HeinBloed
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Everything posted by HeinBloed
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CfgAISkill - what does it actually do?
HeinBloed replied to jedra's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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. -
CfgAISkill - what does it actually do?
HeinBloed replied to jedra's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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. -
Change direction of smokelauncher?
HeinBloed replied to hcpookie's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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. -
ARMA 2: OA beta build 85680
HeinBloed replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
The accuracy value is conform to the knowsAbout value from 0 to 4? -
ARMA 2: OA beta build 85510
HeinBloed replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
Standing dead AI http://dev-heaven.net/issues/24683 reappears with 85510. -
Adding this may help you: _pilot allowFleeing 0; {deletewaypoint _x} foreach waypoints _pilot;
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Player addAction attach IR Strobe to player?
HeinBloed replied to semedar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is needless. "NVG_TargetC" is blinking by itself. -
Player addAction attach IR Strobe to player?
HeinBloed replied to semedar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
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
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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]
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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?
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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
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ARMA 2:OA beta patch 77750
HeinBloed replied to WillaCHilla's topic in ARMA 2 & OA - BETA PATCH TESTING
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. -
ArmA2:OA Beta Patch Build 77706
HeinBloed replied to Berliner19's topic in ARMA 2 & OA - BETA PATCH TESTING
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. -
ARMA 2: OA beta build 73643
HeinBloed replied to tonygrunt's topic in ARMA 2 & OA - BETA PATCH TESTING
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. -
TGW Sight Extension for GDT Mod Under-slung Grenade Launcher
HeinBloed replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello, gdtmod_under_barrel_grenade_launcher_sights 1.03 does have new sights for all new weapons from 1.54 including BAF. BAF is not required. It is compatible with BAF lite. (Every addon who is modifying BAF should be compatible with BAF lite). -
Broadcast the horn in MP!
HeinBloed replied to Cyborg11's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm talking about other players horn, not mine. -
Broadcast the horn in MP!
HeinBloed replied to Cyborg11's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are this good or bad news? I can hear the horn in MP with Beta Build 70644 (installed on server and every client) without this addon. -
Improve framerate limitations with AI
HeinBloed replied to Dead3yez's topic in ARMA 2 & OA - SUGGESTIONS
I had a very interesting situation some days ago. We played a coop mission on Chernarus. Every player had beetween 25 and 45 FPS. I usually have about 40 FPS in this mission. In this mission (only this session) there was something "wrong" with my game. I had from the beginning until the debriefing constantly beetween 80 and 120 FPS. Everything was fine. No visual or acoustical difference. No difference in game play. The AI acted and reacted (also on me) as usual. Everything was as usual. There was only one noticeable different: I just had 100-200% more FPS. It was just about the FPS i have on this region on Chernarus without any AI in the editor (I'm using many addons to increase the FPS). I never had this before or after this one mission. I can not reconstruct this situation. This situation in combination with the fact that the FPS drop which is caused by AI is almost the same if playing a mission on a dedicated server or as host, i come to this hypothesis: Every client is wasting computing power for calculating (not controling) all existing AI like the server does. In the described mission my game has deactivated the AI calculating temporary. It is only a hypothesis, but It fits like a glove. -
There is a bug with the PG7VR Magazine: class PG7VR : CA_LauncherMagazine {}; has to be class PG7VR : PG7V {}; Imho it should be removed completly.
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gdtmod_hdr 1.01 GDTMod_HDR (8KB) Armaholic mirror This Addon does not disable HDR but it is reducing the effects of HDR dramatically by adjusting the aperture. This Addon is client side only. There are to variants to use this addon. 1. Via Key: This variant does not work with addons which are using the old displaySetEventHandler command. It also does not work with the Editor Modules "Construction Interface" (Used by missions such as Superpowers) and "High Command" witch are using the displaySetEventHandler command as well. This variant does not work on Single Player with resume game from mission menu. Start new mission...save game...load savegame is working. 2. Via actionmenu: - There are not any known issues by using the actionmenu. Required: Armed Assault 2 v1.02 Extended Eventhandlers (XEH) which is part of CBA: Community Base Addons (http://dev-heaven.net/wiki/cca) Extended Eventhandlers (XEH) from CBA_v0-1-3 is required to run with Arma 1.03. Changelog 1.01 - Enhanced compatibility for Key activation by using displayAddEventHandler "KeyUp". For Example: Compatible with the Arma 2 integrated HALO function. - Alternative start via actionmenu added. - Using Extended Eventhandlers (XEH). - Fixed: Single player: Loading a savegame will crash the game. Note: Updating this addon from 1.00 to 1.01 needs an update for gdtmod_hdr.hpp too. Alternative you can insert the first 2 lines of the new gdtmod_hdr.hpp to the old one. (_start = 0; and _menu = 0;) It can help you if you got the same HDR excesses like i have: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=9zXJvYLOGWo&hl=de&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=9zXJvYLOGWo&hl=de&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=6I5yQDH3DoA&hl=de&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=6I5yQDH3DoA&hl=de&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Using this Addon: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=pFz-sRjSfsM&hl=de&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=pFz-sRjSfsM&hl=de&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=4Pj0fDw-cOo&hl=de&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=4Pj0fDw-cOo&hl=de&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>
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Improve framerate limitations with AI
HeinBloed replied to Dead3yez's topic in ARMA 2 & OA - SUGGESTIONS
Playing on a dedicated server with many AI will reduce the FPS for the clients almost as playing the mission in single player with all the AI local. On such missions the graphic settings does not make any significant change, and the distance between the AI and the player is not a factor for the FPS. I made a test mission with 300 AI. - All AIs are more than 2 kilometers away from the player. - The viewdistance is 100 meters. - All graphic settings are reduzed to the lowest, or deaktivated if possible. - Resulution 640x400. - After starting the mission i look straight up to the sky to get the maximum FPS. Test mission: fps_test_300_ai.utes.pbo Same mission with 0 AI to find the FPS limit: fps_test_0_ai.utes.pbo Editor view of Test mission: Test 1: First i have to find my FPS limit without any AI. Client hosting the test mission with 0 AI. Framerate = 880 FPS. CPU Usage: Test 2: Client hosting the test mission with 300 AI. Framerate = 33 FPS. CPU Usage: Test 3: Client playing the test mission with 300 AI on a dedicated server. Framerate = 36 FPS. CPU Usage: CPU Usage of the dedicated server. The server has 25 FPS. Test System: Client: Q9550, ATI4890, 2GB, Windows XP Professional. Dedicated Server: E8400, 2GB, Windows 2008 Server Standard. -
How to make a players addAction stay visible in vehicles?
HeinBloed replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
My suggestion: while {true} do { sleep 0.1; _vehicle = (vehicle player); _action = _vehicle addAction ["Status", "status.sqf",[],-1,false]; waitUntil {not ((vehicle player) == _vehicle)}; _vehicle removeaction _action; }; -
ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
HeinBloed replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
ARMA2_Build_60295 crashes instantly at moving off with an UNARMED car. This does not happend with armed cars. I did not tested all cars, but it is the same with all cars i have tested. It is replicable 100% for me and others. If this happens while playing on a dedicated server, the server is crashing too. -
Since the actionmenu works in all situations and the request is only a nice to have feature i won't implement this. I like the idea too, but i have no time for this. There are to many other (and for me more importend) things for ArmA2 to do.