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About Gemini

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  1. @dalia Thank you for your feedback. The main goal of OPEX is to create dynamical and imprevisible situations, at the opposite of classic campaigns and classic task generators. But the mission finishes when all tasks have been succeeded ☺️ @Godis_1 Yes, thanks for your feedbacks, I appreciate. Are you playing a vanilla or moded version of OPEX ? The ID check functionnality requires Gemini mod to work properly, because ArmA doesn't include ID cards. Also, aren't these civilians saying anything ? Or can you read "?????". In that case, this means they simply don't understand your language. Anyway, I'll proceed to more tests as soon as possible.
  2. @holyorangejuice - In that case it's strange, they should have enough ammo. Could you give more details about your game (OPEX version, map, light or full edition etc...) so I could try to see if I can reproduce the issue. - I don't know how Command & Control works so I'm not able to say why it's not compatible with OPEX. - OPEX already includes R3F's AiComTarget script that improves a bit AI's behaviour. At this time, this script is automatacally disabled in case bCombat, ASR AI3 or VcomAI mods are detected, to avoid possible conflict. If you want to use another AI mod that may cause issues, please tell me.
  3. @holyorangejuice Thank you very much for your message ! AI teammates should have enough ammo at mission startup. Don't be abused when they're shouting "I'm running out of ammo", it's because there's a script that modifies their loadout when the mission begins. It seems it's a famous issue caused by ArmA's engine, I'm not sure I can do anything about that but if someone has an idea, please feel free to share it. OPEX doesn't have custom script about infantry rearming at this time. But alternatively I can suggest to demobilize your out of ammo teammates and to enlist new ones into the delivery area. This is about ArmA's AI and it's not because of OPEX. But the medical system included in OPEX should allow you to call the medic by reporting you're injured with the radio (code 5-4 I believe). I think we all agree that ArmA's best feature is not the AI OPEX doesn't bring any new feature about that, it's vanilla built. Well, I'm still not able to reply to this question despite I'm playing OFP/ArmA since more than 15 years... It seems sometimes yes (unless it's only luck ?), sometimes no (or maybe they really see me through). @scimitar Thanks for this new message too ! Well, I was waiting for many feedbacks as possible to fix last bugs players may encounter. It seems that a few ones have still some issues but I start to think that it could be caused by a bad game/mission/mod installation. So if the mission is now stable enough, maybe I could consider to port OPEX to other maps. Now I just need some free time to work on it
  4. Hello, thank you for your message. On what map are your trying to play OPEX ? The biggest ones like Lythium are requiring more CPU ressources but some others like Kunduz are smoother. From my experience, OPEX runs fine on MP if it's hosted in a dedicated server. OPEX could be optimized in many ways but it would require too many time. I can only suggest to use only default settings (e.g.: ambient patrols set to "normal") or to manually edit and delete some objects into the HQ (like fences or ambient AIs).
  5. Hi Aka76, sorry I have to reply in English because it's the only authorized language in this forum. There are 2 or 3 people that have already reported this issue but I'm still not able to reproduce it on my side. And the majority of players don't seem to have this issue either. Are you using the latest version available on Steam ? Also, try to reset the mission from the whiteboard in the Tactical Operation Center to see if the issue persists on the next game.
  6. OPEX has been updated to version 1.242. Changelog: Fixed: penalties for abandoned vehicles/bodies into hostile territory are now applied properly Fixed: proper crates are now delivered when ordering medical or food supplies Fixed: some AI ambient animations (FATA) Added: drones at Lythium's HQ Optimized: conditions to succeed/fail task "07: Defend the village" Updated: contributor's board (thanks to "Un Metalleux Sympa" !) Edit 2018.07.24 OPEX has been updated to version 1.243. Changelog: Fixed: on complete edition, player can now heal himself with a first aid kit (by double-clicking on the item into the inventory) Fixed: crates are now spawn properly again in medical center and canteen at mission startup
  7. @Tobur The default setting for OPEX_enemy_detection is "EAST D", not only "EAST". This variable is used by this command so in your example it should work with "GUER D". For the second issue, I think it's because you didn't set OPEX_enemy_side1 and OPEX_enemy_side2 variables properly. For resistant side it should be, according to this command, OPEX_enemy_side1 = resistance and OPEX_enemy_side2 = "GUER". If you try to modify OPEX default settings, make sure you are replacing default values by values of same types (variables, strings, arrays...) otherwise the mission won't work properly. @NEMOSaint I didn't forget but I didn't had time to fix it yet, sorry. I'll try to do it during this week-end. I'll check the issue about the "protect the village" task too. @all Please priorize bug reports here on the official topic or eventually on Steam pages. Armaholic page is only existing for advanced users that don't want to use Steam, I'm not checking this page very often.
  8. OK, I understand. So in this case you have to edit the "fnc_ambientXXXXX" files located into the "scripts\Gemini" folder. For example, in the "fnc_ambientEnemyPatrols.sqf" file: _squad = [OPEX_enemy_side1, ["infantry", "infantry", "infantry", "infantry", "infantry", "motorized"], -1, _position, 10, "patrol", _position, OPEX_enemy_AIskill, 75] call Gemini_fnc_spawnSquad; In the code above, you can see that there is 5 times more chance to spawn infrantry squad that a motorized one. So simply decrease the amount of "infantry" to balance it. You can find this kind of code in most of ambient and tasks scripts (into the "tasks" folder). Another way to do it is to directly edit the script that spawns the squads "scripts\Gemini\fnc_spawnSquad.sqf". Simply replace this line: _squadType = selectRandom _squadTypes; By this one: _squadType = selectRandom ["motorized", "armored", "infantry"]; With that example, you have equal chance to spawn a motorized, armored or infantry squad. But please be aware that this method could lead to unexpected situations (for example: spawning a motorized squad during a task where there shouldn't have one). In both case, please note that the script is based on road presence (to avoid vehicles spawning into a dense forest or on a steep slope). So if your character is on a location far from any roads, you have almost 0% chance the script will spawn a vehicle. I hope these explanations will help to customize the mission as you wish.
  9. @stlassen It's strange: could you please check on a succeeded attempt if the goods are well delivered on the delivery center ? There should be 5 items. Otherwise, could you please check if your game is up to date ? Used items are bringed by last ArmA's huge updates and should work even if you didn't buy the last DLCs (I don't have them and it's working fine). I'll proceed to new tests by the way. @Tobur I'm not sure to understand. If you are trying to increase the probability of a spawn parameter (unit, vehicle or weapon), you can simply do it by writing the parameter several times. For example, this code means that you have 50% chance of spawning each kind of enemy armored vehicle: OPEX_enemy_armored = ["LOP_ISTS_OPF_BMP1", "LOP_ISTS_OPF_BTR60"]; If you want to increase chance of spawning a BMP1 (for example, 75% versus 25% for a BTR60) , simply do it like this: OPEX_enemy_armored = ["LOP_ISTS_OPF_BMP1", "LOP_ISTS_OPF_BMP1", "LOP_ISTS_OPF_BMP1", "LOP_ISTS_OPF_BTR60"] Tell me if that's not the answer you were waiting for.
  10. Hi Psychosocial, Unfortunatley I had to remove the Russian translation because the man who made the translation did some mistakes in the stringtable.xml file that it was not possible to fix by myself. I don't know if he will be able and motivated to do it again.
  11. Grrr sorry I fix it immediately. Thanks for the feedback. Edit : OPEX has been updated to version 1.241. Changelog: Fixed: both parameters for equipment settings are now displayed properly in the settings screen
  12. @Tobur I felt your pain, this information should be interesting for you OPEX has been updated to version 1.24. Changelog: Added: a virtual garage is now available in the delivery area (requires to be enabled at startup in the mission settings) - thanks to Tonic for his Virtual Vehicle Spawner (VVS) script Added: a "low" parameter is now available for the ambient features Fixed: the task "17 - Deliver humanitarian supplies" should not automatically failed anymore Fixed: there shouldn't be unexpected deletion anymore of friendly gear, vehicles or drones Fixed: earplugs and rangefinders are now available again into the support crate (for ACE users) Fixed: binoculars are now available again into the support crate (for non ACE users) Fixed: the correct language is now properly selected for civilians on Tanoa Tweaked: the density and frequency by default of ambient functions have been adjusted Tweked: the auto-cleaning function has been entirely rebuilt for better performances and results Removed: the Russian translation has been temporarily removed because it was causing some issues for other languages I hope you'll like it !
  13. Hi Voiper, Thank you very much for this incredible script. But it's causing an error message since a recent CBA update when I press a key once the map is open : { private _ke> 12:54:42 Error Type Booléen, Nombre attendu 12:54:42 File x\cba\addons\events\fnc_keyHandlerDown.sqf, line 71 12:54:42 Error in expression < }; } forEach (cba_events_keyDownStates param [_inputKey, []]); I know this thread hasn't been updated since a long time, I hope you are still there and you'll be able to provide some help. Thanks again !
  14. @Ronin2704 Thank you very much for your feedback, I really appreciate ! @Tobur As you said, the randomness of enemy amount is desired. But you can edit the mission by yourself to modify some parameters. For example, you can reduce the amount of maximum enemy patrols by editing the "scripts\Gemini\fnc_ambientEnemyPatrols.sqf" file: // DEFINING MAX AMBIENT PATROLS (DEPENDS ON HOW MANY HUMAN PLAYERS ARE CONNECTED) if ((count (allPlayers - entities "HeadlessClient_F")) <= 5) then {_maxPatrols = 3}; if (((count (allPlayers - entities "HeadlessClient_F")) > 5) && ((count (allPlayers - entities "HeadlessClient_F")) <= 10)) then {_maxPatrols = 5}; if ((count (allPlayers - entities "HeadlessClient_F")) > 10) then {_maxPatrols = 8}; Simply reduce the three _maxPatrols variables. Other paramaters (enemy IEDs, ambushes etc...) are built the same way.