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mondkalb

CDLC Developer
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Everything posted by mondkalb

  1. Since you were going on about bad scripting behaviour... ;) This is one of those: (_this select 1) == 'driver' String comparisons are very expensive, try to avoid them as often as possible. Especially in looped cases. Run a check if the unit is the driver of the vehicle instead: (_this select 2) == driver (_this select 0)
  2. mondkalb

    M109A6 Paladin v1.1 (UPDATED)

    I'm sorry, where are those specifications and rules to mapmaking written? You seem to know an awful lot about map making and it's standards - In case I missed that, please post a link. Regarding the These two posts convey exactly that message: Link 1 Their errors, not ours (yours). Link 2 This one calls terrains "almost entirely broken" because of coordinates not working with your scripts. Which is so wrong I don't even know where to begin with. Indeed, why should island makers? This post may or may not come across in a aggressive. I'm indeed a bit pissed off: You're basically calling many terrains - that took a serious amount of time to make - useless and completely broken, because they do not comply to arbitrary standards you seem to have created. In my opinion you either deal with the different coordinates, or just not support maps that do not work with your script. It's up to you. I won't be cross in either case, but please stop calling other's addons useless because of limitations of either the provided engine commands or limitations of your own work.
  3. mondkalb

    M109A6 Paladin v1.1 (UPDATED)

    Yes, it is of course the problem of other addon makers that your addon does not work. :rolleyes: Since you like to demand "proper configs" from map makers, how does it sound if I demand proper exception-handling from your addon? Hm? Just my $0.02 on this issue.
  4. mondkalb

    VBS2/3 Discussion thread - the one and only

    Have you tried the latest converter? http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775855 Select FBX2010 as destination. We're using MoBu 2010 here, so that might be why nobody bothered upgrading the converter to newer stuff.
  5. mondkalb

    Sub Parts?

    From what I could gather, the Sub Part lod seems to be a relic from Game 2 (not ArmA, but project after OFP). It seems it would have handled advanced damage simulations, like actual parts falling off vehicles, I think... but the information is vague. It could also easily just be a prequel to hitZones linking to animations, just like it is now in A2 (Building damage is done this way). Chances are extremely high the engine won't recognize this LOD anymore and/ot just plainly ignore it. Probably just left in O2 LOD selector to troll you folks. Usage of this LOD would be done via certain parameters in class DestructionEffects with tokens like attachTo = sectionname. If I get around it this weekend I'll try to rebuild a prototype form the parts of this tech that are left in A2 (if any), but I haven't seen this LOD used anywhere, so chances are high this tech is completely scrapped. If I had to sum this up, linking hit zones to animations is probably exactly what was tried with Sub Parts lod, or maybe it was indeed actual dismembering of things from objects upon impact. Who knows, it's currently cloudy in Prague and the last goat sacrifice is weeks ago, so practically anything could be true... My $0.02 on this.
  6. mondkalb

    "Take On" Franchise

    Actually, as a small side project, I am working on exactly that (in Arma 2). Aiming at a small sized economy sim that also allows competition via MP. But it's all in it's baby shoes right now. Once it's decent and presentable, I might get around announcing it with more details. :) The main point for me doing this is to give people a reason to drive over all the nice terrains made by BI and the community, focusing on enjoying the scenery while cursing at the non-present brakes (just a somewhat controlled deceleration). :rolleyes:
  7. Yup. I managed to write a quite nicely working zombie-FSM making all other scripts unnecessary. Those Zombies then would walk straight towards you if they knew about you (So you had a chance of sneaking past them). Only had some initial hesitations to go inside buildings, but eventually also that worked. The FSM took care of navigation, moving, damage dealing and preferring live bait over feasting on already dead ones if a certain distance threshold was passed. All it required was for the micro-AI to give up, which is easily done via this: this disableAI "FSM" I'll have a look, maybe I can dig the mission up again. It also features a random weapon spawner that created gear lying on cupboards, tables and beds in buildings.
  8. mondkalb

    Celle 2

    It is definitely possible to make the AI able to walk through barriers, while cars cannot.
  9. mondkalb

    Celle 2

    I'm inclined to make one last update of Celle 2. If so, I'll definitely clear up the guardrails to have more spaces to let AI through. Thanks!
  10. mondkalb

    Celle 2

    Please keep all this chit-chat in the HX3 where it belongs. Thanks. This thread is for actual feedback.
  11. Is it just me or is the aspect ratio of all pictures messed up?
  12. mondkalb

    Celle 2

    Download Patch #1: (To install just overwrite old files) Patch #1 (29MB) Changelog #1: Removed concrete barriers from Autobahn to stop AI confusion Removed Vegetation that was too close to Runways Moved Celle back into northern hemisphere Fixed fences in Bergen Some forests have clearer edges
  13. mondkalb

    Celle 2

    Lol at dat sentence. Anyways. In earlier stages the satmap was indeed lighter and matching the grass. I'll have a look.
  14. mondkalb

    Celle 2

    I'll be fixing up a small patch ~30MB tonight, so if you find any more bugs, let me know and I'll fix them right away.
  15. Hello, we are happy to announce a new community event: a competition for map makers! Beginning from today (13 December, 2011) everyone who is interested can submit a terrain that does not violate the competition's rules (see below) until 13 March, 2012. The submission, if valid, will be evaluated by a jury consisting of renown community members and (lead) BI developers, each judging different aspects of a terrain. The aspects are, but may not be limited to the following: - Beauty: is the terrain pure eye candy or simply an eyesore straight from hell? - Usefulness: does the terrain offer awesome possibilities for missions and gameplay? - Technical quality: is the terrain and everything related to it properly set up and working correctly? Winners will be announced on 13 April, 2012. The main idea behind this competition is to interest people that have never before made a terrain, or tried to but then lost interest. To ensure people will make it through the entire project, we have limited the submissions to small terrain dimensions only. The following rules apply to this competition: The submitted terrain's dimensions have to be 5120 m × 5120 m or 4096 m x 4096 m. Third party content is allowed if it was released before 13 December, 2011. You are only allowed to submit a single entry. You must not publicly release your terrain until the competition is finished (13 April, 2012). Your terrain must use a fake tag for anonymity. We recommend using XYZ_ or TUT_ as addon tag. Your terrain must not deliberately be able to reveal your name to the jury. Prizes: This is not a newbie vs. veteran competition. Prizes will be awarded in the following categories: Best terrain overall Best terrain by a new terrain maker Second-best terrain by a new terrain maker Each winner will receive a Steam version of Take On Helicopters and a Take On Helicopters T-Shirt (Size L). Also every submission will receive jury's feedback and tips to help you improve your terrain making skills. We are strongly encouraging you to share this after the competition is over, so all the terrain makers out there can benefit from this. How to submit: When you have created your terrain, store the .pbo file(s) in a .zip or .rar or .7z archive and upload it to any free file hosting service. Then send this link to W0lle together with this small form that you fill out: Tutorials: Since the idea behind this competition is to motivate new terrain artists, we've gathered the most recent and up-to-date community tutorials for developing terrains: A full step-by-step guide can be found here: Mondkalb's Terrain Tutorial For a detailed initial tools setup & Visitor 3 configuration... Bushlurker's Beginners Guide (1st Edition) & Source Files ... this tutorial will direct you to complete Sgt Ace's Tutorial at an appropriate point and should also serve as a basic introduction to the technical/structural aspects of the fileset you'll need. The most useful resource of all, of course, is the Arma 2 & OA: Terrain (Visitor) forum section, together with the established mapmakers who hang out there... A good search of that forum section will turn up answers to most problems and, if not, that's the place to ask for advice.
  16. mondkalb

    Celle 2

    While I agree that the forest edge sometimes is too thick, I like it that way as it offers proper concealment inside the forest from outside units. Mainly a gameplay decision. Regarding the lack of bushes inside the forest, I completely disagree. Not sure how forest look like in the UK, I haven't been there so I can't judge it, but our Jerry-forests, especially the maintained ones, are full of trees without any big shrub at all. Just google some pictures of "German Forest". Most of the pictures are pretty accurate: Like this.
  17. mondkalb

    Celle 2

    Might've mixed up a minus with a plus in the config, so hemispheres are a bit messy. Just skip ahead 6 months to get long summer nights. Not going to update a 250MB pack for this minor thing.
  18. mondkalb

    Celle 2

    Thanks for the find, it's fixed now. I had some bandwidth issues so I couldn't update the site fast enough, but it looks like Foxhound was kind enough to restore my limit, so the pictures work again. Alternative download links for MBG Buildings 3 can be found in the first post right underneath the Celle 2 download.
  19. mondkalb

    Celle 2

    Alternative host: http://www.sendspace.com/file/z7ib07
  20. mondkalb

    Celle 2

    Some just can't get enough, can they...
  21. mondkalb

    Celle 2

    Released! See first post of this thread.
  22. mondkalb

    Celle

    UPDATE 09. Feb 2010: Celle Version 1.1. Download @ Armaholic Changelog v1.1.: Original Post:
  23. mondkalb

    Celle 2

    Small sign update.
  24. mondkalb

    Celle 2

    New pictures! I'm currently making all of the signs.
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