malick
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Everything posted by malick
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How have you done that tweaking ? Is it just some values changed in the config, like awareness, precision etc.. Or have tweaked some FSM to do that ? Malick
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I have the same comment than Duke about the rain. I would add that I'd prefer the 45° droplets to drop more vertically or maybe in more random angles (+/- 30°). Furthermore, the straight and vertical droplet is too visible, making a line ingame. Otherwise, it's a good one. Too bad you can't have different textures : why are there 4 of them in the original ca.pbo then ? Malick
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As long as you tried to contact him/her repeatedly, I don't think there's any harm done. I believe you're doing the right thing. By the way, what are the improvements in the latest version ? A truck, new textures ? Anyway, I'll see by myself when it's ready Malick
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Put simply : wow excellent ! Malick
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Wow, 50 meg for rain ? I guess we can't miss it now ! Malick
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You mean that we can use the random function in a config file ? That would be nice, but isn't it a script command ? Malick
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Do you know where is that crew FSM located ? Or when/how it is loaded by the engine ? Malick
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Great ! I'll test it tonight. I've got problems seeing DM's rain texture : it doesn't change too much from original ArmA texture... Your looks good, by the way. At least, the players knows when it's raining now ! Malick
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Working GTLD II Rangefinder
malick replied to NonWonderDog's topic in ARMA - ADDONS & MODS: COMPLETE
That is definitely an excellent addition to the game ! I hope, as all other people here, that this can be added to all tank classes. No more WW2 dogfighting with 21st century steel beasts... Thanks NWD, and good luck with further development ! Malick -
Yep, I know that Regarding the turning tank driver issue, do you know if ArmA AI uses included FSM ? If so, where and what are they ? I have found some FSM (formation.fsm, formationC.fsm etc..) in a pbo (was it character.pbo or Ca.pbo, I'm not on my computer right now...), but I can't tell if ArmA calls them at all. With some coding and eventhandlers, this issue can be solved, in my opinion Malick
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Thanks MaddMatt for your work ! The explosion are truly impressive, it's just that they happen 100% of the time, which is a hardcoded issue. What do you think of this potential solution: - setting all land vehicles class to destructtype 'building': no more explosions; - adding an eventhandler 'killed' to certain land vehicles classes (tank, car, etc..) that would call a RandomFireBall.sqs/sqf ; - this script would then choose whether or not to launch the explosion animation. I haven't looked yet at the method you employed to obtain those explosions. Are they config or script (particles, drop etc..) ? Regarding the issues with SIX_Pack addons, it's my fault : some files were still in the \dat directory (SIX_tracers.hpp, etc..) AND I didn't install correctly the extended init addon. Well, you know : RTFM ! Looking forward to your improvements ! Malick
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I fear that adding episcope to tanks won't change anything. The problem lies in the animation of the driver unit (the animation for M1/T72 driver have a static head) and the AI hardcoded behaviour. The only workaround I now see is FSM coding, prioritizing the "front to the enemy" as compared to "check flanks" and "keep formation". That wont be something easy to do Good night ! Malick PS/ OT : how is your T55 going ? With the newly released tools, it should be quite easier now. Anyway, looking forward to it !
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This mod/addon is very good ! There are things that are nearly perfect, to my taste : grenades and buildings collapse, namely. Though, I don't really like the systematic huge fireball when tanks explode. Is there a way to make this happen randomly, at least ? Even with all SIX_Pack addons de activated, I don't get gun muzzle flash. Is it only me ? Otherwise, great work ! Malick
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You are right Törni, the Ai uses the same algo for infantry and tank. I tried to have a look at the AI's FSM and must admit that it is very difficult to edit it. The main problem is that the driver, gunner and commander can turn independently and not act as a whole. If you look at an AI squad, all men will from time to time check their flanks and rear, either by turning their head or their whole body. It's the same thing in a tank : all units inside will try to constantly check flanks and rear, independently. As the driver cannot turn his head (or peri/episcope), well, he turns the whole tank. Showing his soft rear armor to the enemy ! Maybe we can find a way to disable that behaviour. The main problem is the driver, as gunner and commander can turn freely in turrets. If the driver keeps looking at unknown objects, that may do the trick : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">driver disableAI "AUTOTARGET" I'll try... EDIT : errr, well, no, it doesn't work. It was too easy a solution Malick
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Thanks, 19Kilo, I get the point. I'll give it a try ASAP Thanks again : that's what I call a community ! Malick
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Leclerc Great news ! How are the armored vehicles balanced when compared to US/RACS/SLA counterparts ? Care to give any other features (scripts, effects, etc..) ? Great to see that OFrP is still working Malick
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@Q : Indeed, it doesn't work that way... To make randomly exploding vehicles, I need a set of scripts launched by eventhandlers. I was hoping something similar could be done very simply @Hailstorm: Regarding the fuel explosion, you're wrong, in my opinion. What explodes is not the fuel itself, but the ever present vapor. This gaseous form is highly inflammable and prone to explode when in the confined space of a fuel tank. Otherwise, I agree with you. Malick
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I'm really eager to know the method in order to implement dynamic voices as a standalone addon. There are quite a few sounds and radio chatter available on the net for free. As you said, I don't believe XAM has any copyright on these... If you have the time, care to upload a video on youtube showing the effects ? Thanks anyway for your time ! Keep us informed Malick
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That's what I call a quick update I love the sound, byt the way ! Now, how about a T55 ? Keep up the good work. Malick
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Eh... Do you mean 505 or IDEA Games is making it ? I haven't read that information. I'll have a look to clarify. Malick
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Some dynamic voices in a stand alone addon would just be great ! It would add some humanity to AI units... Can you explain how it is is done 19KiLo ? I mean, where do you have to change things in config etc.. ? That could prove useful to many of us Malick
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Q, I have tested your method in a very short stand alone addon, it works like a charm. The other problem is that now the vehicles (I have included all landVehicles) never explode... Do you know a trick to make that a bit more random ? Like an array : destrType = ["DestructMan","DestructDefault"]; Any idea ? Malick
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Regarding the CTD, I may take some time and try every addon combination in order to find the one causing trouble. But it's no big deal in my opinion. I never play too much in the armoury, anyway ! As for a new addon : nope ! Finish those T55 first and improve M60 By the way, did you use a tutorial to import OFP units in ArmA? May I ask which one it was ? I tried this evening to import some addons, just to see what was to be done. I only got countless CTD for various reasons. Malick
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Agreed... Systematical explosion is not the most realistic thing. I'd like to see knocked out tanks, or maybe just a "random" explosion in config.cpp. Regarding more complex simulations, like armour penetration values, everything seems to already be in ArmA (wasn't it GranQ that found it ?). Of course, it is not implemented as it was only a test bed for VBS2 development. Let's hope talented modders will correct this side (CAV, JAM, ECP ?) Malick
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Well, I too had a CTD when trying to access the Armoury. Otherwise, works like a charm Regarding anims and moving ATGM : I thought that animations were not yet possible to create. In fact, I was talking about a "simple" system, similar to what BIS has done for AT soldiers. When the soldiers equip the weapon, he adopts another stance (crouched), independently from his previous position (standing or prone). Maybe it can be adapted in order to simulate the weapon being deployed. Like this, the soldier can move around with the ATGM on his back as a secondary weapon (AT weapons slot) and when he wants to use it, he is forced to prone position and so has limited mobility. Not THE best solution, but a solution, still Malick