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Everything posted by [GLT] Legislator
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@Anderson: Check if you're using addon with extended eventhandlers or not. Then use the correct version of GL3. That's the most common error source if GL3 isn't working at all. Be sure you WILL notice a huge change in AI behaviour, optics and effects if GL3 is running correctly.
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Snkman, have you ever considered giving "your" AI the ability to learn? I don't know if it's possible but you're getting ingame informations basing on the behaviour of the player. Could it be possible to "safe" the data gathered by the AI in some kind of ultra-globale-information-arrays the AI could use in other missions? That way the AI could be able to learn and adapt players tactics. Here's an example ... lets say the player is playing one mission over and over again. Even with Grouplink the mission gets predictable (sometimes!). Just imagine the player is always using a chopper to get from point A to point B - maybe because he knows there's no danger at all. Now what if the AI prepares itself for such maybe-situations? AI could move some anti-air units into the flightpath before the player even starts thinking about using a chopper. This way the player is forced by the learning AI to think about new tactics and use them! I guess this would mean a horror of work, but maybe this is a nice idea for a very late version Grouplink 3? :D
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The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
Heyho Fromz! :D I'm using your sound mod in the movie. Very good work you've done! :) I'm sorry to say that I'm a little bit busy right now. Not much progress had been done since my last post but the release in summer 09 is not in danger I think. I'll plan in some time for tomorrow. The major problem is the final battle .. I don't want to show something ordinary. It's hard to beat some of the other scenes I've already created so I need some ideas first. -
1900x1200 (16:10) and ArmA runs better than ever :) I deeply recommend such huge settings.
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Snkman, this sounds outstanding! I hope the ArmA AI won't ruin everything with their behaviour :( Somehow I don't think the AI can land a MH-6 on the battlefield :rolleyes: This happened last time I let the AI fly :D
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Heyho Snkman :) How's the progress of GL3 so far? As ArmA 2 comes closer and closer I'm getting a little bit nervous :D By the way ... I've added a small feature test video to youtube.
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The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
First of all: very nice new forum! Thanks, BIS :) Second of all ... the easter-seagull has something for you! It's the second trailer to this whole video project. Here's the current status of the movie: Intro - 100 % completed - 2:33 min length Kapitel 1 - 100 % completed - 2:23 min length Kapitel 2 - 100 % completed - 1:20 min length Kapitel 3 - 100 % completed - 2:24 min length Kapitel 4 - 100 % completed - 3:42 min length Kapitel 5 - 100 % completed - 3:11 min length Kapitel 6 - 100 % completed - 10:44 min length Kapitel 7 - 100 % completed - 8:03 min length Kapitel 8 - 100 % completed - 4:09 min length Kapitel 9 - 100 % completed - 11:32 min length Kapitel 10 - 100 % completed - 10:52 min + 2:14 min length Kapitel 11 - 100 % completed - 10:47 min length Kapitel 12 - 100 % completed - 8:31 min length Kapitel 13 - 100 % completed - 7:32 min length Kapitel 14 - 100 % completed - 2:23 min length Kapitel 15 - 100 % completed - 8:11 min length Kapitel 16 - 100 % completed - 8:32 min length Kapitel 17 - ca. 30 % completed Kapitel 18 - 0 % completed Outro - 0 % completed ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TOTAL: 107 min 5 s (if I did no mistake :D) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Teaser Trailer - zu 100 % completed - already released Trailer 1 - 100 % completed - 5:23 min length Trailer 2 - 100 % completed - 3:30 min length The release is still summer 2009. By the way ... there'll be an ArmA II easter egg in the film :p -
To have it fully realistic there should be really really huge island where you would need hours to fly over with, days to get from point a to b, thousands of people doing their work, thousands of different 3d models just for houses, cars and people .... and this is only a small part of the optical thing. Hell it would be cool to have something like that in 50 years or so and a Domination running on it It's really funny I tried to start a similar project like domination in early 2007 but I never had the skills + time to create even an alpha version. From my point of view the Domination is showing the real war on Sahrani, not that campaign stuff of BI (sorry ) There are only few things I'm missing to get the total feeling of beeing into something bigger than just a simple search & destroy mission: - civil life on Sahrani (I know it's planned ) - animal life on Sahrani (maybe if ArmA 1 + Domination can be ported to ArmA 2 the features of ArmA 2 can improve Sahrani as well) - automatic supply lines that have to be defended and/or attacked (I know the ArmA AI will block this because they can get stuck on every corner) - consequences! (as I've posted some pages ago I think) If you don't do this (at the side mission), then this will happen.
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Is it somehow connected to this error message? click me As far as I see we're both using norrins revive script.
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ArmA and realism doesn't fit in some points Respawn doesn't exist, but should it be disabled in the Domination? Reaching a whole country within 3 minutes by chopper isn't realistic. Crossing the whole island within less than 30 seconds isn't realstic too Having no civilians and active civil infrastructure isn't realstic Or the thing every soldier can run and fight for an unlimited amount of time within taking a breath? Well ... it's just a game. Never mind the unrealistic things. I like the way it's meant to be played
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I know what you mean I've added several things to keep you busy
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Thanks for your answer .. be sure to check if every "SodlierWMedic" spelling mistake has gone  There were some throughout the whole source code. It's good to know there will be some updates in the near future. Too bad the team wants to play today  So I'll have to recreate everything again. Regarding the civilian code ... what do you have planned? It would be nice to have an amound of civilians depending on the size of the town. 20 civilians in Rashidah would suck, 20 civilians in Corazol would suck ... I hope you plan some empty civ vehicle standing around as well as civilians moving around the city. Maybe they could get connected to a secondary mission like evacuating them from a town / killing them (depending on the fraction you're playing)? As a matter of design it would be a good idea to place some civil fuel station on North Sahrani. I've got an idea for a new base infiltration / attack. It would be nice if the player gets a message every 1 to 2 hours that an enemy tank batallion, enemy attack choppers/planes are going to attack the airport. This way the player would have time to form up a defense line and it's not just the ordinately few men trying to destroy the whole airport Another feature request by one of my players. It would be cool if the time until the next sidemission is created is depending on the count of the players. For 1 or 2 players it would be hard to wait 30 min. until the next side mission; on the other hand I don't want to have 10 players rushing sidemission every 5 minutes. You know what I mean?
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Hiho .. it's been a while  I'd like to know how I can enable the civilians in the towns. I've found the civ vehicle array but it seems to do nothing. Hours of search in your script files did not bring me further - although I have to admit they have become very comfortable to use! There is another thing I would like to handle. I would like to set up that there is only one sidemission in 30 minutes. How can I do this? Btw .. I've nominated Domination 3 to the Community Awards 2008 Â
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The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
It's been nearly a month now and here is my status report: - Intro + Chapter 1 - 15 are completed - I'm currently working on Chapter 16 (50 % finished) - Osama Bin Laden will be in the movie (guest appearance) - Trailer 1 is almost finished (90 - 95 %) - Trailer 2 is also almost finished (80 %) - Currently there will be 18 chapters in total + Intro + Outro + Deleted Scenes - Total length of the movie is more than 90 minutes right now! - release date in summer 09 is still up to date, maybe earlier - There is an "ArmA 2 fraction video cameo" in the movie If there is someone who would like to host the final movie, please contact me. Otherwise there will only be Youtube links -
ArmA Addon request thread
[GLT] Legislator replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
Hiho, I'd like to see these addons in ArmA Â Medic Stryker (Woodland + Desert Skins) Heavy Stryker (M2, ATGM, MK19) (Woodland + Desert Skins) Swimming UAZ North Sahrani Police Units as a counterpart to the already released South Sahrani Police. CH-53 Iraqi Civilians ... maybe some famous persons too? Like George W. Bush, Obama, Saddam Hussein, Osama Bin Laden for some cutscenes. 1967 Chevrolet Impala (black) 1990 Fiat Uno (red) I hope there are some modders who would like to create at least some of them. -
Great buildings! Great birds! I'm eager to see the final version on your island. You can be sure I'll have an eye on it
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The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
It's funny, but I didn't recognize it before  Don't you think my hero with face03 and Maruk do look alike? -
The Crate 2 - an Armed Assault movie project
[GLT] Legislator replied to [GLT] Legislator's topic in ARMA - GENERAL
News report: Chapter 14 has been completed. It's a dream sequence showing some weird ArmA addons in action with the main actors  Thanks to my supporters who forced me into creating a movie poster, here it is! Hope you like it. -
Maybe I found another bug ... click me I used the addon version of the revive script 1.49 and killed myself at the beginning of the mission just to test the revive script itself. I had to made some changes in the revive script voice array because I already connected the GL2Plus array and the revive array.
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That's interesting ... Indeed I've place a single D30, but it's not mounted by an SLA soldier. It's a reconfig of the BIS D30 and one RHS soldier (RHS_Mar_Rifleman). The reconfig got a new class name glt_d30 and it's inheriting from the original D30.
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Snkman, I've got an error message in a mission I'm working on. Error Message Is there a problem because I'm using so many static groups? ArmA.rpt says<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <select 15)); if ((GL3_Public select 3) && (GL3_Server select 22)) then { if> Error position: <&& (GL3_Server select 22)) then { if> Error &&: Typ Zahl, erwartet Bool
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I don't think it's a bug. There are two types of animations. The ingame animations work fine in every possible way. But the cutscene animations are only made for cutscenes. I think it's only possible to work with them with a workaround. BIS never intended to have them ingame, although that would have been a great idea. Maybe some day a great modder will "convert" the cutscene animations to ingame animations so they'll work without any problems.
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Hiho, I'm sorry to say that I've noticed a bug with the random animation feature. Just take a look into the video: http://rapidshare.de/files/44747562/Film_2009-02-04.wmv.html It's Armed Assault + Queens Gambit + GL3 + no other mods. The soldier don't die when the animation is played. Maybe switchMove "" will help after a soldier is killed by the player. Or you'll insert the standard kill-animation manually. Be sure to use _unit disableAI "MOVE" during the playtime of the animations. I've noticed a strange movement behaviour in some situations during the animation (like spinning in a circle caused by automatic changes of the AI view angle).
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Hiho Snkman, I've got a question about the silenced weapon array. I know I can set them in the array "GL3_Public set [11, ["M4A1SD","MP5SD","M9SD","MakarovSD"]]; ", but what about the weapon AKS74UN for example which can be deployed with silenced and non silenced ammunition? How will the AI react to the weapon? And what about community weapons that are sharing the same issue? Edit: Hmmm after changing some settings in the custom animation array, GL3 is showing an error message. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <3_Public set [60, (GL3_Public select 53)+["AmovPercMstpSnonWnonDnon_exercisePush> Â Error position: <+["AmovPercMstpSnonWnonDnon_exercisePush> Â Error +: Typ Bool, erwartet Zahl,Array,Zeichenfolge Error in expression <3_Public set [60, (GL3_Public select 53)+["AmovPercMstpSnonWnonDnon_exercisePush> Â Error position: <+["AmovPercMstpSnonWnonDnon_exercisePush> Â Error Allgemeiner Fehler in Ausdruck Edit2: And as for the GL3 Human A.I. Weapons. Why not creating another customizable array for it? There are the new static weapons introduced in 1.14 missing anyway.
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That sound really impressive and reminds me to my suggestion a few months ago Domination always was some kind of long-time-war-mission for me, but without consequences for anyone. It would be cool to have two states fighting each other in different ways - the civilians in between - and whatever you decide to do - it should have consequences Didn't help that convoy? Well ... less weapons and ammo the boxes. Didn't rescue the civilians? Well ... RACS could get angry and become am enemy Didn't destroy that bridge? Enemy is closing in faster If you need some ideas, just do a brainstorming in our teamspeak chatroom with us if you want.