

Katrician
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Everything posted by Katrician
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Updated to 1.62 but no CTI servers up to date??
Katrician posted a topic in ARMA 2 & OA - MULTIPLAYER
Hello, I was to join a server to play CTI, then an ingame popup told me to upgrade to game version 1.62; so I upgraded to 1.62 and while looking for a server all CTI servers were 1.61 and not possible to connect with my game version? I feel dumb...:j: -
Updated to 1.62 but no CTI servers up to date??
Katrician replied to Katrician's topic in ARMA 2 & OA - MULTIPLAYER
Thanks pchaor like you I finally learned that servers were not updated... -
At first having read the first post where an American (32 male FL) complained about America beiing hated I thought this was not the case until I stump upon knowItAlls euros, I quoted your rant amongst others to explain further.... You dare to say "morons" get elected in the U.S and label Americans has "too dumb ass and lazy" are you for real?? do we have genius politics in EU?? are we smart and elitists?? or the E.U politics are so forgiving to be focalized exclusively in the U.S so called "wrongdoings"; how many "euros" knows who are their representatives in Brussels?? Third how one can enjoy a game depicting U.S troops thus playing himself as a "U.S soldier" and come here to says how the U.S of A hurting his high morale ground...grow up kids!
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To rebound on the ACU I would say it works as in real life, moving units are hard to locate and aim at it, ACU purpose was not camouflage who would fit perfectly landscape for static fight but to render difficult spotting and aiming of moving soldiers. Note how well this effect is rendered in a videogame!
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ArmA II focusing too much on realism?
Katrician replied to Cookieeater's topic in ARMA 2 & OA - GENERAL
You summarized it well, has I got the same feeling playing user missions and using the editor, it feels dull and synthetic; minus realism I don't know where you could find more realism in ARMAII and there are tons of threads about realism lack of. When editing for a mission I discovered that the face was the same and fitted many characters just changing skin tone, only the modeling of objects and island scenery is stunning, the rest have been left at work... Now if you ask me there is no other game in that niche that could match ARMAII for the moment. -
[Campaign] Operation Dutch
Katrician replied to Thats_Life 2.0's topic in ARMA 2 & OA - USER MISSIONS
Tried your mini campaign it is nicely done, appreciated the efforts put into the scenery; no bugs so far. Enjoyed the fights, maybe it lacks some dialogs and cut-scenes, but this is a really good base to build upon. Sweet infantry oriented campaign, with dynamic infantry movements not just your usual MOVE waypoints, found the battles balanced and loved the urban combat. On the minus point maybe too much music sometimes, keep up the good work cheers! ;) -
I remember a mission where you have to recover data from a downed UAV it is called CLAY_LongDay it is played on a "FDF" island; hopes it can help.
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Squint - the sqf editor and error-checker
Katrician replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
sbsmac I (we) need a feature that check blankspace inside " that would work like this : BAD " SbsMac" BAD "SbsMac " BAD " SbsMac " GOOD "SbsMac" Because Squint ignore that error, that I got in my mission .sqm, also while editing a script where I have added many ammo and weapons, since I do it manually; blankspace do happens, and it is very hard to check it on multiples lines of code. When working on .ext file the blankspace error had O.A not working at all, so this is not cosmetic but very needed. :pray: When opening a project it would be great to have files shown in alphabetically order e.g : zsu.sqf mission.sqm BAD bravo.sqf alpha.sqf aziz.sqf dac.sqf GOOD deltachopper.sqf mission.sqm paradrop.sqf It's ok when you have few files, but when you have twenty something files displayed, it takes time to search for the file you want to edit. :bb: -
[OA] Helicopter cargo
Katrician replied to AnimalMother92's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Works great! now I have another question regarding moveInTurret as I wanted to write it into a script but it doesn't work, it seems a problem of [] and I dunno how to change it to make it work into a script, this is so far what I did : (mlk is the helicopter)) "US_Soldier_Pilot_EP1" createUnit [markerPos "orSpawn", _grp, "this assignAsTurret [mlk, [1]]; this moveInTurret [mlk, [1]]"]; -
Squint - the sqf editor and error-checker
Katrician replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Editing the .ext file with Squint, it wanted to remove equal sign(s) where there was no text after the equal sign e.g Text = ; , I did and got the .ext file bugging OA at the start related to the removed equal signs.:cool: Squint is faster great improvement. In a previous post of mine, you told me about not understandig my question, so I will try again to expalin. When saving a file, then reopening it after the code or txt loose its "order" e.g : 1 txt // it makes coffee 2 txt 3 txt File is saved and when I reopen it I got this (happens usually with large files): 1 txt // it makes coffee 2 txt 3 txt As you see the // remove 2 txt and 3 txt, because at first it was not on a single line. Hope it's clear :rolleyes: -
[OA] Helicopter cargo
Katrician replied to AnimalMother92's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
moveInTurret not working I tried also this moveInTurret [helo,1] did 0 trough 12 with no luck.:confused: -
Squint - the sqf editor and error-checker
Katrician replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Don't let Sbsmac take a breath claim for new features 24/24 :D By the way Sbsmac I'd like to edit scripts while in Squint, sadly there is no copy/paste feature like Notepad; I know Squint is primary for checking errors, but its colors are great for lines full of soldiers, ie "TK_Soldier_EP1" when you have twelve or more Notepad is confusing. Secundo is Squint needing large ressources? because it takes some times to open then check a project. Third not related to Squint, but related to "coding", too more often the mission I load in the editor get an error TK_Soldier no more here, in fact it adds a space eg " TK_Soldier...." instead of "Tk_Soldier...", I fix the error opening the mission SQM with Notepad, suppress the empty space, save, reload the mission in the editor, save it, and usually an similary errors or the same reappears?? any ideas to fix it for once and all? -
[OA] Helicopter cargo
Katrician replied to AnimalMother92's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What about the second door gunner for the OA UH-60M?? the co-pilot is ok, the first door gunner works with moveInGunner, only for the second door gunner I can't find command. Plus do you have cargo positions for the CH47?? -
Spawned vehicle not reacting against enemy
Katrician posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello playing with create vehicle I setup a simple mission to test as follow : - Me player West - East UAZ spg9 spawns and move to a waypoint "GUARD" - West truck move towards the UAZ, as me too even firing rounds in the air... The East UAZ spg9 does nothing, I can shoot them they won't react at all, the West truck either? Here is the code I used in my sqf file : _sideHQ = createCenter EAST; _grp = createGroup EAST; _tmp = [markerPos "posGlbSpawn2", 180, "LandRover_SPG9_TK_EP1", _grp] call BIS_fnc_spawnVehicle; //[_grp] call BIS_fnc_spawnCrew; _wp = _grp addWaypoint [markerPos "wpBrdm", 0]; _wp setWaypointType "GUARD"; //_wp setWaypointBehaviour "COMBAT"; //_wp setWaypointCombatMode "RED"; -
Spawned vehicle not reacting against enemy
Katrician replied to Katrician's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
But, but you mean that making GUARD waypoints without a trigger "guarded by East/West" has no utility?? -
Squint - the sqf editor and error-checker
Katrician replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Your prog is amazing really, and you are not over picky I like fine tuning too like I do on my motorcyle, back on Squint I have simplified a sqf and it works great, even if I don't grab the code lingo, I'm really interested into it. EG : Before : _sideHQ = createCenter EAST; _grp = createGroup EAST; _tmp = [markerPos "posGlbSpawn2", 180, "LandRover_SPG9_TK_EP1", _grp] call BIS_fnc_spawnVehicle; //[_grp] call BIS_fnc_spawnCrew; _wp = _grp addWaypoint [markerPos "wpBrdm", 0]; _wp setWaypointType "GUARD"; //_wp setWaypointBehaviour "COMBAT"; //_wp setWaypointCombatMode "RED"; After Squint tuning : private ["_grp","_wp"]; _grp = createGroup EAST; [markerPos "posGlbSpawn2", 180, "LandRover_SPG9_TK_EP1", _grp] call BIS_fnc_spawnVehicle; _wp = _grp addWaypoint [markerPos "wpBrdm", 0]; _wp setWaypointType "GUARD"; You raise a valid point with sentenceId I got this error while checking BIS official mission, so when Squint highlight this type of error, what would be the solution to fix it? If I understand correctly Squint analyses all the files and find code not-related in any of the files. For the average mission maker we have no clear structure to build missions and spend big time trying, checking forums etc... it's complicated by the fact that each files communicate with each others but we don't have a visual scheme or mental image... Thanks for your work -
Squint - the sqf editor and error-checker
Katrician replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Hello Sbsmac I found out finally how to open "as a project", but not working on projects, I've been left in the dark as to how to open a file on the fly; as would say Captain Obvious users of Windows are "trained" to find open,close file(s) buttons and not system project; it was new to me as a genuine no coder entity :D, thus why not adding a menu to quick open any file you check, because I tend to use files (opening for reference,checks,editing) from different missions, there's always a sqf you need when making a mission, and often they would be located in different folders from different missions. Why not adding my remarks in the FAQ? Then questions come to mind as this one, tried Squint with BIS official missions and Squint found errors, even if the mission works fine, so my question is does Squint overkill in terms of errors? -
Spawned vehicle not reacting against enemy
Katrician replied to Katrician's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
:lookaround:erm... looks like I forgot to tell Ziiip about the Function Manager Module... Clayman I must say obviously part of the code is from you :blush: since I learn to works with spawning units to make mission efficient, I tended to put AI and use waypoints but now I want something "clean". Ruebe you are right there is no East unit(s) present on map before the car spawn I will check it, like you explained. EDIT: Solved adding an East soldier somewhere on the map did the trick. -
Spawned vehicle not reacting against enemy
Katrician replied to Katrician's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Check your MP ;) -
Spawned vehicle not reacting against enemy
Katrician replied to Katrician's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I use OA so In the editor put soldier West (player) Then put a trigger (over player) activated BLUEFOR/present and in the On Act. field put : nul= [] execVM "brdm.sqf" Place two markers called posGlbSpawn2 and wpBrdm Place a West truck with a waypoint move near the marker wpbdrm. Place the brdm.sqf file into the folder of the mission. To make brdm.sqf copy this code into Notepad and save it as brdm.sqf _sideHQ = createCenter EAST; _grp = createGroup EAST; _tmp = [markerPos "posGlbSpawn2", 180, "LandRover_SPG9_TK_EP1", _grp] call BIS_fnc_spawnVehicle; //[_grp] call BIS_fnc_spawnCrew; _wp = _grp addWaypoint [markerPos "wpBrdm", 0]; _wp setWaypointType "GUARD"; //_wp setWaypointBehaviour "COMBAT"; //_wp setWaypointCombatMode "RED"; -
Squint - the sqf editor and error-checker
Katrician replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Looks really great but I must be dumb... I have installed Squint, and when I want to open a .sqm or .sqf file I have only "Open Project" button, and the file to be open "must" be .sqt?? How do I open a file whatever its name, and not a project?? -
I've made an exception and downloaded addons to check your mission, since there was so much praise.... Of course there is always troubles with addons, using the VFTCAS_b20 addon as advised, VFTCAS_b20 needs CBA_V0-6_6 to works, and CBA addon had an error with the cfg calling for ACE mod stuff... The same for the RH_M4_1.03 cfg problems with ACE stuff, which I do not use. Since the mission is infiltration why not use FR men? instead of regular Marines? why not silenced weapons as standard issue? because I changed the load out for the whole squad, again thanks to let us this possibility. The silenced weapons from the RH M4 series are not quite quiet at all, feature or bug I don't know, and I don't know if the silenced weapons influence enemy AI detection capabilities. I was unable to quick save game, it seems cause of CBA, since others could quick saves as I read this thread. I'have been able to complete 1/2 objectives before beiing wiped out not counting game restarts. I won't talk of the wounded system.... The intro was outstanding, and I can't say much things on the technical side of the mission making; since you mastered it briantly. Maybe it lacks a dose of realism and playability, which is not the hardest part to tweak. Even without addons this mission would be a success and entice a larger audience.
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So I realized I did not go far into the setting up of controls, and that since OFP days, here is my basic setup : Running forward/backward: I use the three arrows keys on the keyboard (left arm) Left and Right with the mouse. Walk: not using Crouch: C Lay :W Toggle fire mode : used mouse wheel in OFP, use F now which is not simple. I don't use lean, strafe left/right etc... I'd like to know if you devotes great time tuning up your control settings, do you have a rational/ergonomic to setup controls, and if you use the lean/strafe/left etc.... always or rarely. Would you share your setup with us? ;)
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To rebound on your post I must say iron sights were perfectly rendered in OFP, as in ARMAII they rendered a 3D model, but this is not what the eye see it corresponds at looking at iron sights and not looking through them. Thus there is no interest in for no optics weapons sadly; it's like the AIMPOINT isn't the optic too far from the eye to make it effective?
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Legal issues comes to mind if you imply to reflect "real" war, and promoting a game where U.S troops cause deliberately harm to civilian would not be sale attractive; this game is more a toolbox where you are free to depicts events as you like, if you have the skills in mission editing. I guess they have focused on releasing a bugs free game, and did the campaign at the end of the project; plus I would say making myself a single mission, it demands enormous time to make things you take for granted, so I can imagine how much time and devotion it takes for a campaign. On another note we are acquainted with two permanent wars since 2001, you have been feeded with infos, footage, movies etc... so it's normal if all those things felt like déja vue; plus I think the Takistan landscape is boring/depressing if you compare with ARMAII, I don't talk of the game representation but of landscapes in general. For me and a lot I presume we've got haunted by OFP, and never felt the same with ARMAII and OA for me at least, off course when OFP was released in 2001 it gone where no games before achieved; now ten years laters we are used to "have it all", I mean we are accustomed.