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LoTekK

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Everything posted by LoTekK

  1. I assume that's some sort of array comparison to check,for example, if loon1 isKindOf "LAWSoldier". Though your example would be pretty funny: Two gets his left leg blown off "Oh no! Two is kind of down!"
  2. LoTekK

    shot detection

    I'm relatively inexperienced, but I wonder if it would be better to have a trigger defining the area, with activation set to "Everyone" "Present", "Repeated", and onActivation "_this addEventHandler ["fired", {your code}]", and onDeactivation "_this removeEventHandler ["fired"]"?
  3. LoTekK

    Abandoned Armies 1.4

    Ah yes, good point. See, it's the little things like that that make a truly immersive experience, and are certainly the mark of a labor of love. This is great stuff. I guess for the purposes of the story, I'll just assume that while I was playing, Alexi "forgot" where the lodge was and therefore had to go hunting for it. He eventually remembered, though (ie, when I finally saw it marked on the map ).
  4. LoTekK

    Abandoned Armies 1.4

    Nifty. Though if I had to comment, I'd say that it would actually make sense in this case for Tatjana to point out on your map where the lodge was (with the associated dialogue: "It's right here on the map"). But either way I managed to find it. Lol You can be embarrased about that though. Yeah, it's doubly funny because I didn't even realize it until the guy said "I hope you brought a vehicle large enough for all of us." DOH! I kinda figured as much. My trigger finger keeps getting a serious itch everytime I see one of them bright red bastards, though. I reckon I'll probably succumb to the urge mighty soon and just pop one of them.
  5. LoTekK

    Looking for a zombie script

    The exact error message would help debug the issue. From the parameters expected by createUnit, it sounds like the error might be "type Object, expected Group" and not the other way round. In which case it sounds like the second parameter you've fed the command is a name that is already in use by another unit (as opposed to group). By the way, you're not exactly endearing yourself with that attitude. People actually have lives outside of the forums, and are certainly not at your beck and call. It would do you well to realize that receiving help is a privelege, and not an entitlement. I'da ignored your request entirely if not for the fact that I seem to be in an unusually good mood today. Think about that for a bit.
  6. LoTekK

    get in vehicle

    I reckon a switch trigger would probably be your best bet, in this case. I haven't tested, but it sounds logical. Sync up the "get in" and "load" WPs, and then have a trigger covering the AO with "West Present" and "Once" with the condition "daytime > desired time", and then sync the trigger with the "move" waypoint that you want your jeep to continue to. Oops. I meant the waypoint just prior to the desired "move" WP. Oh, and forgot the obvious. Set the trigger to type "Switch". One last thing that occured to me as I was testing this out with a radio trigger. Depending on what you're shooting for, you may want to put another condition in the trigger "guy distance jeep > distance" in order to prevent the switch trigger from skipping the load waypoint even if the player is literally within a stone's throw from the jeep.
  7. LoTekK

    Los Alias island

    Nice pants!
  8. LoTekK

    Nato Aircraft losses in Kosovo

    Also, google managed to pull up some articles. http://www.google.com/search?....e=utf-8 This was the third hit: http://www.aeronautics.ru/nws002/natolosses-review01.htm
  9. LoTekK

    Abandoned Armies 1.4

    I actually also got myself shot up at the location Xawery mentioned. Though my reason for being there was a little different, and, well, a little embarassing. After speaking to Tatjana and booking it out of Vigny, I was actually entirely unaware that the mountain lodge had been marked on my map. So I was literally hunting around the map looking for building icons on or near a mountain. I found the real lodge on the map completely by mistake when I drove north in an attempt to find a "friendlier" route to the "mountain lodge." Anyways, I've been having a blast so far. Lots of snoop and poop with a hunting rifle. Another embarassing moment, though, happened when I went to retrieve my first group of civvies, bringing one of the sergeants along. In a two-seater jeep. Thankfully I managed to get one of the guys I left behind to drive the P3VS down to my location (got stuck at the roadblock, though). The atmosphere is simply amazing. Snooping around, doing some scouting. Hitting the dirt when you suddenly hear vehicles approaching. Being utterly creeped out by the various nature sounds (in particular the baying wolf ). Moving around Arudy to scout out the town and suddenly seeing an entire infantry squad moving towards you ). Hit the dirt, hid in a bush, waited as they moved past me. Decided to recce Arudy by fire. Found a nice spot near a treeline on the hill overlooking the town. Figured out my egress route. Popped one of the patrolling soldiers. Within thirty to forty-five seconds, I had a squad of infantry on my position. Not even a chance to egress! So I lay low. Then got impatient and wasted a straggler with my Browning HP. So far so good. Then I got even more impatient and pulled out the hunting rifle and popped another guy. Bad move. The troops quickly bore down on me and I got wasted by the flag carrier. Speaking of which. Is there any particular significance to the flag carriers on foot? Is it just something to signify patrols of a certain side? Ace stuff, THobson. Absolutely ace stuff.
  10. LoTekK

    Americas Army as Training tool

    When I saw this earlier today on ActionTrip, I actually thought it was some old article that had been accidentally dug up. Maybe it's the cynic in me, but I'm finding it a little amusing that the Army's most talked about software development over the past couple of years is only now being talked about as a training tool. I suppose it could be seen as an interesting development cycle, with the public releases of the last few years being development alphas, allowing the team to tweak various aspects of gameplay and network stability, but it just seems that they could have instead worked it from the ground up to be equal parts recruitment tool and training tool. I mean, unless they have an entirely separate build that's been worked on in parallel with the public releases, I find AA to be a far from realistic "simulator". Add the fact that there are already a few good COTS packages out there (VBS1 obviously comes to mind) that would be better suited as training tools, and this announcement just seems a little... I dunno, off, I guess. They're taking a game that started off as a relatively arcadey multiplayer shooter developed primarily for the masses, that deals with relatively small-scale encounters, and turning it into a training simulator? It just seems to me that the equipment they're using to retrofit field-ready gear for use in the game (not exactly a new idea or implementation) could be put to better use in something a little more... well, training and realism-focused. But that's just my 2 cents.
  11. LoTekK

    Project UK Forces

    Cor. These new toys are looking sexy as hell. While I'm not a big armor fan in the game, those are definitely looking ace. I'm especially looking forward to the new Land Rovers, though.
  12. System specs? What's your video card? Because it sounds like your card doesn't support the shaders required for reflections.
  13. LoTekK

    always night time

    Screenshots? System specs? And when you say you installed by copying the needed files over... You mean you didn't run the installer? You just copied the files over ad hoc? Doesn't sound like the most fantastic idea.
  14. LoTekK

    Release Thread 2

    Good call starting a new thread. And not even three hours after Placebo closed the last one. o_O
  15. LoTekK

    When (what date) did you all first play ofp?

    Y'know, I still recall my first shot at the Resistance campaign. After the Russians invade, and there are troops and armor all over Lipany, I step outside, listening to the "advice" repeating over the loudspeakers telling everyone to go home. Then I see a civvie get wasted, so I hop into one of the cars in the main square, and proceed to run over the trailing soldiers in the squad running around town. Then I grab their weapons and start shooting. Take some fire, decide I should hop in the car and speed home. Get wasted by a tank on the way out of Lipany. Next run-through I figured I should just take Guba's advice.
  16. LoTekK

    Hidding Radio Messages

    Psst. It's also in the comref.
  17. I'd like to see the possibility of a more abstracted grouping system. Currently a group is a group is a group. Let's say you create 4 squads of 8 men each (3 rifle squads and an HQ team) and assign yourself as platoon leader. What would be nice would be a hierarchical grouping system representing chain of command. So, each squad would have its members group upwards with a squad leader, your HQ team would be grouped upwards with you. Then you could group the 3 squad leaders under you, allowing you to give them orders (attack this position, move to that hill), which would be filtered down to the respective squad.
  18. LoTekK

    Visibility

    For visibility, I'd definitely like to see some sort of LODing for the terrain. Right now terrain gets rendered at exactly the same detail whether it's right in front of you, or 5km away and shrouded in fog. Of course, I assume the reason for this is that the terrain detail greatly affects the vertical positioning of things (stand somewhere on a hill and change the terrain detail from very low to very high to see what I mean). If that could be nicely approximated in a terrain LODing system, that would be a nice performance boost in and of itself.
  19. LoTekK

    Recon Teams (convoy)

    Off the top of my head, it seems more sensible for the triggers to be setup such that if the recon team doesn't spot any enemy forces, they'll radio the convoy that the route is clear. With that in mind: Initialize the allclear variable (this shouldn't be necessary, but I tend to be anal and paranoid): allclear=false Set up your convoy's first waypoint with the activation: allclear==true And then have the recon team set allclear=true when it has finished its rounds.
  20. So I'm setting up an AI SEAL Platoon to extract via Littlebird, one of which will only take four guys. So I've got three Littlebirds coming in to extract, and everything's working just shiny: the Littlebirds charge in, flare, and touch down simultaneously, waiting for the SEALs to hop in, engines running. Only problem is, not everyone gets into a waiting chopper. Once the birds touch down, six or seven guys run to the choppers and hop in. The remaining two or three guys sort of just stand around, twiddling their thumbs. Once the six or seven guys have loaded up, the birds take off, giving absolutely zero credence to the motto "Leave no man behind." o_O (By the way, this isn't a case of the birds lifting offonce the group leader is in, since in some cases the group leader is one of the guys twiddling his thumbs). Mind you, the waypoint setup works beautifully if it's only a single chopper capable of loading everyone up (like a UH-60L, for example). I've tried several variations, from keeping all the birds in one group, to keeping them separate. Nothing seems to fix the problem of the two or three stragglers (and it's always two or three, no more, no less). Specifics: 3 x BAS MH-6 Littlebirds, designated helo1, helo2, and helo3 1 x LSR Desert SEAL LWF Platoon, designated "seals" (leader designated "seal") "seals" given waypoint "Get In" near three invisible Hs helo1-3 given 3 waypoints:  1. move - on activation: helo# land "get in"  2. load  3. move seals' "get in" waypoint synchronized with all three "load" waypoints Any ideas? Am I missing something obvious? Like I said, I could just go ahead and extract via Blackhawk, but there's just something insanely cool about seeing three Littlebirds touch down simultaneously to pick the team up.
  21. Whoops, think there was a bit of a misunderstanding. It seems I forgot to specify that the squad actually use two of the three Littlebirds, not just one. If they were only using one bird, then I'd completely understand that it was something to do with engine and waypoint limitations, but it's the fact that they do in fact use more than one of the birds that has me all confused. As for the second bit, I know how to set them to "careless" as well as "never fire", but that wasn't actually my ideal solution, since I'd still like for them to make a fighting withdrawal to the chopper(s). It turns out, though, that it wasn't their combatmode, or that they were under fire. I had simply synch'd my waypoints wrong. I had originally synch'd the MH-6 "Seek and Destroy" waypoint with both "get in" and "load", thinking that they would continue to provide cover until the chopper lifted off. Unfortunately, everyone was waiting for everyone else. Once I unsynch'd the Seek and Destroy waypoint, the SEALs loaded up just fine. That said, I definitely appreciate you taking the time to help out.
  22. Hmm. I had thought of that at some point, but it seems rather un-dynamic, for lack of a better word. Thing is, most of the squad actually does pick a chopper with room and hops in, it's just those random stragglers that gets me. There's no way to simply have them pick any one of the choppers that's waiting with a "load" waypoint? Or rather, they already do that, but only some of them, not all. Another thing I encountered. I can't get the squad to load up if they're under fire. Barring setting the squad to "careless" while under heavy fire, is there any way to make sure they get into the extraction chopper(s) if they're taking fire? I've tried setting their combatmode to "blue" while the AH-6's cover the extraction, but while that gets them running to the chopper, instead of fighting they're way towards the pursuing enemy forces, they refuse to actually get in.
  23. LoTekK

    Swedish Forces Pack 4 Released!

    I did a search for "swedish AND smoke", but didn't get any hits, so I thought I'd ask here. I noticed some odd behavior with the smoke grenades in SFP. Here's a shot before I chucked a smoke: and here's one right as the smoke grenade went off: Is this an issue with my GPU/display drivers (Intel 915GMA integrated, latest drivers), or is it just the way the SFP smoke grenades work? If it's the latter, I understand the principle behind it, but it's really really jarring to have everything behind the smoke grenade simply disappear.
  24. LoTekK

    ECP 1.085 Released!

    456820: Did you remove the // from the beginning of the line you changed?
  25. LoTekK

    Lack of Action

    Hey Scars09, that was beautiful. Mind if I use that in my sig?
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