Inkompetent
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Everything posted by Inkompetent
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A.C.E. Advanced Combat Environment Mod 2
Inkompetent replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I can't aim at all with the AT weapons in ArmA2. The ballistics are completely FUBAR. The one in ACE were spot on though. -
A.C.E. Advanced Combat Environment Mod 2
Inkompetent replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Not only that, Nouty! The two weapons - especially the AT4 - will get ballistics that are possible to actually aim with! -
Community Made Addon: Mi-28
Inkompetent replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Whohoo! Really been longing for an update to this! :D -
Just a small and simple update as an answer to a question earlier in this thread, it is pretty easy to remove maps after the briefing, but letting units have them during it. For the select units to remove the map from after the briefing, do as follows: Put nul = [this] execVM "removeMap.sqf"; into the unit's init line removeMap.sqf sleep 0.1; (_this select 0) removeWeapon "ItemMap"; The sleep is there to make the code after it run after the briefing is done and one enters the 3D world.
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Arma 2 Addon request thread
Inkompetent replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Not as much an addon request as a tool request: A launcher tool that saves .exe paths per profile! I haven't found a single launcher tool that lets me do that, which means I have to change the .exe path manually every single time I want to change between vanilla and beta. -
PROPER projects - game tweaks of all sorts
Inkompetent replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice with such a rapid update! The mod definitely helped my performance :) -
Correction: Due to the ammunition only. The fuel is: 1) Separated from the crew compartment and turret 2) Diesel, which at best catches fire
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A.C.E. Advanced Combat Environment Mod 2
Inkompetent replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yummy, yummy teasers! Simply awesomelicious! -
2 Questions on how to...
Inkompetent replied to TimeDeatH's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For the success one, just make an End#X trigger and set the condition to: (time < 1800) && !alive targetLeaderName Then click on the 'Effects' button, choose Effect: BLACK OUT, Type: TEXT and put Mission Success into the text field. Afraid I'm too tired and wasted atm to go through the failure-stuff. -
Mortar shoots... nothing?
Inkompetent replied to Inkompetent's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The aimArty.sqf script is usually executed from the artillery logic's init line, which can't happen before the arty logic is initialized, so that part is safely done. Although I have tried to start it through radio triggers to see if it'd have any effect, but no change through doing that. And if you mean to try to use spawn mode on the artillery shells I haven't tried that. Was hoping to get it to work otherwise, but I guess it could be good for bug-testing. ---------- Post added at 07:35 PM ---------- Previous post was at 07:30 PM ---------- Problem solved! I had bad naming of the setDispersion function for the artillery, and since the old name no longer was initialized anywhere the dispersion was Nil. Odd though that the artillery module didn't complain about that, but at least I found the problem. :D So many hours and so many odd lines of code... Oh, well. At least I've learned to initialize variables with dynamic names ^^ For example with lines like the below, for those who are curious: call compile format ["_fireMission%1=nil", _n]; call compile format ["_fireMission%1=%2", _n, "[_mortarTgtPos] execVM 's\fireArty.sqf'"]; -
Mortar shoots... nothing?
Inkompetent posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Greetings. My issue is that I have got a mortar battery in a mission of mine, that fires nothing. It fires, but the rounds ever impact. Doing removeAllWeapons on the mortar, and adding a ARTY_8Rnd_82mmHE_2B14 magazine didn't help either. I've got an Insurgent mortar (mortar1) synced to an artillery logic (ins_mortar). The fire mission is declared as fireMission = ["IMMEDIATE", "HE", 0, 1]; and _mortarTgtPos is the getPosASL coordinates of a unit. All debug messages shows, the marker is correctly placed on target, the mortar does fire an HE round as indicated by ARTY_AMMO, but no round ever impacts, no error messages. What have I done wrong? fireArty.sqf #define __debug true _mortarTgtPos = _this select 0; if (__debug) then { player sideChat "Executing fireArty.sqf" }; if ([ins_mortar, _mortarTgtPos, fireMission select 1] call BIS_ARTY_F_PosInRange) then { [ins_mortar, _mortarTgtPos, fireMission] spawn BIS_ARTY_F_ExecuteTemplateMission; hint "mortar1: Firing."; _mrk = createMarker ["MortarTarget", _mortarTgtPos]; _mrk setMarkerColor "ColorBlack"; _mrk setMarkerShape "ICON"; _mrk setMarkerType "mil_objective"; waitUntil {ins_mortar getVariable "ARTY_ONMISSION"}; if (__debug) then { player sideChat "mortar1 is on a mission" }; if (__debug) then { player sideChat format["ammo used: %1", ins_mortar getVariable "ARTY_AMMO"] }; waitUntil {ins_mortar getVariable "ARTY_COMPLETE"}; if (__debug) then { player sideChat "mortar1 has finished fire mission" }; waitUntil {ins_mortar getVariable "ARTY_SPLASH"}; if (__debug) then { player sideChat "mortar1 about to splash!" }; sleep 10; deleteMarker _mrk; } else { hint "mortar1: Target out of range"; }; if (__debug) then { player sideChat "Exiting fireArty.sqf" }; -
Mortar shoots... nothing?
Inkompetent replied to Inkompetent's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nopes. It is not the range and there's clear line of sight from the mortar to the target. If I execute the fireArty.sqf through a radio trigger it does exactly what it should. If I try to execute fireArty.sqf from aimArty.sqf in the exact same way as from the radio trigger, then I get no impacts. -
Mortar shoots... nothing?
Inkompetent replied to Inkompetent's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the test, shk. But it seems to be quite a strange problem. Even if I hard-code the script-call in aimArty.sqf to: nul = [getPosASL alpha3_2] execVM "s\fireArty.sqf"; ...it fails to end with impacting grenades, although it does fire. Doesn't matter if I use execVM or spawn, or if I rename the script handle. Same result. Giving aimArty.sqf a unique handle doesn't help either. However if I do the exact same execution from a radio trigger it works like a charm. -
Yes. It is dependant on latitude and longitude. I'm sure that's what nominesine meant by saying "island specific" :)
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zGuba's Gameplay Modifications
Inkompetent replied to kuIoodporny's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It is part of the CBA addon, which you can find here -
dynamic Trigger ?
Inkompetent replied to Thunder666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahh, good one kylania. Silly of me to forget the getMarkerPos. -
dynamic Trigger ?
Inkompetent replied to Thunder666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
triggerName setPos "markerName"; -
zGuba's Gameplay Modifications
Inkompetent replied to kuIoodporny's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Actually it is not entirely unusual for soldiers to carry two AT4 launchers since they "only" weight 6.7kg each, but it is of course heavily depending on the unit's task and expected distance of march. I am looking at a better way to treat the disposal of tubes though. A 1.1 version is in the works of INKO Disposable. Just that I've got into the more annoying things of it to code now :) -
Is there a quick way of enabling and disabling mods ?
Inkompetent replied to Moosed's topic in ARMA 2 & OA - GENERAL
Is there any launcher around that can manage beta versions? I've tried Linebacker's and Dogs of War's, and neither of them supports the beta as far as I can tell. -
Let's take this video at 0:39 then, for a good example of a taxiing helicopter. <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=4RITbQHLLhU&hl=sv&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=4RITbQHLLhU&hl=sv&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> And indeed, I'd really love taxiing helos!
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BASIC. Briefing to show at beginning of mission.
Inkompetent replied to bascule42's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't think that's the case. However each side MUST be a power of 2, i.e. 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc. Otherwise the engine won't accept the file. -
MP server list: ADD A "FAVORITES"
Inkompetent replied to Jaenus's topic in ARMA 2 & OA - SUGGESTIONS
Definitely a must-have for any modern multiplayer game :) -
zGuba's Gameplay Modifications
Inkompetent replied to kuIoodporny's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It is quite easy to make for player use only, and if not caring about compatability for missions not designed for this. If caring about AI use and compatability the complexity increases dramatically (especially if one want to be able to carry spare tubes) but it is doable. -
VOLCBAT Open Co-op Night (1st Sept)
Inkompetent replied to Pathy's topic in ARMA 2 & OA - MULTIPLAYER
As a guest attending to both missions I definitely had a blast! Aside from being unused to British military jargon and the game not liking to show multiple markers at one time it worked really well. I'm surprised at how well people got into their roles and just sticking with the gear they were assigned (instead of the usual stuff of seeing a medic with a SMAW and M14 DMR) and how well everyone kept the formations. Will a little patience and short explanations of orders from the VCB people everyone did well in shifting from marching column to line formation, bounding overwatch and shifting fires. All in all it was an excellent show of how structured and efficient infantry combat can be. There was even one guy attending who did his second online round in ArmA2 ever, and still it all was smooth as a baby's butt. Thank you for the open invite, VCB, and I'm really looking forward to the next time! -
Arma 2 Addon request thread
Inkompetent replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Not necessarily. To refuel from a fuel truck of gas station one needs to be stationary, but refueling while moving can always be done through scripts.