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IceShade

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Posts posted by IceShade


  1. In coop it doesn't really matter, but in PvP BLUFOR can take full advantage of FLIR. FLIR on their guns, on their Strykers, Abrams, Bradleys, Apaches..

    The Takis only have FLIR on an AKS-74 (Goshawk). Nothing else. Not even on the T-72 or on the Hind, and these vehicles do have IR systems in real life... Then again, the Hind is an ancient D version and the T-72 could be anything. So no guarantees there either, I guess.


  2. If Sprocket is so terribly slow at the moment, why don't they just distribute a torrent among their customers to spread the bandwidth instead of using a HTTP link? Blizzard and company use it and it works really well. Heck, even used one for ArmA2 1.05.

    I think I might get it from GamersGate when the time is right. They've always been reliable from what I can remember. Play.com is really cheap compared to the rest, but it always comes down to a two week delivery for some reason.


  3. AMae8-vOrBU



    *Jizz*

    ---------- Post added at 03:35 PM ---------- Previous post was at 03:33 PM ----------

    Yxe-XYjWCZQ



    This video is just incredible. It's hilarious. I recommend watching from 1:27.

  4. I'm with Pulverizer here. If people find even Yoma's AddonSync difficult to use/comprehend, there's no hope.

    What's so difficult about it? What's there to understand? You paste a provided url to a tab called "Auto config URL", you click import, click the "Download Addons" tab, and then download the addons. It's all done for you.

    rSync is a lot less user friendly, but if you follow the provided manual, it's easy enough to set up.

    Not to mention we also have a stickied thread in this forum section called "MP Mission manuals here please!" with lots and lots of information. On top of that, Terox made this Multiplayer Guide.

    If you want to know how to use Six Updater or Yoma's, read through them. It's all about RTFM.


  5. Easier than all the above script solutions TATAB, is to simply place a weapons ammo box next to you in the editor. Then you can choose whatever gun you like each time you replay.

    Pretty much!

    -Place down a unit

    -Change the Control tab to "Non Playable"

    -Then change the Side tab to "Empty"

    -Change the Class tab to "Ammo"

    and select your desired crate. Put one down, and have a look inside. Not satisfied? Pick a different crate!

    You can also go into the Armory and pick a weapon to play with. You can get into the Armory from the Main Menu -> Singleplayer -> Armory ..


  6. When I start Zeus with ACE 2 I get some no entry errors:

    Warning Message: No entry 'bin\config.bin/CfgWeapons/M4A1/Single.displayName'.

    Warning Message: '/' is not a value

    That is just one but there are a few, AK_Base, M16_base and again M4A1.

    I'd like to confirm this as well.

    Probably need a separate ACE 2 package, Prot.


  7. Hi, can anyone tell me whether this is a bug or a feature?

    This is what a BMP-2 and a T-72 looks like when it's destroyed in ACE 2.

    http://i755.photobucket.com/albums/xx194/PieShade/arma22009-12-1101-54-36-34.png

    http://i755.photobucket.com/albums/xx194/PieShade/arma22009-12-1101-54-24-98.png

    Some parts just don't have a damage texture anymore.

    Note: These are the standard BIS models, so something has gone wrong.

    Edit: http://dev-heaven.net/issues/show/6788


  8. Probably the last missions to be played with BIS before we move on to ACE2.

    Note: If you're a non-swearing softy ( ;) ), put on your language hat.

    Here are some videos by Fish.

    http://www.ghostsofp.com/Videos/Zeus002.wmv

    http://www.ghostsofp.com/Videos/Zeus003.wmv

    Two missions I recorded on the 29th of November:

    Co23 Rescue

    juepMQkyDX0

    Co20 Slide Down a Carrot (Part 1)

    fJOHlWjWOdk

    Co20 Slide Down a Carrot (Part 2)

    O87SNxWeg3E

    And Zeus doing the bravest thing a man can do (recorded by mike):

    pGfKpDPqyOU


  9. Hey, great tip.

    I'm just using a single guy to quickly switch between the positions in safe mode, which reliably opens the hatches.

    Wait 0.5 seconds for the guy to open the hatch, moveout the unit, movein the next seat, wait 0.5 seconds, moveout, rinse repeat. No more synchronization problems, because you don't need to wait for all three crew members to be done.

    That makes the script reliable. Though I'd still like to know whether it's possibly to use the vehicle animations in a script... might come in handy for future missions.


  10. its not possible afik

    one workaround that might work is to create a logic then move the logic in gunner/commander and use _logic action ["TURNOUT", _tank] ;

    i dont know if it will work,.. but i know that you could do it in arma 1 with logics.

    give it a try and see if it works..

    one other way might be to deletecolition on a ai which you set in gunner then turn him out.. then set him as commander and turn him out.. then delete the ai..

    Unfortunately, AFAIK, you can't put game logics in vehicle spots anymore. Unless they fixed/changed that in one of the recent patches.. But I'll try to switch him around the vehicle like you mention. That will probably make it more reliable at the expense of speed ..

    Deletecollection isn't an issue because they'll be put in the vehicle, quickly have them open the hatches, throw em out and delete them.

    Also, another AFAIK, action ["TURNOUT", _tank] can't be used on AI tanks; only on human commanders.

    Thanks for the idea, I'll get on it.


  11. Hi there.

    Working on a little script that turns a normal T72 into a wrecked, abandoned, disabled T72.

    So far the only way I've been able to get AI to turn out of their hatches is to put them to Setbehaviour "SAFE". Unfortunately, the way they do it is unreliable (sometimes the gunner pops out first, other times the commander) and slow (for some reason they don't turn out all at once, but one at a time) ..

    This wouldn't be a problem if BIS hadn't decided to reset the tank's turret and gun position once the gunner turns out. Considering I setHit the turret and gun to the point where the gunner can't move them anymore, I'm baffled. Because the turret/gun resets, I need to absolutely time it right, otherwise by the time the gunner has turned out and has been unassigned from the vehicle, the turret is already in the reset position.

    That was the background story. Now for my actual question: I looked in the config for the T72 and it has a line called gunnerAction = "T72_GunnerOut";. Is there a way to use this animation in a script so I can make the hatches turn out without having to rely on actual AI infantry?

    Note, I'm not actually sure whether this is the right animation. It could be the gunner's animation when turning out, or the actual hatch animation. What I'm trying to accomplish is to open the hatches, one way or another. The best and most reliable way would be to simply open those hatches with the T72 hatch animations .. no AI involved.

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