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About HeinBloed

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  1. This conclusions comes from practice by making an addon which enables me to change all sub-skills on every AI from 0 to 1. Basis: class CfgAISkill { aimingAccuracy[] = {0, 0, 1, 1}; aimingShake[] = {0, 0, 1, 1}; aimingSpeed[] = {0, 0, 1, 1}; endurance[] = {0, 0, 1, 1}; spotDistance[] = {0, 0, 1, 1}; spotTime[] = {0, 0, 1, 1}; courage[] = {0, 0, 1, 1}; reloadSpeed[] = {0, 0, 1, 1}; commanding[] = {0, 0, 1, 1}; general[] = {0, 0, 1, 1}; }; With this i get exactly what i need: Command setSkill: Code: setSkill ["spotDistance", 0.75] Result: spotDistance 0.75. The spotDistance which is defined in the config for an AI with Skill 0.75. Command skill: Code: skill "spotDistance" Used on an AI with Editor Skill 0.75:[/code] Result: 0.75 This means the AI has the Skill spotDistance like an AI with Skill 0.75, It is spotDistance 0.75, according to the config.
  2. This is an example of my conclusion: Config: spotDistance[] = {0 , 0.2, 1, 0.4} An AI with Skill 0 has spotDistance 0.2,. An AI with Skill 1 has spotDistance 0.4. An AI with Skill between 0 and 1 has respective (probably linear) spotDistance. Command setSkill: setSkill ["spotDistance", 1] Result: spotDistance 0.4. The spotDistance which is defined in the config for an AI with Skill 1. Command skill: skill "spotDistance" Used on an AI with Editor Skill 1: Result: 1 This means the AI has the Skill spotDistance like an AI with Skill 1, It is spotDistance 0.4, according to the config.
  3. The smokegrenades are scripted. This should be the script: CA\ca\data\particleeffects\scripts\muzzle\smokelauncher.sqf Maybe you can find a solution in this script, or modify it for your addon.
  4. HeinBloed

    ARMA 2: OA beta build 85680

    The accuracy value is conform to the knowsAbout value from 0 to 4?
  5. HeinBloed

    ARMA 2: OA beta build 85510

    Standing dead AI http://dev-heaven.net/issues/24683 reappears with 85510.
  6. HeinBloed

    Unit disableAI "FSM"

    Adding this may help you: _pilot allowFleeing 0; {deletewaypoint _x} foreach waypoints _pilot;
  7. This is needless. "NVG_TargetC" is blinking by itself.
  8. You can use the Strobe Effect instead of the IR-Marker model (ammo). _irstrobe = "NVG_TargetW" createVehicle getpos unitName; _irstrobe attachTo [unitName,[0,0,0.2],"neck"]; You can choose between three IR-Targets: "NVG_TargetC": Independent AI will attack this. "NVG_TargetW": West AI will attack this. "NVG_TargetE": East AI will attack this.
  9. HeinBloed

    Fallujah 1.2

    This mission will mark all buildings class "Land_Tovarna2" with a blue cross. Only three of them are with overlapping floor textures. They are marked additionally with a red circle. You can beam yourself to the buildings by a single click on the map. Download mission
  10. HeinBloed

    Fallujah 1.2

    Buildings class "Land_Tovarna2" should be slightly lifted. The ground and floor textures are overlapping and flickering. As an example: player setpos [5035, 5425, 0]
  11. HeinBloed

    DSutils v2 release (signatures)

    Will this be changed? I don't understand the meaning of backward compatibility. The v2 signature works with verifySignature 1 + 2. To be sure, i have tested it with an addon. In which case can it be incompatible?
  12. HeinBloed

    Sun reflection on scope optics?

    It's only with some ArmA2 weapons. BIS removed this "feature" on the Operation Arrowhead weapons. If you have Combined Operations you can fix the ArmA2 weapons with this addon: Download
  13. HeinBloed

    ARMA 2:OA beta patch 77750

    I get this error with ARMA2_OA_Build_77737: There are no shaders files inside the new bin.pbo (ArmA 2\Expansion\beta\expansion\dta\bin.pbo). Replacing the bin.pbo with an older one works.
  14. HeinBloed

    ArmA2:OA Beta Patch Build 77706

    More precisely: The NVGoggles are not affected by this. You can switch to Thermal vision with the key 'N'. Regardless of your key settings. Regardless of holding NVGoggles or Thermal vision equipment.
  15. HeinBloed

    ARMA 2: OA beta build 73643

    Two new bugs in this patch are occurred while playing on a dedicated server: - Players do not get automatically the equipment menu on killed units which are created during the mission. The equipment menue does not appears until one or more (sometimes many) times pressing the reveal key. - A dropped magazine can't be picked up anymore. I didn't testet weapons.