaded the Biki using FlashGet. In its current state it's just a bunch of web pages without the .htm extension. It required a few minor edits of HTML to make it work, though. I guess I could be convinced to upload that for you if you ask...
  7. Dark Angel 0

    Get ID of object

    As far as I know (I have v1.02) the option 'Show IDs' works... At least it does for me - I see the IDs...
  8. Is there a way to reference objects with IDs (houses, etc) so they can be used in scripts (like bombing cities, etc)? For example to make a unit fire at a building? {thisunit doFire otherunit} works fine as long as the otherunit unit is an object, but it doesn't accept numbers (IDs). Anyone knows a command that returns an object by ID?
  9. "Safe" behaviour doesn't mean gun on back anymore in ArmA. It means the gun is lowered. And with the sitting - the anim names are probably different, I'm not sure, though - haven't played OFP in a while. Try checking the biki or a command reference (www.ofpec.com - they have a section devoted to ArmA commands too). EDIT: Anim names ARE different - and UNMEMORIZABLE... There's gonna be a lot of experimenting and CTRL+C and CTRL+V when I start using animations... I have yet to see something less self-explanatory...
  10. Dark Angel 0

    Helicopter rough landing

    Use {helicopter land "LAND"} instead of {helicopter flyInHeight 0}. Note: The "LAND" means the helo will land and turn off its engines. There are two other variants - "GETIN" and "GETOUT", which will cause the helo to hover low. Please also note that this seems to work fine just with pre-placed helipads or no helipads at all. If you position your helipad using setPos, you'll get the same rough landing problem. If the helo has further waypoints, it will just touch down and take off again - if you set a condition for the waypoint, the helo won't even land, because On Activation is activated only after all conditions are met (synchronized waypoints count as conditions).
  11. Dark Angel 0

    Answer me frankly, plz.

    Hey someone's got some sense Just because _YOU_ dont like the anims doesnt mean that everyone else hates them, and vice versa. But seriously, if u want them changed, a mod will be out sooner or later with new anims (one is already in the works by Scratch Modworks *i think*). If you feel the need to constantly moan about ArmA and how they have 'ruined' the game, uninstall it and return to playing OFP. The thread is not about moaning about CTF changes but about the improvements of ArmA over OFP. Sense?? yeah sure, as if remapping is gonna change the terrible arma sway, stupid breathing feature and horrible clunky movements. Looks more like fanboy autolove than sense. ANyway... why do i have to rely in mods to anything?? Mods are a pin in the ass, a waste of time and a waste of hardd drive, in the end very few servers have them and limits considerably the number of potential players. And again, anism are not the only problem. IF you only see that control diffrence then you are nothing more than a fanboy with complete lack of autocriticism of the game  and discussing anything with you is efortless And what does this much moaning achieve anyway? You don't like your rifle swaying in your hands? Have you ever tried aiming a real one? IMHO, it is realistic - the rifles are kinda heavy, anyway. And about the ironsights - it isn't all that easy to use them even IRL. Either learn to play the game, or at least stop moaning about it being hard... It wasn't BIS's intention to make another easy-to-play Quake-clone (or BF2-clone or whatever), anyway. BTW, there is a setting in the difficulty menu saying 'Auto Aim'. I wonder if that's what you're missing... And yes, the anims are weird sometimes, but that isn't so serious, is it? If you don't want to play the game because it has screwed up anims, go ahead... As someone here already said - that can be fixed. But I see no reason to throw some other features out just because they're making the game harder to learn...
  12. Dark Angel 0

    Fences

    And it's hardly realistic - have you ever tried to jump while aiming an M4? I mean, jumping as seen in FPS games is quite impossible, I think... At least with a rifle and some 30 kg of gear on your back.
  13. Dark Angel 0

    Hardware and settings for ArmA

    It's a commandeline to tell the computer to use up to X of RAM. Otherwise it only uses about 250Mo (which is ok since it uses streaming technology to feed the data little y little). In theory this make sense to limit harddisk access by putting more things into RAM, but to be honest I don't know if it makes things really better, but I left it that way since Arma runs ok. In your short cut : "arma.exe" -nosplash -maxmem=800 (or 1024, or 512...) Thanks! It's just as playable now with 3000m visibility as it was before setting maxmem to 1024 with 500m visibility... So yeah, I think it helps. I've also noticed that it affects the range at which you can't set landscape detail to 'very high' anymore - it switched from 'very high' to 'high' as I pushed the visibility slider beyond 3200m with the default maxmem. Now I can have 5000m visibility with 'very high' landscape detail... I'm not saying it's playable at that setting, though. And a note to the settings - of all the '[something] detail' settings only 'texture detail' noticeably affects performance.
  14. Dark Angel 0

    Hardware and settings for ArmA

    I'm reacting to someone mentioning that the game runs better with maxed antialiasing than without - turning on antialias turns off HDR, unless you've got a GeForce 8800 or newer graphics card. Which means turning postprocess to high is pointless if you've got antialiasing set to anything but "Disabled" (and you don't have a GeForce 8800 or such). You just can't have antialiasing and HDR at the same time with older graphics cards. As far as I understand, it's a hardware limitation. And, BTW, what is W-buffer? I found the setting in my profile, it's disabled by default and it gets reset to 0 when I run the game. Anyone knows what it does? OFP had it changeable from the options... ArmA doesn't. My setup: AMD Athlon XP 2200+ (junk, I know...) GeForce 7600 GS - 512 MB mem 2 GB dual channel RAM 250 GB SATA HD That's about what could affect the game's performance... It's playable at 1024x768 with everything except AA maxed (AA is disabled, I like HDR more) and view distance at 500 m. Well, playable... It depends. I mean I have no trouble playing it, but I might have just got used to sucking framerates... Yes, I do have to lower the resolution in forests (at 800x600 I have no trouble even in forests, even though the framerate surely is below 20. At 1024x768 I do get the occasional texture lag for a second or two (it depends on how much I travel during the mission). Anyway, thanks for the 1.02 patch! Without it, it was completely unplayable with textures set to very high (FPS ~3, serious texture lags).
  15. I've been trying to do it myself lately. I figured out that a waypoint's on activation line fires up only after all conditions (including synchronized waypoints) are met. I haven't yet succeeded in making a heli wait for me if it has more waypoints after the pickup. Well, it waits, it just doesn't stop, no matter what I do (doStop,disableAI "MOVE",...). DisableAI "MOVE" works fine with ground vehicles, though - they stop dead. After you're done loading, you can do enableAI "MOVE" and the vehicle goes on... However, with helicopters, {doStop heli;heli disableAI "MOVE";heli land "LAND"} does nothing. {heli land "LAND"} works, the helicopter just doesn't stay there, no matter if it's AI is enabled or not. EDIT: As far as my experience (not extensive) and knowledge (not extensive either) goes, the only truly certain way to make the heli wait for the squad is to make the extraction waypoint the last one and add any further waypoints via script when the heli gets boarded (heli addEventHandler ["GetIn",{heli addWaypoint [NewWPPos,0]}] for example - in this example the heli would go off the moment anyone got in). Or perhaps while {!(unit in heli)} do {heli land "LAND"}? The 10000-cycle limit exists, though. What I know for sure is that if the waypoint is synchronized, it's pointless to write anything in the On Activation field... It gets done only when the synchronized waypoint is done (that is, if your group isn't at the Get In waypoint before the heli arrives at the Load waypoint, the heli waypoint's On Activate won't run at all and the heli will just continue flying in a straight line). Anyway, these are just a few ideas - I'd love to know how to do it more easily.
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