Jump to content

grendel [aps]

Member
  • Content Count

    41
  • Joined

  • Last visited

  • Medals

Everything posted by grendel [aps]

  1. If this has been touched on before, or is in the wrong thread, apologies. I'm attempting to get ai units, in warfare, to buy fixed wing aircraft that are already flying. Making alterations in the "Server\Server_BuyUnit.sqs", has led to some success, but always partial or flawed. Altered section from Server\Server_buyUnit.sqs Using the special properties "FLY" works a treat for helicopters but the start altitude is too low for planes and results inevitably in a ball of flames. While making changes to the "_vehicle SetVelocity [0,0,-0.1]" so it reads "[0,0,200]" works well for aircraft, it doesn't impress the crews of every ai ground vehicle that gets launched 200mtrs into the air. Is there any way to alter the default parameters of "FLY" to a higher altitude? Or possibly create a game logic that ensures that all ai aircraft spawn at a predetermined height? Any help greatly appreciated.
  2. grendel [aps]

    AI air supply

    Could you give more details, please? As in, can you show what alterations you made to the Light Fac file Are you saying that the change causes the ai based supply vehicles to become heli's, that will automaticly do supply runs? Or just that the supply truck in the LF becomes a heli that can be bought and used by the player to do supply runs?
  3. grendel [aps]

    Warfare economy

    As a matter of interest, does anyone know what's required to get capped towns values to rise over a period of time instead of using supply trucks? I'd like to remove the dependence of supply trucks, much as Benny has for his arma 2 warfare. I've already looked at his mission pbos for arma 2 and they're more complicated than the old school warfare to say the least.
  4. grendel [aps]

    WarFX : Blastcore

    Has anyone else noticed some strange behaviour with all of the grenade launchers? I've tested all of the GL's and for some reason all rifle based GLs are firing grenades much further than usual, to the point that I need to aim approx 20% down to hit targets about 30 mtrs away. Added to this weirdness is what appears to be a dead zone for grenade strikes, in between approx 30 mtrs and 100mtrs, grenades simply won't land. Using an auto GL I can "walk" the 'nades up to 30mtrs, as I continue to raise the sights of the GL 'nades keep landing on the same spot, then suddenly they start landing again at 100 mtrs and continue on "normally" from there. For the sake of testing I only used warFX blastcore and CBA v0.7.2. All in all I think warFX is a kick arse excellent mod, thanks for your efforts Optical.
  5. grendel [aps]

    Patch 1.56 Bug reports

    I've been hearing of a number of servers that are having repeated crashes during multiple versions of warfare ever since patch 1.55 and continuing with 1.56. After going through this thread a post Bomba made, http://forums.bistudio.com/showpost.php?p=1803944&postcount=73, pretty much matches with with what keeps appearing in our RPT file. The following is from the mdmp file of the same crash.
  6. grendel [aps]

    3D Vision to actually improve gameplay

    Any chance that you could make and post a short video clip?
  7. grendel [aps]

    Custom face textures in ArmA 2?

    Is there any further news on this issue? I've just spent an entire evening trying out all the various fixes offered here with no joy. The images below I took just 30 mins ago (yes I know it's sad that I still have the original ArmA installed). I'm using the exact same system and jpeg for both ArmA and ArmA 2. ATI 4870 1 gig (latest drivers). 8 gig ddr2 ram. Vista Ultimate 32 bit. http://i1008.photobucket.com/albums/af205/Grendel70/arma2010-01-1520-40-36-50.jpg http://i1008.photobucket.com/albums/af205/Grendel70/arma22010-01-1520-46-46-44.jpg http://i1008.photobucket.com/albums/af205/Grendel70/arma2010-01-1520-41-12-24.jpg http://i1008.photobucket.com/albums/af205/Grendel70/arma22010-01-1520-46-16-81.jpg As previous posts have said, it's not just an ATI problem. Others have posted about various Nvidia models as well as several ATI cards with the same issue. I notice that the colour of the hair in ArmA 2 changes to the correct colour while the skin takes on that odd brownish colour. I'm absolutely clueless about texturing and such, but is it at all possible to use the same texturing as the hair without involving the bump mapping?
  8. grendel [aps]

    RH heli sounds 1.01

    I Really enjoy the mod, but ever since the 1.05 patch I can't use it. Every time I fire up the game with your addon I get the following error: "Invalid crew Civilian", followed by an immediate CTD. Any ideas on what the problem is?
  9. grendel [aps]

    Upcoming Changes to OCB servers

    Just a few enquiries: Will you be using TS2 or TS3? Is there any chance of the TS channel address being posted here? Will it be an ACE free server? I enjoyed my time on the open OCB server before it went over to ACE, particularly team vs team dom.
  10. grendel [aps]

    ATI HD 4890 and 8gb of ram?

    The issues with ati cards and large amounts of ram for ArmA 1 were sorted out with the beta patch 1.15. The current patch is beta 1.17, so if you update to the latest patch you should be good. As for ArmA II: If there are any issues with ati and ram, it's news to me. I've run both ArmA and ArmA II on an Intel core 2 due 3.1ghz, 8 gig ddr2 ram, Vista 32 and 64 ultimate and ati 4870 and 4870x2 (not all at once obviously). ArmA runs like a dream with everything maxed out and veiw distance of 5000. ArmA II runs fine/acceptably with a bit of tweaking and a veiw distance of 3000.
  11. grendel [aps]

    Porting warfare for an old noob.

    Odds are you made a spelling error in editor when you renamed the marker. When I first started warfare editing I had this issue several times and it always came down to a spelling error. To help avoid this problem and also save a bit of time, from typing it in over and over, use "ctrl c" and "ctrl v" to copy and paste town names onto markers and any camps around your towns.
  12. grendel [aps]

    Warfare of the Worlds

    I know it's a bit late to be releasing a new warfare now that ArmA II is out, but stuff it. It's mostly a fairly standard set of missions but with the inclusion of modified units and vehicles from the following addons: ArmAliens. Space Invaders. Vilas Colonial Marines. Back story: After the appearance of the "visitors" in SLA controlled regions, and the suspiciously rapid merging of armed services, most of OPFOR's units and vehicles have been replaced with alien units, weapons and vehicles. The once mighty SLA troops have been reduced to little more than a token force within their own ranks, usually relegated to the most menial of responsibilities such as garrison duty. After several violent skirmishes between RACS forces and the visitors, in which the RACS suffered shocking losses. A request that bordered on a desperate plea, was made to the UN for aid. Publicly BLUFOR's mission was to give support to the beleaguered RACS, but it became rapidly apparent that BLUFORs primary goal wasn't to save the day but to collect as much visitor technology as possible. Even if it be at the expense of the civilian population and RACS troops. Having, thoroughly and ironically, alienated the RACS. BLUFOR now finds itself cut off from large scale resupply by the independent combination of a RACS naval blockade and visitor air power. The RACS, now no longer capable of offensive operations, have hunkered down to defend their remaining towns from the inevitable alien assault and the power hungry BLUFOR. BLUFOR meanwhile has come to the typical BLUFOR conclusion that the best way to survive the situation, and complete their mission, is to kill everybody. Having established a base of operations with their remaining forces, BLUFOR has discovered vast quantities of abandoned SLA equipment that can be put to use. This in addition to the next generation of combat troops the Colonial Marines, may give BLUFOR the edge they need..... Like any sci fi story it's got holes in it you could drive a Klingon bird of prey through. But I thought it would be nice to have a back story to a not quite normal warfare. Here's the link: http://www.filefront.com/14616895/Warfare%20of%20the%20Worlds.zip Be sure to check out the readme. Hope you enjoy. Grendel [APS].
  13. grendel [aps]

    Pistolfied's Tracers

    Well I got it working and sure enough it's an addon conflict that was causing the trouble. The weird thing is it's the VOP sound mod that was causing the issue. I admit I don't do much in the way of editing, but I've never heard of a sound mod causing a conflict with a visual addon. I think I'll file it under: weird shite, and try a couple of other sound mods. Edit: To be a bit more specific VOP Sound 2.0 was the problem. I've tried 3 other sound mods, including VOP Sound 2.1 with no issues. I can finally say: Nice work with the addon Pistolfied, much fun to use. Thanks. :bounce3:
  14. grendel [aps]

    Pistolfied's Tracers

    Tried the latest version and I still can't see rifle based tracers unles I'm wearing NV goggles.
  15. grendel [aps]

    Pistolfied's Tracers

    I got a bit of an oddity when I tried this addon. I installed the 1-1 tracer pattern and it worked fine with the MGs, every second rnd a tracer. But with the rifles no tracers were visible, day or night, unless I have the NV goggles on, in which case they show up fine.
  16. grendel [aps]

    Alien addon

    For those that still have ArmA on their machines and like the idea of having fun with this mod and others like it. http://forums.bistudio.com/showthread.php?p=1449969#post1449969
  17. grendel [aps]

    CPP to bin

    Are there any programs that can convert CPP files to bin files?
  18. grendel [aps]

    CPP to bin

    Thanks for that.
  19. grendel [aps]

    Alien addon

    When I de pbo the Zabrak and Zabrak2 files of v4 a lot of the bin config file is gibberish, not clear text and altering it causes errors. I've found a program called ArmAUnbin which converts .bin files to CPP but unfortunatly not the reverse.
  20. grendel [aps]

    Alien addon

    Appologies for the long post. Does anyone still have v3 of the work done here? All links pertaining to version 3 are either broken or like Armaholic and Armed Assault Info have removed v3 from their DL lists. I've been working on a version of warfare that included the ArmAliens, Xtra units and Vilas's Colonial Marines. I'd been having a bastard of a time getting it to work the way I wanted because I wanted to use the ArmAliens as OPFOR units without having OPFOR allied with Resistance forces. When I tried altering the bin config from v4 something went wrong and I couldn't even get ArmA to boot. But just recently I had a breakthrough when I accidentally found out that the CPP config from v3 could be used in conjunction with the bin config from v4 to change the units side from resistance to OPFOR. Unfortunately I brain fried myself during a marathon session where I was trying to iron out the last couple of kinks and had multiple windows open when I idiotically overwrote my only copy of v3. I had everything working great. Xtra soldiers as squad leaders, all the Zabrak units including shield and stealth units as assorted troops. All the ufo's from this addon and Xtra, plus Colonial Marines mixed in with BLUFOR. I was literally just days away from releasing the map when I pulled this boneheaded maneuver and put the kibosh on everything. Can someone please, please, please point me in the direction of a copy of v3 of the Alien addon in this thread? Thank you. Grendel.
  21. grendel [aps]

    Alien addon

    Appologies for the long post. Does anyone still have v3 of the work done here? All links pertaining to version 3 are either broken or like Armaholic and Armed Assault Info have removed v3 from their DL lists. I've been working on a version of warfare that included the ArmAliens, Xtra units and Vilas's Colonial Marines. I'd been having a bastard of a time getting it to work the way I wanted because I wanted to use the ArmAliens as OPFOR units without having OPFOR allied with Resistance forces. When I tried altering the bin config from v4 something went wrong and I couldn't even get ArmA to boot. But just recently I had a breakthrough when I accidentally found out that the CPP config from v3 could be used in conjunction with the bin config from v4 to change the units side from resistance to OPFOR. Unfortunately I brain fried myself during a marathon session where I was trying to iron out the last couple of kinks and had multiple windows open when I idiotically overwrote my only copy of v3. I had everything working great. Xtra soldiers as squad leaders, all the Zabrak units including shield and stealth units as assorted troops. All the ufo's from this addon and Xtra, plus Colonial Marines mixed in with BLUFOR. I was literally just days away from releasing the map when I pulled this boneheaded maneuver and put the kibosh on everything. Can someone please, please, please point me in the direction of a copy of v3 of the Alien addon in this thread? Thank you. Grendel.
  22. grendel [aps]

    RACS activation

    I'm working on a warfare for Sakakah at the moment and with this maps huge open spaces the standard activation range for a towns RACS defence force is far to short. How do I go about increasing the detection range for a town?
  23. grendel [aps]

    The Crate 2 - an Armed Assault movie project

    I've downloaded the 3 main files but can't open them. What program do you use to watch them? P.S I dl the deleted scenes 7z file as well and had no issues watching it.
  24. grendel [aps]

    RACS activation

    I've fiddled with those settings and while I've been able to extend the range, to 400/450 mtrs, in which RACS detect enemy and spawn in. I can't for the life of me extend it any further. What I would like to be able to do is get the RACS to spawn in when enemy units are about 700 mtrs from a town. I get the feeling I need to find what file the "location's detection range" is in. As always, any help appreciated.
  25. grendel [aps]

    Unlocking Vehicles

    Is there any way to ensure that all ai vehicles, and not just RACS, are unlocked as a default? I'd like to be able to capture abandoned enemy vehicles or jump in an allied vehicle and get a lift to the battle. I know you can get into human bought vehicles but ai bought remain locked. I've altered the "SetVehicleLock" sqf file in the Client/PVFunctions folder to: Private["_unlocked","_vehicle"]; _vehicle = _this Select 0; _unlocked = _this Select 1; _vehicle Lock _unlocked; And the "RequestVehicleLock" sqf in the Server/PVFunctions folder to: Private["_client","_unlocked","_side","_vehicle"]; _side = _this Select 0; _client = _this Select 1; _vehicle = _this Select 2; _unlocked = _this Select 3; _vehicle Lock _locked; [CMDSETVEHICLELOCK,_vehicle,_unlocked] Exec "Server\Server_CommandToClients.sqs" While the above settings cause no errors, ai vehicles remain locked. Any help appreciated. Even if it's to confirm my worry that it can't be done.
×