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Jinef

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Everything posted by Jinef

  1. Jinef

    Tourists on Uhao

    Good fun guys, my team was bloody elite :P I'm annoyed I got killed in the last minute though! Saw Ramon running so we all broke cover and let rip ... to be picked off by a crafty sniper.
  2. Jinef

    Tourists on Uhao

    Hi there, Zeus has a few people too please. Jinef RyanGrozny Hund (warhammer and mike are from Zeus too but are already signed up) Edit: All on blufor please.
  3. Jinef

    Zeus Gaming Nights

    Come along as an individual first. If you like it, bring your friends.
  4. Great, thankyou. It's much better now. Now, has anyone noticed that the BMP2 has no muzzle flash on the 30mm at night? What is up with that? I tried adding maddmats FX to it but there is still not light source. Annoying!!!
  5. Ok so it seems you have 2 options - Have a tank commander that has a weapon that can fire and zoom, this allows you to look up and down. If you don't have a weapon firable when turned in, you can't look up and down but you can look round. (try configing an M1A2 with pintle mount AA gun) A bmp2 commander has no weapon and cannot zoom .... WTF has BIS done here? Can we not have an M1A2 and BMP with movable zoomable commander optics without the need for a weapon???
  6. Problem 1: I disabled the thrust on the RPG-7 to give it a more realistic trajectory curve. It's really good fun to fire now and watch as it arcs into a target at 700 metres. However the AI cannot use it, they fire it into the ground 50 metres in front of them. Any suggestions to help them use it? Problem 2: Has anyone noticed that the AI can't use the M203 and GP25 to any effect at all. It seems they just fire them up in the air and they land 200 metres past the enemy they were firing at. I tested this in default BIS and my mod. Any ideas on how to get them using rifle grenades as well?
  7. Helpful, Thankyou. Problem 3: Load up Konzkys dynamic target range, jump in a BMP2/Stryker TOW and fire off a missile. What is going on there? Airfriction possibly? Edit: In retrospect it is easier to just tell you the problem. In bulletcam you see the missile reach about 1.5 kms and then suddenly turn towards the sky, do a loop, hover and finally fall into the sea.
  8. Just my RPT file, i'm sure you have it all under control. Good quality stuff here, that's what you get when you work with BIS :P <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Item STR_LIB_HILUX listed twice Warning Message: Addon 'CWR_fonts' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_islands' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'cwr_islands_abel' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_sounds' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_buildings' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_statics_misc' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_statics_plants' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_statics_roads' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_statics_signs' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_UI' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_units' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_units_east' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_units_west' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_vehicles_air' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_vehicles_land_tracked' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_vehicles_land_tracked' requires addon 'CA_Hotfix' Warning Message: Addon 'CWR_vehicles_land_wheeled' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_vehicles_water' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_Weapons' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_Cannons' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_weapons_launchers' requires addon 'Cold_War_Rearmed' Warning Message: Addon 'CWR_weapons_rifles' requires addon 'Cold_War_Rearmed' Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesBasic/DefaultDie/ Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesMaleSdr/States/Crew/ Updating base class ->MGunCore, by ca\weapons\config.bin/cfgWeapons/MGun/ Updating base class ShellBase->Sh_105_SABOT, by cwr\cwr_weapons\cwr_cannons\config.bin/CfgAmmo/Sh_120_SABOT/ Updating base class ShellBase->Sh_120_SABOT, by cwr\cwr_weapons\cwr_cannons\config.bin/CfgAmmo/Sh_125_SABOT/ Updating base class ShellBase->Sh_73_HE, by cwr\cwr_weapons\cwr_cannons\config.bin/CfgAmmo/Sh_105_HE/ Updating base class ShellBase->Sh_105_HE, by cwr\cwr_weapons\cwr_cannons\config.bin/CfgAmmo/Sh_120_HE/ Updating base class ShellBase->Sh_120_HE, by cwr\cwr_weapons\cwr_cannons\config.bin/CfgAmmo/Sh_125_HE/ Updating base class RscMap->RscStandardDisplay, by CWR\CWR_UI\config.bin/RscDisplayArcadeMap/ Updating base class controls->, by CWR\CWR_UI\config.bin/RscDisplayArcadeMap/controls/ Updating base class LoadingOne->, by CWR\CWR_UI\config.bin/RscDisplayLoading/Variants/Loading_West2/ Updating base class controls->, by CWR\CWR_UI\config.bin/RscDisplayLoading/Variants/Loading_West2/controls/ Updating base class LoadingPic->RscPicture, by CWR\CWR_UI\config.bin/RscDisplayLoading/Variants/Loading_West2/controls/LoadingPic/ Updating base class LoadingOne->, by CWR\CWR_UI\config.bin/RscDisplayLoading/Variants/Loading_East1/ Updating base class controls->, by CWR\CWR_UI\config.bin/RscDisplayLoading/Variants/Loading_East1/controls/ Updating base class LoadingPic->RscPicture, by CWR\CWR_UI\config.bin/RscDisplayLoading/Variants/Loading_East1/controls/LoadingPic/ Updating base class Table->Camera1, by ca\misc\config.bin/cfgVehicles/Computer/ Updating base class ->FlagCarrierCore, by ca\misc\config.bin/cfgVehicles/FlagCarrier/ Updating base class Face1->, by cwr\cwr_units\config.bin/CfgFaces/Man/Face10/ Updating base class Face2->, by cwr\cwr_units\config.bin/CfgFaces/Man/Face11/ Updating base class Face9->, by cwr\cwr_units\config.bin/CfgFaces/Man/Face18/ Updating base class Face6->, by cwr\cwr_units\config.bin/CfgFaces/Man/Face33/ Updating base class SoldierWCaptive->SoldierEB, by CWR\CWR_units\CWR_east\config.bin/CfgVehicles/SoldierECaptive/ Updating base class SoldierEB->SoldierELAW, by CWR\CWR_units\CWR_east\config.bin/CfgVehicles/SoldierEAT/ Updating base class SoldierEAT->SoldierELAW, by CWR\CWR_units\CWR_east\config.bin/CfgVehicles/SoldierEAA/ Updating base class SoldierWB->SoldierWLAW, by cwr\cwr_units\cwr_west\config.bin/CfgVehicles/SoldierWAT/ Updating base class SoldierWAT->SoldierWLAW, by cwr\cwr_units\cwr_west\config.bin/CfgVehicles/SoldierWAA/ Updating base class Civilian->SoldierWB, by cwr\cwr_units\cwr_west\config.bin/CfgVehicles/SoldierWCaptive/ Updating base class SoldierWSaboteurPipe->SoldierWSaboteur, by cwr\cwr_units\cwr_west\config.bin/CfgVehicles/SoldierWSaboteurPipe2/ Updating base class ->CWR_ViewOptics, by CWR\CWR_vehicles\CWR_land\CWR_tracked\config.bin/CfgVehicles/Tank/Turrets/MainTurret/Turrets/CommanderOptics/ViewOptics/ Updating base class RHIB->Boat, by CWR\CWR_vehicles\CWR_water\config.bin/CfgVehicles/RHIB2Turret/ Updating base class datsun1_civil_1_open->SkodaBase, by cwr\cwr_vehicles\CWR_land\CWR_wheeled\config.bin/CfgVehicles/datsun1_civil_2_covered/ Updating base class datsun1_civil_1_open->SkodaBase, by cwr\cwr_vehicles\CWR_land\CWR_wheeled\config.bin/CfgVehicles/datsun1_civil_3_open/ Applying controller scheme Default Applying controller scheme Default No more slot to add connection at Eh32 (6054.3,8611.5) Warning Message: No entry 'bin\config.bin/CfgVehicles/M1Abrams/Turrets/MainTurret/Turrets/CommanderOptics/ViewOptics.initAngleY'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/M1Abrams/Turrets/MainTurret/Turrets/CommanderOptics/ViewOptics.minAngleY'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/M1Abrams/Turrets/MainTurret/Turrets/CommanderOptics/ViewOptics.maxAngleY'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/M1Abrams/Turrets/MainTurret/Turrets/CommanderOptics/ViewOptics.initAngleX'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/M1Abrams/Turrets/MainTurret/Turrets/CommanderOptics/ViewOptics.minAngleX'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/M1Abrams/Turrets/MainTurret/Turrets/CommanderOptics/ViewOptics.maxAngleX'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewGunner.initAngleY'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewGunner.minAngleY'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewGunner.maxAngleY'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewGunner.initAngleX'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewGunner.minAngleX'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewGunner.maxAngleX'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewGunner.initFov'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewGunner.minFov'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewGunner.maxFov'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewOptics.initAngleY'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewOptics.minAngleY'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewOptics.maxAngleY'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewOptics.initAngleX'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewOptics.minAngleX'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewOptics.maxAngleX'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewOptics.initFov'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewOptics.minFov'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/BMP1/Turrets/CommanderOptics/ViewOptics.maxFov'. Warning Message: '/' is not a value
  9. Strange convex component in the rpt file? Could you guys fix that, what is it from?
  10. You may have seen my other post, Unit Cohesion and Game Dynamics. If so I am sure you get what I am aiming at here. In real life, a stupid amount of ammunition is chucked towards the enemy. I believe in Vietnam the stats worked out at 50,000 rounds of ammo fired for each enemy killed by small arms. It's also well known that the Artillery is the king of the battlefield, killing most of the enemy while small arms account for only a small portion. So in ArmA firefights, I feel slightly dissapointed when everyone can achieve kill/ammo ratios of about 1/3-4 including AI. We know suppression isn't modelled and I am sure that is a large part of what consumes ammo on the battlefield too, but surely real life combatants also shoot more bullets in order to kill too? We can make a few config changes to the AI and make the weapons unrealistically inaccurate to create the *effect* of suppression, but it seems fundamentally lacking something. Is it down to fear and psychology, where humans just want to make as much noise as possible in order to posture and scare the enemy away? Or is it down to adrenalin and the fast paced nature of combat that makes people empty magazines in each other's direction instead of simply aiming and killing. Your ideas?
  11. Jinef

    Wind deflection

    It's more about the talking here: http://www.flashpoint1985.com/cgi-bin....t=70267 But now enough "topic highjacking", sorry q1184 great job with this addon! MfG Lee There are better ways to affect AI accuracy than this. Nice work Q11.
  12. Jinef

    Ironsights on the acog

    That ironsight is the modeloptics view. Unlike in OFP when all sights were 2D textures, in ArmA ironsights are actually you looking down the model's sights, which is pretty cool. However, optics are still depicted by 2D textures and the ACOG is an example of this, but when the weapon is out of ammo it shows the bare modeloptics. 6thsense mod and other mods like ESP utilise that sight for CQB combat,while still allowing you to look through the scope too.
  13. If you haven't guessed what I am on about from the title, I am wanting to investigate how military units in real life stick together to stay alive, and how in the virtual world sticking together will put you at a disadvantage. For example, imagine a game in ArmA, where you have 20 people fighting each other, 10v10. They are given rough infomation on where the enemy starts and they start together, however if side A tries to stick together and fight as one, side B will win almost always. Side A is just a blob of targets, unable to use concealment as well as side B and unable to react effectively against multi-directional attacks that come from side B all around them. The cliche image that comes to mind is that side A is the British redcoats in the American Revolution, and side B is the American rebels. The redcoats march around in lines wearing bright red while the rebels sneak through the trees. So why do players always take up side B behaviour. In reality I am sure there is a fear of solitude on the battlefield, however that doesn't exist in the virtual world as there is no fear. Maybe real life soldiers would be much more effective if technology could equip them to operate alone, in groups. I hear that in VBS training they seem to have some super-soldier syndrome, with tactics being used that simply wouldn't be considered in real life out of the fear of one's life. I wonder if they have implemented anything to remove the super soldier feel. I am a bit tired atm, so this post probably doesn't make much sense. I would like to gather some thoughts on this and hopefully find a way to encourage unit cohesion, for realism's sake.
  14. Jinef

    Unit cohesion and game dynamics

    Some really good comments guys, thanks a lot for contributing and please keep doing so. I also am not used to playing on public servers, I play with the Zeus community. However I still want many opinions on this subject. I am interested in possibly a set of config changes and some scripting framework which change the game dynamics enough to encourage unit cohesion. The list Dslyecxi posted is very precise and I have ideas on how several of the limitations can be alleviated somewhat. There has been a lot of work done in OFP and ArmA and there is a *lot* of possibilities. The hard part is amalgamating everything in an efficient, optimised way. Keep contributing please!
  15. Jinef

    Volume of fire and game dynamics

    Good points Inqwiper. I am more interested in the PvP element and how we can make the players feel much more immersed and get more adrenalin. I remember I used to play the game SWAT 3 with the volume cranked to the max. I would be telling suspects to stand still, put their hands on head, drop the weapon and as the situation escalated the policeman in the game would start to shout. The climax was reached when the virtual guy raised the weapon and you fired your MP5, because it was so loud it made me jump and cringe. I expect my neighbours were not happy at me in those days. The point of this little story is that the situation created tension and adrenalin in a way that Arma doesn't. Too much action and you become desensitised.
  16. Jinef

    Unit cohesion and game dynamics

    in OFP, we played a scenario called Stopped Convoy. I designed it to do just what you guys are saying. It was approximately 600m by 300m playing area, consisting of a village in open ground, and a stopped convoy about 400 metres outside the village. The scenario was that the convoy had run over a IED or some such thing, and the marines inside suspected the baddies were in the village, which of course they were. The baddies could not leave the village as they had a virtual interest in defending it. So, you had 20-30 US marines using fire and movement to get across the open ground to kill 5-10 insurgents in the village. The result was that the marines did stick together, and alternate movement, albeit clumsily. So yeah, I reached the same conclusion as you. However I had to make the environment *very* simple and the objective very simple in order to be able to get 20-30 public players all pointing in the same direction. If you make the environment any more complex, then I think you will see that one breakaway from the formation will wreak havoc.
  17. Jinef

    CiA co-op night

    Would a persona non grata be given a second chance?
  18. Example of an ESP Weapon. They provide some good firefights. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ESP_G3A3 : ESP_BaseRifle { scope = public; displayName = "G3A3"; model = "\esp_wep\wep_g3a3"; picture = "\esp_wep\data\pics\g3.paa"; magazines[] = {"ESP_20Rnd_762x51"}; distanceZoomMin = 316;distanceZoomMax = 316; drySound[] = {"\esp_sounds\AK74_dry",db0,1}; reloadMagazineSound[] = {"\esp_sounds\AK47_reload",db0,1}; modes[] = {"Manual_Single","Manual_Automatic","AI_Single","AI_Automatic"}; class Manual_Single : Base_Manual_Single { reloadTime = 0.109; sound[] = {"\esp_sounds\g3_fire", db30, 1}; recoil = "ESP_G3"; recoilProne = "ESP_G3"; dispersion = 0.001200 * ESP_DispersionCoeff; }; class Manual_Automatic : Base_Manual_Automatic { reloadTime = 0.109; sound[] = {"\esp_sounds\g3_fire", db30, 1}; recoil = "ESP_G3"; recoilProne = "ESP_G3"; dispersion = 0.001200 * ESP_DispersionCoeff; }; class AI_Single : Base_AI_Single { reloadTime = 0.109; sound[] = {"\esp_sounds\g3_fire", db30, 1}; recoil = "ESP_G3"; recoilProne = "ESP_G3"; dispersion = 0.001200 * ESP_DispersionCoeff; minRange = 020;minRangeProbab = 1; midRange = 300;midRangeProbab = 1; maxRange = 600;maxRangeProbab = 1; aiRateOfFire = 3; aiRateOfFireDistance = 600; }; class AI_Automatic : Base_AI_Automatic { reloadTime = 0.109; sound[] = {"\esp_sounds\g3_fire", db30, 1}; recoil = "ESP_G3"; recoilProne = "ESP_G3"; dispersion = 0.001200 * ESP_DispersionCoeff; burst = 5; minRange = 0.1;minRangeProbab = 1; midRange = 010;midRangeProbab = 1; maxRange = 020;maxRangeProbab = 1; aiRateOfFire = 2; aiRateOfFireDistance = 020; }; };
  19. Jinef

    BF2 Style Cobra

    Jinef is amused, well done. Nice idea, however did you have to call it 'BF2 Cobra' as opposed to 'Realistic Cobra'. In real life the pilot does indeed control the FFAR release and the gunner guided missiles and chaingun. The pilot can also control the gun but only in the stowed central position as far as I know.
  20. Jinef

    O2/BULLDOZER PROBLEMS

    Fixed my problem by removing problem related entries in registry and reinstalling.
  21. Jinef

    O2/BULLDOZER PROBLEMS

    OK, I installed the tools suite RC3 into a custom directory on my D: which does not have the OS on it. Bulldozer did not work, as you might expect. However I could double click on .p3d and O2 would open and show the model. I could also double click on a .paa or .pac and texview would open. In order to fix bulldozer I removed everything and reinstalled in the deault directory that the installer gave me. Bulldozer works fine and there is full functionality EXCEPT that I cannot open a .p3d .paa or .pac by double clicking. If I try to load a model by double clicking, I get the message "Unable to load file, load error." However if I then navigate to the same file using O2 file browser it opens fine. If I try to load a texture by double clicking, I get the message "Error loading file {D:\Games\Armed Armed}" if the paa is in a mod folder in my ArmA or "Error loading file {C:\Documents}" if the texture is in my ArmA work folder. A reinstall did not fix this.
  22. Jinef

    Tank Fire Control Systems

    In the next version of your FCS, you might want to stick startengine = false; in the turrets section of the tanks config. Turrets can be moved by battery power I believe so it's kinda silly let alone annoying. I have also been trying to make it so the commander has to be turned out to use the machinegun (I don't think this is realistic but it does improve gameplay). When I put the config value inGunnerMayFire = false; in to the commanderoptics, a strange thing happens. Looking through his optics he can traverse 360 and zoom in, but cannot elevate. Making targeting quite useless. Maybe you have some thoughts on this. Also disabling super zoom on the machine gun when turned out is good. gunnerOpticsModel ="\ca\Tracked\optika_M1A1_commander"; gunnerOutOpticsModel = "";
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