Inkompetent
Member-
Content Count
2075 -
Joined
-
Last visited
-
Medals
Everything posted by Inkompetent
-
Beautiful stuff!
-
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
Inkompetent replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Got an error when flying around and shooting things with helicopters in the latest version, but I got no idea what part of ACE this belongs to. ACE Wounds was NOT enabled. Error in expression < ( ( 1 - (getDammage _unit)) * 0.25 ) ) )} else {if (local _unit) then {[_unit,"> Error position: <)} else {if (local _unit) then {[_unit,"> Error Missing ; -
The module doesn't need to be synced to anything. And you do not need to have the command in the init-line if you use it.
-
Sounds like quite a ride, Hopper. Welcome back though!
-
PVP06 or COOP03 Special Forces Utes Russia vs USA ACE2
Inkompetent replied to sweep's topic in ARMA 2 & OA - USER MISSIONS
think these code snippets can be of help: inko_store_layout = [weapons player, magazines player, items player]; inko_store_weaponOnBack = player getVariable "ACE_WeaponOnBack"; inko_store_ruckmags = player getVariable "ACE_RuckMagContents"; inko_store_ruckweps = player getVariable "ACE_RuckWepContents"; if (!isNil "inko_store_layout") then { removeAllWeapons player; removeAllItems player; if (count inko_store_layout > 0) then { _weapons = inko_store_layout select 0; _magazines = inko_store_layout select 1; _items = inko_store_layout select 2; {player addMagazine _x} forEach _magazines; {player addWeapon _x} forEach _weapons; {player addWeapon _x} forEach _items; if (primaryWeapon player != "") then { private['_type', '_muzzles']; _type = primaryWeapon player; // check for multiple muzzles (eg: GL) _muzzles = getArray(configFile >> "cfgWeapons" >> _type >> "muzzles"); if (count _muzzles > 1) then { player selectWeapon (_muzzles select 0); } else { player selectWeapon _type; }; } else { if (secondaryWeapon player != "") then { player selectWeapon secondaryWeapon player; }; }; }; if (!isNil "inko_store_weaponOnBack") then { player setVariable ["ACE_WeaponOnBack",inko_store_weaponOnBack]; }; if (!isNil "inko_store_ruckmags") then { player setVariable ["ACE_RuckMagContents",inko_store_ruckmags]; }; if (!isNil "inko_store_ruckweps") then { player setVariable ["ACE_RuckWepContents",inko_store_ruckmags]; }; }; Although you might want to remove the "inko_"-prefix on the variables :P -
You could just place the ACE module in the mission to force markers off. If not, just remove the isServer check and the publicVariable. That should do the trick.
-
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
Inkompetent replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Pity that there's no single sound mod I like better than ACEX_SM then, and that pre-chance ACEX_SM was vastly superior to the current ^^ -
There is a mirror at the second page of the addon thread. Bust just because I'm so nice I'll post it here too ^^ FILEFRONT MIRROR AT: http://www.filefront.com/16377613/zcommon_weaponsway_v1.rar/
-
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
Inkompetent replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You'll have to use the 'interact with others'-menu (Right Windows key on EU keyboards. Not sure about US ones) on the tripod to attach the gun to it. Same thing when loading the gun with ammunition. -
Use of subsonic ammunition in ArmA2
Inkompetent replied to Inkompetent's topic in ARMA 2 & OA - GENERAL
Actually I do mean the KSVK. It has a built-in suppressor and recoil compensator, and it uses full-power ammunition. Forgot about the VSS, but contrary to the KSVK it doesn't use full-power ammunition, but the subsonic 9x39mm SP-5 cartridge. That's a good point actually. For example the FN SCAR and Bushmaster ACR has a gas regulator valve that the user can adjust depending on if they use subsonic ammunition or not so that they don't have to change internal components because of ammunition-change. Don't think that's possible on the M4A1 though (someone please correct me if I'm wrong. I just can't find any info on gas regulator valves on M4s). Also, I'm not talking about use of subsonic ammunition without a silencer. It'd be quite pointless since the muzzle blast would be so loud you could just as well use full-power ammunition with a suppressor and pack 4x the punch. Just sort'a wondering about the SOP for subsonic ammunition, since other than in very special cases it seems like a waste of weapon range and stopping power. -
WIP: Island Villa afgana 10x10 km
Inkompetent replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks for the update! -
FILEFRONT MIRROR AT: http://www.filefront.com/16377613/zcommon_weaponsway_v1.rar/
-
Wow! That's some hot images!
-
Why not ask this in like... the actual OA-thread at the top?
-
I know exactly how it'll be. Just saying that if NOT using turrets it'll lag like *beep* due to having to constantly move the player by script :)
-
You'll have to be a bit patient here I think. This part of the forum isn't the most visited one =/
-
Weapons are turrets. There's no way to shoot out of vehicles other than from turrets in ArmA2, unfortunately. Not if it is to be multiplayer-compatible at least (will jerk and bounce too much to hit anything).
-
New Beta build 70100 is up!
Inkompetent replied to SASrecon's topic in ARMA 2 & OA - BETA PATCH TESTING
Well, they are called beta patches for a reason. In the last patches we've got graphics memory management that's rewritten from scratch to improve performance, so no wonder if things are a bit quirky. -
New Beta build 70100 is up!
Inkompetent replied to SASrecon's topic in ARMA 2 & OA - BETA PATCH TESTING
I never tried 70054, but I do have small graphical artifacts now. When close to trees I get flashing white pixels a bit here and there on the tree branches/leafs, randomly flashing all over it. System: Windows XP Professional 32-bit SP3 Intel Core2 Duo E6750 @ 3.60GHz. 2x1GB Corsair Dominator DDR2 PC8500 @ 4-4-4-14 Gigabyte GA-P35-DS3 Bulk 1 ASUS Radeon HD4850 512MB, 10.4a beta drivers Samsung 7200rpm 500GB SATA-II 16MB cache ArmA2 settings: Resolution: 1280x994 Windowed 3D resolution: 100% View distance: 3000m Texture detail: Normal Video memory: Default Anistropic filtering: Normal Antialiasing: Disabled Terrain detail: High Objects detail: High Shadow detail: High Postprocessing: Disabled -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
Inkompetent replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What can one say? The community has collectively chosen to beta-test ACE instead of waiting for public releases. Some (several? Got no idea) communities are probably using the stable releases only, but it'll be hard to stop the way the public servers work once the ball is rolling. -
Generally at the moment the non-indie, non-mainstream developers are from eastern/central Europe. Most other developers with a somewhat of a name have become part of Ubisoft, Electronic Arts, Codemasters, or some other big corporation, and since they are big (and thus have shareholders to make happy or the company won't be worth the toilet paper they use) they want safe bets to put their money on - i.e. mainstream. I'm so glad that developers with some kind of integrity (like BIS) exists to try to make what they want to make, not what a huge distributor that only can see '$$$' and that ignores quality want to have made. But even then, off-topic as that is, I'd say that one of the main things that still need to get worked on is the implementation of VON, since the game either needs that, or other supporting system to ease communication, built in out-of-the-box to be more accessible. Be it something like that radial/communication menus from the Battlefield games, or whatever one can come up with. Just something that - if VON won't work reliably - provides a sufficient level of communication anyway.
-
WIP: Island Villa afgana 10x10 km
Inkompetent replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
For being an early beta this map is BEAUTIFUL. Keep up the good work! -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
Inkompetent replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It's not a choice actually. It was forced upon them. ACE used the BIS wiki, as did early ACE2. However it meant A LOT of traffic on the wiki, more than what BIS was ready to pay for I guess (especially when you think of that it wasn't only ACE mod, but lots of mods and projects and you can be sure there would have come even more), which meant that ACE had to migrate to a place of its own. Sickboy had already created dev-heaven and the CIT there was already used for ACE, so moving the wiki wasn't a that large step. -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment) Old
Inkompetent replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You can change ACE keybinds in the \ArmA 2\userconfig\ace\ace_keys.hpp file to suit your preferences. -
Question about mods.
Inkompetent replied to Agelesslink's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It's easy to get hold of, and this far (5+ years of mod downloading) I've never heard of a download containing a virus. There are some larger websites that have their own addon databases to download from (just check around the addon topics here and you'll get links to them), and then there are some more automated downloading tools (Yoma's Addon Sync and Six Updater) working against custom servers, so no matter how you like to get hold of your addons there are several ways for it. As for creating addons... Assuming you know your area (coding, modelling, sounds, textures, whatever) there are several guides (and a wiki: http://community.bistudio.com/wiki/Main_Page ) for more information on the subjects. If you are new to any kind of modding, then as ebanks say it's all up to your determination :)