Espectro (DayZ)
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Everything posted by Espectro (DayZ)
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A bit offtopic, but to clarify If the viewdistance is 1600 metres, you can only see 800 metres to each direction. (Diameter = View distance)
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Edit. I found this program (which is free), that should be able to create a virtual joystick and you can assign different axes from different inputs (also USB). I have hosted the file on our webby: http://www.armedassault.eu/files/joy.rar You need winrar from rarlabs.com to unrar it. Cheers This is an example of how to make it work posted by some1 else on the simhq boards: From what I can tell, It's an all-purpose driver for homemade joysticks/controllers you plug into your parallel port, but it also serves our purposes by being able to act as a virtual parallel port joystick. In the PPJoySetup folder, run setup.exe to install the driver. When it completes, run "Configure Joysticks" from the new start menu subcategory. A blank configuration window should pop; click on the "add" button to make the utility look like this: Select "Virtual Joysticks" from the Parallel Port dropdown box, confirm everything and exit the utility. Now run PPJoyJoy from the other folder, and that should bring up a joystick mixer utility. Use this to assign inputs from your various devices to axes and buttons on the virtual joystick. Here's my mixer window, and I'm combining inputs from a Saitek X45, PS2 Dual Shock controller and an Xbox Steel Battalion controller + pedals. Just leave the mixer window open/minimized while you're playing your game and everything should work as one controller. Unfortunately, I haven't found a way to bind the hat (It might be possible, but I haven't used this program much). There's other programs you can use that do this such as Frankenstik, but it costs money, and as far as I can tell, it installs the exact same drivers my method does (It told me if I wanted to overwrite the newer driver file I have with an older version that Frankenstik has). Maybe you can do extra stuff like bind the hat or macro with it, I don't know.
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Hmmm... It works here, just had to manually assign them. Same with pedals (I have a twist joystick for that). Anyway, I cant believe the game can't get input from multiple devices...?
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While I must agree with you on most of your points... If the bullet simply hits, penetrates and leaves soft tissue, the soldier might not even notice until the fighting is over (even though the shot hits certain vital organs).
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Hardware Issues: Tips/Tricks/Solutions
Espectro (DayZ) replied to Jack-UK's topic in ARMA - TROUBLESHOOTING
To fix the annoying map flickerring in Vista, download the new nvidia driver (released here in january) for Vista. Download the international one, though - since the US one doesn't work (Even if you are in the US or have a US copy). -
This is awesome. Anyway, I have some gameplay questions: Will it be possible to use these as fleet combat? Like using them in a simple but the same form as the Janes simulaters? Like 688i Hunter Killer? It would be awesome to have one player as the captain of the ship (controlling movement), one controlling the advanced weapons (such as missiles, divebombs and mines) while others could control the deck guns for close combat. For submarines there will be one for movement, one for torpedoes/cruisemissiles and maybe a few for the deckguns when surfaced. (I assume the subs can dive?) Will it be possible to simulate both active and passive sonar? Passive sonar could be simulated by placing two ingamme microphones 100m infront of the vehicle and 100m behind it, and then 'listen' for any activity on different bearings. Is this possible? The game should make these 'contacts' visible on a dialog-thingy for the weapon/sonar guy (should be the same guy operating both for playability), and the sound-graph for each class should be different and more and more faded out the longer the distance is between the ships. This shouldnt be much of a problem?
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Sounds very interesting... Very usefull for some types of missions
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Need help modifing AA Demo Sounds.
Espectro (DayZ) replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
And some modding tools -
WraithGames seeks applicants
Espectro (DayZ) replied to Sentralia's topic in ARMA - ADDONS & MODS: DISCUSSION
Posted it on http://www.armedassault.eu. -
STALKER like gameplay in Arma
Espectro (DayZ) replied to hawkins308's topic in ARMA - ADDONS & MODS: DISCUSSION
Dude, u should release ya work -
Unsolicited invite from armedassaultsquad
Espectro (DayZ) replied to fubarno1's topic in ARMA - MISSION EDITING & SCRIPTING
I hope to see some nice compeitions there... We might be lucky and see some hosted games with prizes there? -
IS there a list somewhere what features will be added contra the normal OFP version? The convoy thingy is very cool, and would like to see it in arma crCTI as well
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Yea, we did that here in Denmark as well.
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It is easier because there are far less possibilities for the AI. What they do is largely pre-scripted in the game's level editor. They usually only get attacked from one direction. Paths for the AI to walk on are placed in the level editor and sometimes they will have multiple paths which they choose depending on circumstances. Programming AI for games like Rainbow Six Vegas is completely different. Imagine if the mission editor had to define almost exactly what the AI would do in OFP or ArmA? How would you enjoy making your own skirmishes if you had to tell the AI EXACTLY what to do? The AI in ArmA has to make it's own paths dynamically unlike other games. That is exactly why simulacras' idea will work. Keep it as simple as it is. It's just a matter of enabling two more settings per object - Height and direction. The AI will try and go to the cover more aggresively and is now able to figure out if it can get on it's knees and return fire. If the cover is too high, then it will go towards a corner and shoot from there. It doesn't have to be more complicated than that. Of course it wont be like in RS: Vegas where almost every move is scripted to that particular mission, but doing it like this will add so much to the game without too much work. I just hope it is possible to add information to objects, or withdraw already stored information per object from the engine? I know it is possible to change the AI in ArmA now much more openly than in OFP. Then maybe (in simple terms); <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> If AIsoldier is_fired_upon==true then { \\if AI is fired upon   If enemy_force > 35 then { \\If the enemy force is huge       Find coverpositions > 1.9m \\ Find cover that is bigger than the soldier itself, because of the huge force }       If enemy_location == 0-45_degrees then {         Choose _coverpositions where cover_direction > 0 AND _coverpositons < 45 }       If enemy_location == 45-90_degrees then {         Choose _coverpositions where cover_direction > 45 AND _coverpositons < 90 }       If enemy_location == 90-135_degrees then {         Choose _coverpositions where cover_direction > 90 AND _coverpositons < 135 } ....... AIsoldier domove choose_neares_object in _coverpositions AIsoldier facedir enemy_direction
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Man, I just hate when people complain about others complainers complainings
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By easily do you mean impossibly? How are you going to detect when the player is near an object with enough room for him to clear it, how tall it is, what shape it is, and then play an animation that matches that height...? Unless maybe you meant using setpos, but that would be sorta less than half-assed, and still hard depending on how high you want the probability of it working to be. I guess you can tell I'm disagreeing with letter B, and my answer is something like "Not anytime soon." Oh, and my answer for D would have to be "No chance in hell, sorry." Well even if it was technically possible (which is very unlikely without massive change to the engine) it would likely require a very expensive set of hardware. If its a limited mission area, u could simply place the objects u want interactive and use triggers when near the obstacle with a simply addaction for the player.
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Thus its your own job to go out and solve a problem you created That's a very arrogant opinion. Do you honestly see any big fuzz about signing the unofficial language addon?
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That's just a bug, not a cheat.
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Happy new year everybody! Now it is time for the biggest party of the year, yhaa Personally I will be celebrating it with 25 friends and a load of alcohol . Ahh, alcohol . This means im gonna get pissed tonight, and hopefully you are too . I don't have any fireworks this year, though... But I might get my hands on a couple rockets... So what about you? How are u gonna celebrate 'the time of change'? Oh, and don't shoot of ya fingers, how you gonna play ArmA?! Cheers
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how could they authorise something that would directly affect the sales for their english publisher? If the people with the language patch feel the need to alter their instalation and then have the audacity to moan on these forums about it, then the problem lies not with BI, but with them That doesn't change the fact that alot of people have the altered versions, and therefor rendering BIS anticheat useless as of now. Noone uses the verifying of addons. Do you honestly think that authorising the language patch would make 505 loose much of their customers. Only hardcore international OFP fans and czech/german public know about ArmA... Most of these have ArmA already. It's 505's own job to go out and find their audience.
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My freaking head..... I fe.... nah, too much explaining for my poor head right now... I'm gonna grab some pills.
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I'll repeat myself for the billionth time.. ... That's wrong. ArmA got into development in early 2005. It was presented at E3 2005 which was in May.
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BI should authorise the language patch already... This is ridiculous.