# HeinBloed

Member

122

0 Neutral

• Rank
Sergeant

## Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

1. ## CfgAISkill - what does it actually do?

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. ## CfgAISkill - what does it actually do?

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. ## Change direction of smokelauncher?

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. ## ARMA 2: OA beta build 85680

The accuracy value is conform to the knowsAbout value from 0 to 4?
5. ## ARMA 2: OA beta build 85510

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

7. ## Player addAction attach IR Strobe to player?

This is needless. "NVG_TargetC" is blinking by itself.
8. ## Player addAction attach IR Strobe to player?

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. ## 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. ## 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. ## 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. ## 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. ## 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. ## 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. ## 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.
×

• Clubs