-
Content Count
1714 -
Joined
-
Last visited
-
Medals
Everything posted by [GLT] Legislator
-
I bet the patch 1.05 isn't even included in the game files having an extra patch cd inside the black edition. Such bullshit had been already done in the german special edition.
-
Don't you hate it when you try to spread the word of arma and...
[GLT] Legislator replied to Whoatherefatty's topic in ARMA 2 & OA - GENERAL
That's no fault of the mission itself, it's the setting of the mission creator. Domination offers the option to have a parajump every 30 minutes or even disable it completely on the airport. Regarding realism ... it's funny. ArmA II is only a game with some realism aspects but it will never be equal to any reality setting. In ArmA II you can drive across the whole country/island within minutes, in reality it would take hours. In ArmA II a single soldier can kill hundreds of mindless AI units within 1-2 hours of playing. In reality a combat situation can take several hours having "only" a few losses on both sides. When guard duty is an important duty in real life situations, it's boring in ArmA II mostly. Well, you can mod the game as "realistic" as you want having choppers that can only be used by 2 players. You can create and mod almost everything, but at the end you'll still have a game having it's limitations due to game engine, client and server hardware. Now when I show someone else ArmA II I don't show them the "realism", but how the game is a platform for ideas and creativity. Create something, use it and share to others. That's the spirit of the Bohemian Saga for years now. Ahm, by the way, a new game mode is in the works :) It's called frontline warfare and can be considered a mix of Domination, Warfare, Attack & Secure yet having it possible to use it in a quiet mode for coop missions. -
Functional Runway for the USS Khe Sanh
[GLT] Legislator replied to arye_r's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome work! Ohhh it would be so good to have AI carrier takeoff on any island. -
@phoen!x: I wouldn't buy the german version of the publisher Morphicon Ltd. They've done a very horrible work in translating the game. You should get the UK version if you see it for a low price. Cut scenes are english anyway.
-
Armed Civilians v1.02
[GLT] Legislator replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Mozzak: You are wrong. This addon is very useful. If you try to add units of different sides into groups of other sides it will cause problems, basicly because of some strange inheriting from the base classes. Furthermore it'll make things easier to place armed civilians if they've already got a pre-configurated weapon loadout. It's a pain to equip hundreds of civilians manually, you know. Besides this way the mission.sqm is a little bit smaller in file size due to the lack of extra unnecessary code. Every addon out there has its origins and there's always a reason why someone creates an addon. Think about it, W0lle did make a good job ... except for the lacking of a localization for the 360 armed civilians :p I had to do it myself *crazy* -
GLT CAA1 Config Fix & Localization
[GLT] Legislator posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Here it is, a little bit later than I expected, but the config fix is ready. This addon changes some config values of the file oac_core.pbo of the CAA1 mod. No original files will be changed or overwritten. This addon works client side only and isn't required for playing missions with CAA1 content. It's meant to be used by mission creators that need some more clarity in the editor. Please keep in my mind that you need the final version of CAA1 and that I wasn't able to test the english localization because I'm owning the german version of ArmA II. Check the readme for credits, I didn't create CAA1, just this fix. Content: - Localization for the units and objects of CAA1 (english and german) - Changed priority numbers for the faction classes - Integrated some objects from unnecessary vehicle classes into ArmA II standard vehicle classes - Added CfgGroups for units of CAA1 - KA-50 are visible again in the editor - possible addon conflicts with AH-6 and MH-6 solved The addon works good with GLT CA translation fixes and CfgGroups extension too :) Future plans: - Adding RACS crew reference of the Project RACS mod for the CAA1 RACS units Download (link will remain online for 7 days) Download @ armaholic.com -
GLT CAA1 Config Fix & Localization
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I never knew there was something incompatible regarding the UH1_base class. CAA1 (final version!) always worked perfect in A2 1.05 for me, even the choppers. What were the problems exactly? I'll have a look into the fix you mentioned, but it hasn't high priority right now for me. Got a bunch of other stuff waiting in the release-line :) -
GLT CAA1 Config Fix & Localization
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Foxhound: Thanks for hosting :) 1st post has been updated. @Sickboy: I'm sorry, but I don't include any ACE fixes because I'm not using ACE. Basicly this was a claninternal addon which could be of use to somebody else as well so I decided to release it after asking for permission. If the ACE teams wants to include the fix (or the code of it better said) they're free to use it. Just take care of the usual credits stuff :) -
GLT CAA1 Config Fix & Localization
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm sorry, but I guess this is a model issue. A modder with much more experience may be able to fix it, but not me :( There are two warfare factory buildings having no textures for the vehicles inside too. I decided not to hide them in the editor because maybe some day someone will continue work for CAA1. -
CAA1 public release
[GLT] Legislator replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
CAA1 fans can have a look at the CAA1 config fix & localization now :) -
Operation Arrowhead: open beta
[GLT] Legislator replied to [frl]myke's topic in ARMA 2 & OA - GENERAL
Great beta! Thanks! :) Had fun for hours :lol: :D Game will definatly be bought. -
Afghanistan Green Zone 10km Island WIP
[GLT] Legislator replied to arb's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hiho, if you need textures try one of these sites: http://www.cgtextures.com/ http://mayang.com/textures/ http://browse.deviantart.com/resources/textures/?order=9&alltime=yes I'm sure you can find high quality material for Afghanistan :) -
I'll have a new test this week. Next time in Chernarus on wide terrain and no pre-settings for the waypoint. AI had a skill of 1, waypoint attributes were "ceasefire, fire on their own", "limited speed", "behaviour safe", "formation staggered column" having a move-waypoing and a search-and-destroy-waypoint afterwards. I've seen amazing AI fights, even in close quarter combat, but I was never able to capture it in ArmA II properly. It's like bigfoot ... you chase him all the day and once you found him the battery of the camera is empty :p
-
I'm interested in making missions, however I want to wait until the release of project RACS. I'm planning some missions using RACS on Sahrani and HSO's SLA units. Movies would be included then too :) But it'll take a while.
-
Oh guys ... I really really tried to create a good AI fight video using no mods at all. I failed :( After two hours of nonstop testing and recording, I ended up with a comedy clip. i60kZV0VVMc My only guess is that fraps used most of the cpu power so the AI was meant to fail. I've never experienced anything like that in sp or mp mode before.
-
Well at least the scripting commands are already there for years. In theory BIS should be able to use them to improve the AI. I see only one problem and that's hardware related limitation for the AI calculation, especially when running around with hundreds of units all over a open terrain. I bet it's possible some day. Once the AI is in combat it's really great. Since patch 1.05 I got killed very often by handgrenades.
-
Don't you hate it when you try to spread the word of arma and...
[GLT] Legislator replied to Whoatherefatty's topic in ARMA 2 & OA - GENERAL
@Celery: Not really, but that's not the fault of BIS or ArmA II, isn't it? -
Don't you hate it when you try to spread the word of arma and...
[GLT] Legislator replied to Whoatherefatty's topic in ARMA 2 & OA - GENERAL
I take all of them :cool: Relating to ArmA II that means in this game you can have everything you want - world war 2, modern combat, middle age, you can go PvP, coop, real time strategy, you can even create own multiplayer game modes. ArmA II is not only one bitch, it's a bunch of bitches just waiting for the user :) -
Hmmm difficult topic, clan buddy ;) From my own mission creations I know what the AI is capable of (good and bad things). We've faced many dangerous situations. Do you remember when a squad of us infiltrated an enemy city area? We crouched all the time, did not fire any shot (it was at night) and yet those hundreds of AI units didn't spot us. But let's face the other side as well. If you want the AI to do certain things you'll have to code it. For example: Standard AI doesn't lay mines and satchel charges on the street. Well that would be one of the most awesome features. Think about AI that lays mines in the calculated pathways of tanks driven by players! Ah that's the next point .. calculations. Basicly everything needs to be calculated by the CPU for the AI. So having a fast CPU should make react better in theory, especially on the dedicated server. But what is "fast"? Fast for the player? Fast for the AI? I'd like to have an AI that is as good/bad as a player is in aiming, pathfinding, reaction time, etc. Most people don't know that some those values at least can be altered a little bit by setting a different AI skill value. However the many AI addons out there show that improvements is needed and wanted. Try to destroy a tank 500 m from an infantry group. Those guys will most likely stand there and think "Huh? What was that?" "Nothing, just a seagul flying in the wind." What really impresses me is the air-ground attack ability of AI planes. Suddenly out of nowhere you can be attacked by the planes and they're a real threat for the player. That's good! However the AI airplane "tactics" never would fit into the real world.
-
ArmA II: Operation Arrowhead discussion thread
[GLT] Legislator replied to Tonci87's topic in ARMA 2 & OA - GENERAL
"640 kb should be enough" :D .... even for Operation Arrowhead :) Sorry, just kidding. Right now, I'd like to see a new trailer showing the other factions. Does anyone know if more trailers will be published in the near future? -
Idea: simple "join group" script.
[GLT] Legislator replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The GLT Framework already has a basic join-group feature. Mission makers can define which unit is allowed to recruit. There's also a black list of units that can't be recruited. You can set up the side and of course you can dismiss units from a group again. Works in SP and MP mode with AI and players. It may have no huge teammate dialog such as in Domination but it'll do it's job. -
True, you and your team are doing a great job! Keep on! :)
-
Don't you hate it when you try to spread the word of arma and...
[GLT] Legislator replied to Whoatherefatty's topic in ARMA 2 & OA - GENERAL
One word: Owned :D My 14 month old son is not interested in ArmA II yet. It's not colorful enough :D -
Don't you hate it when you try to spread the word of arma and...
[GLT] Legislator replied to Whoatherefatty's topic in ARMA 2 & OA - GENERAL
So true ... if I name ArmA somewhere, what do I get? "It's so bugged, skip it!" :( I then counter "Name me 20 bugs!". Usually discussion is over at that point. Seriously, most people don't know how to play ArmA. But it's so easy, even a child can play ArmA .... -
How do I add units to the player's group?
[GLT] Legislator replied to Drumheller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Very basic? Here it is! Use the GLT Framework. 1. Place module in the editor 2. Place units that can be recruited by the player 3. In the init-line of the module you can alter the basic default settings. Possible values are: GLTCANRECRUIT = ["Name_of_your_unit","Name_of_other_unit"]; (defines who is allowed to recruit units of a lower rank) GLTRECRUITSIDES = ["West"]; (defines which side can be recruited, possible values are West, East, Resistance and Civilian) GLTRECRUITBLACKLIST = ["Your_mother","your_father"]; (defines a list of unit(s) that have a lower rank than the player, but are not allowed to recruit, such as mission critical units) In your init.sqf enter the following line: waitUntil {!isnil "GLTFRAMEWORKINIT"}; This ensures that the framework is completly loaded after mission start. Watch this to have a overview of the other functions of the framework: scvYpJq43RY Sadly I made no video for recruting. This module works for SP as well as for MP missions, you can recruit players or AI soldiers and of course you can throw them out of your group again!