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Eagle-Eye

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About Eagle-Eye

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core_pfieldgroups_3

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    Aviation, Military

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    soul_assassinator

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  1. Not very familiar with scripting, so maybe this is actually really easy to do, but it seems like an unnecessarily complex step to take if you could do it with a few clicks instead. After some quick and limited testing, I also don't understand the apparent randomness and usefulness of what can / can't be turned into a simple object... For example, the following 6 objects: What logic or testing defined that a single wooden crate can be made a simple object, but a stack of those crates can't? Why can a vehicle's (note that of these examples, the car is the only really useful object to a player) simulation be disabled entirely, including entering and destruction, but a non-enterable non-destructible building can't? EDIT: Worth mentioning as well is that rocks, that are designed and can only be used as part of the terrain, can not be simple objects. Quite odd, since the description of the Simple Object checkbox is "When enabled, the object will behave like a map object (e.g. rocks or trees)".
  2. Yes, just northwest of Katkoula, on the first field directly east of the bridge.
  3. That composition I showed was built in Eden when we still had the Simple Object checkbox. Because I checked that option on all static structures, there is an entry in the Mission.sqm ("createAsSimpleObject=1") for every static structure, which I used to show you the example (quick and simple "Replace All" in Notepad to change "createAsSimpleObject=1" to "createAsSimpleObject=0"). Unfortunately, that line is not always added to an object (not even in disabled mode), so using the "Replace (All)"-method won't work... I suppose we could add this manually to every single item we want as simple object (regardless of availability in-game?) but that would be a very time-consuming process of text editing, especially compared to the simplicity of the checkbox.
  4. Simple objects aren't just useful for overall performance, they also de-clutter the Zeus interface by removing objects you don't need (or want!) to interact with, and thus avoid accidentally moving or deleting them. For that reason alone, I'd vote in favour of getting the Simple Object checkbox back. E.g. a base I made with all structures as Simple Objects, vs all of them as normal objects.
  5. Latest Profiling-branch via Steam. Just played as infantry on MP server for about 1 - 1.5 hour, without problems. Reconnected as pilot, CTD (STATUS_ACCESS_VIOLATION) within 10 - 15 minutes, twice. View distance as infantry was ±3200, iirc, as pilot it was 7000, which used to work just fine pre-1.62. Now, FPS never went below 25, AFAIK. Crash reports: https://dl.dropboxusercontent.com/u/11459075/ArmA/ArmaReport_Log_20160912T221254_Mathias.zip https://dl.dropboxusercontent.com/u/11459075/ArmA/ArmaReport_Log_20160912T224135_Mathias.zip
  6. Haven't played for a few (3, iirc) weeks, but started again 2 days ago. Don't know if there's been an update of any sort in that time, but I have the same issue. I tried the centering solution (to no avail), and also think it's fatigue-related because when it occurs, the edges of the screen start to blur in and out and weapon sway is all over the place. Lying down for a few moments generally solves it as well. There doesn't appear to be any logic to it, though. Sometimes it will start after running 500m, other times it will start right after beginning to move again. When I have it, setting sim speed at x4 results in roughly the same movement speed as you would normally get in x1. Would need to be checked further to be certain, but I don't think it's health/wound-related, as it happened with a full health Kerry as well. During the Attention Deficit mission I just played, I had it occur to me several times, and when entering a perfect condition Fennek while the effect is in place, it will also affect the vehicle. I was driving the APC downhill with full throttle and turbo, yet couldn't get beyond 22km/h for some reason. I went into the editor to check and then I reached 80-ish km/h, which again is approximately x4 as fast as what I got initially.
  7. Hellow, I'm making my own mission, but I have this little 'problem'. I've come in the stage of fine-tuning everything, and all is going well but one thing is bothering me enormously. I have some fixes to do at the end of the mission. This means, to check if it is correct now, I have to play the complete mission first before I can see whether or not my fix has worked out as I wanted. If it didn't, I have to do it again. My mission 'only' takes about 25 to 30 minutes, but this soon adds up to some hours when trying and retrying. So is there a way in the ME to skip certain parts in the mission? For example, skip the first 20 minutes in my case. I personally don't think so, but what do I know about the ME. Eagle-Eye
  8. Eagle-Eye

    Get PoW's in a vehicle?

    This might just do it actually. As a PoW is a "civilian" in an uniform, they shouldn't be fired at. I'll try it as soon as I have some time available. (In your case, perhaps you're forgetting the SetCaptive-commands?)
  9. Hi, in my mission I'm having a certain point where a group of enemy forces surrender and become PoW's (Prisoners of War). HQ wants to interrogate them and therefore they have to be transported to the main base. But I can't make them board the heli that comes to pick'em up. The blackhawk lands and then ... they just stand there. The Blackhawk keeps waiting until his fuel runs out, but the captives are just too stubborn to get in American made helicopters. I've tried the standard Get In-Load-waypoints(yes, I sync'ed them), as well as the join-scripting (between heli and PoW's). I could make it easy for me by letting the PoW's join the player's squad, so player can give them the command to enter the BH. But I don't want to have 7 former East-soldiers suddenly popping up on the bottom of your screen as teammates, 'cause they don't become a part of your team in real life, I believe. Any help is greatly appreciated.
  10. Eagle-Eye

    Addons to mission

    I have a question as well about addons in missions actually. I don't think I need to post another thread, so here I go. (Sorry for hi-jacking your thread, desusdobrasil ) I'm using a special SF unit addon in my own mission, just so it looks more realistic on my PC than it does with the standard SF. I intend to share the mission later on, but as the mission is just an SF-mission, not an SF(type X must be used)-mission I'd like to make it able to use the standard SF as well. I've read some things about removing the addon-entry from the list but I just can't find the list... And if I DO find this list and the entry, will it actually work?
  11. Hey I've tried a search (searched for threads containing these words: "Force", "Force Speed" or "SetVelocity") and completed the whole Biki-tour but didn't find anything that could help me solve my problem. Perhaps I was just blind, or I've looked in the wrong places. Here's the problem: I want the players group to march until a certain point. Using Careless-mode I got AI to walk, so that's no problem, but the player is automatically set to running mode, even in Careless. This is causing his group to come way behind and, my biggest problem, the mission isn't correct anymore. As I'm relatively new to the whole scriptingscene, I've used several triggers to activate some things but if the player runs he gets at the scene of action before anything has actually happened there. Thereby making the set up dialogs useless and extremely weird at that moment. So, in a nutshell: I need to get the player to walk to a certain point, after which he is freely to choose his own speed. Is there a command (init line preferably, if scripting is required I'll need some more help) to make this happen? Thanks.
  12. Eagle-Eye

    How do I place a single weapon?

    I'm new myself, therefore I'm not sure about this at all, so don't shoot me if it doesn't work. I've never done it, and at this moment I don't have the time to try it, but I'd try it like this: - create an invisible H, name it "H" - create a trigger, Present, activated by BLUFOR - in it's initialisation field, type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">H addWeaponCargo "M9" where the H is, I guess an M9 should be created on the ground. Same goes for the magazines, only the field should be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">H addMagazineCargo ["15Rnd_9x19_M9",x] where x is the amount of magazines wanted.
  13. Eagle-Eye

    [REQUEST]Sitting sniper

    Hi I don't know anything about modelling but I just got this idea for ArmA which could perhaps be well used for cutscenes as a cool effect so I'm asking this to you guys, is it possible to combine the sitting-animation with a ready-to-fire-weapon? I'm talking about semi-shot rifles, such as the sniperrifles, to be precisely. I've seen some photos of snipers sitting, instead of being crouched or lying down, to send their targets straight to hell. Example 1 Example 2 Perhaps it would be possible to mod it in such a way that the gained accuracy lies between being crouched and prone. To be honoust: I don't know why I got this idea, as I can't come up with any situation in which it might come in handy, but nevertheless I'd love to see it possible in ArmA. Any chance or luck that this might actually be pulled off by someone? Eagle-Eye
  14. Eagle-Eye

    AI boarding helicopters

    Add a trigger round it with activation by blue, and put something like this in the condition field of it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">((!alive guy1) OR (guy1 in chop)) AND ((!alive guy2) OR (guy in chop)) AND ((!alive guy3) OR (guy3 in chop)) where guy1,2,3 are the names of the guys you want to wait on. On the activation of that trigger put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> chop dofollow chop Now give the chopper a move waypoint (or however many you want) to the zone you want to land. In that waypoints activation put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">dostop chop;chop land "land" And again do the same with the trigger exept this time add NOT in, something like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">((!alive guy1) OR NOT (guy1 in chop)) AND ((!alive guy2) OR NOT (guy2 in chop)) and again on the activation: chop dofollow chop. Atleast I think that should work... thats the only way I know of to get it happening without using extrenal scripts.... apart from just syncing a load waypoint and a getin waypoint, but I take it that didn't work?(sometimes it goes all funny for me as well:)) Hope I didn't stuff anything up there with the not bit and it works, guessing you got a 50/50 shot anyway, good luck P.s wrong forum section I'm not sure, but I think this code makes the chopper land and shut down his engines as well: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">chop land "land" If I want the chopper to keep the engines on, I use these codes depending on the situation:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">chop land "getin" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">chop land "getout"But then again I'm quite new to editing so I could be awfully wrong here.
  15. And just to be sure that the chopper lands near to the forces add an invisible H (Add Unit, Empty, Objects, H (Invisible) I think it was) near the waypoints. If you don't, that chopper might go away +500m just to find a spot flat enough for him to land. Be aware that the hill (if any) you're placing the H on, shouldn't be too steep either or he might want to land there, but won't be able to due to the angle, resulting in a loop of trial-and-error-landings.
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