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Millenium7

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Everything posted by Millenium7

  1. Millenium7

    Dialogs...

    Went through Vektorbosens tutorial and like I said its FAR too sketchy it doesn't tell you jack. Doesn't say the font types (not that it matters with ArmA, managed to find that on the wiki), doesn't tell you what #define does or why you need it, doesn't tell you all the parameters for commands like style or type. Doesn't explain parent or class items. Nor does it tell you much relevant information such as defining things twice in ControlsBackground[] or Controls[] will crash the game. And it doesn't explain what such things do. Its a very bad tutorial I taught myself I didn't learn much at all from it. Sure I copied some text but I could have done the same with any other dialog, it just doesn't explain anything. I need a tutorial not a presentation. Anyway I have figured out how to do what I want for the most part. But i'm in the dark as to how to do some things. The most important thing I need to do right now is use a dialog to fill arrays. Its a multiplayer map and each player can bring up a dialog and select weapons and ammo. But they aren't equipped straight away the data is stored in an array and called later on to add the weapons and magazines to the player, different players have different selections so I need a dialog/script that works individually and doesn't give everyone the same equipment. So basically I have no idea how to get a dialog to store data in different arrays. I don't want to make 30+ identical dialogs and scripts for each player. Can I do this all with one and if so how do I get the dialog to pass its data on to individual players arrays set up on their machines. This is likely to confuse the hell out of everyone so i'll just give an example Fred, bob and joe are having a 3 player game and start with no weapons. Fred and bob bring up their weapon/ammo selection dialogs. Fred selects M4 Aimpoint and 9 mags, bob chooses an m249, 3 belts and 4 grenades. They both click ok Then later on when they set off a trigger they get assigned their previous weapon selections so fred gets the m4aim and his 9 mags, bob the m249 + 3 belts + 4 grenades and joe gets nothing cause he's stupid and forgot to get set up and so gets owned by an enemy soldier. How do I do that? I have the dialog already set up, I just need to get it to pass data to fred, bob and joe's individual weapon and ammo arrays
  2. Millenium7

    Tracers

    I just made a bit of a discovery while working on my map. I found weapons that have both regular and subsonic rounds (such as the M4) can load both regardless of whether it has a silencer or not. Firing regular rounds gives tracers while subsonic rounds don't. Not only can you load multiple types of ammo this means you can customise your tracers to an extent (colour, on or off) but not sure if you can select how often tracers are fired or if they use the built in OFP tracers with a different colour or a unique texture/style. Someone else can muck around with config files and find out But as a temporary solution if you don't want tracers in your map. Remove all standard mags and replace them with silenced ones, the weapon is still as loud as ever but without tracers. Not sure if theres a difference in velocity, range or damage between the 2
  3. Millenium7

    Faces / Uniforms

    An accurate representation of my face after playing ArmA 1024x1024 reasonably low compression and it ends up about 77kb with progressive encoding. Making the top left and top right boxes just 1 solid colour (top right is unused) helps bring the filesize down and is certainly a lot sharper than 512x512 with less compression.
  4. Millenium7

    Armed Assault..

    Thats a valid point and something I agree with. This game was supposed to be an improved OFP and it still shows a big resemblance to OFP it is NOT a complete rewrite. That is why it should be more comparable to OFP 1.96 than OFP 1.00. There should be absolutely no old bugs reintroduced. But thats not the case and we can only deal with the current 1.00 situation. In all fairness though this game is underdone for the time it had. Take it back and I want it WELL DONE this time
  5. Millenium7

    Turning off HDR/PP

    1 way of emulating grass at distances could be to spawn invisible grass in a very short radius around players but acts like the windows in the game in that it blocks out players but not the terrain. Obviously you don't want to block out the player completely so only those areas covered by the grass are blocked out. You then need a zoom:distance ratio that removes grass from around the local player and spawns it in the distance where you are looking so zooming in on a player doesn't look really dodgy Thats just 1 suggestion, theres obviously a lot more experimentation to be done
  6. Millenium7

    Tracers

    its what i'd like them to do. On the occasion a machinegunner misses me he doesn't fire at full speed nor does he spray over the squad he simply selects a target and shoots at it
  7. Millenium7

    Tracers

    Problem is the there is far FAR too little weapon sway and recoil on machineguns when standing up or kneeling so its easy to take pot shots and small bursts. AI does this as well. I'd like to see machinegunners only shooting when standing or kneeling in very close quarters. Otherwise they lay down and instead of firing slowly, open up and just spray all over not trying to hit anyone but to suppress them allowing friendlies to advance. And to whoevers being shot at their recoil should be doubled and weapon sway increased by at least a factor of 5, moreso the closer the bullets lands and it stacks. So 1 bullet may only jolt your sights slightly but 20 rounds will make it impossible to aim accurately and take a few seconds to recover. This would realistically represent suppresion making it extremely difficult to fire back and due to the machineguns having the odd tracer a friendly rifleman may pop out for a second, locate and then eliminate the machinegunner as he's probly the biggest threat. Of course rifles and other weapons should have this effect but as they don't have the firerate and magazine capacity its not as bad In OFP soldier classes were practically useless 99% of the time people would take the G36 and LAW/AT4. I want to see diversity where every class including medics (make medics heal you not you heal at a medic) has their pro's and con's and are best used in the right situation. Not 1 weapon does all
  8. Millenium7

    Tracers

    Agree partly with dynamax, ArmA tracers aren't THAT bad. They are good when firing a fixed gun or the machineguns on a tank, not so good on infantry but still MUCH better than the pathetic big fat round balls that tracer addons provide. Realistic or not I don't want something that annoying and ugly in the game. Might as well simulate troops taking a big dump but at least that would be a joke IMO the tracers are just too long and too thin if they were thickened up and made to look about 1 metre long instead of 20 then it could work. And of course reduce the amount of tracers every shot is bad with infantry weapons. Better still remove tracers completely from most rifles and just have every 3rd or 4th shot on machineguns a tracer round. If they implement suppressive fire then i'm in heaven. No more sniping with an M240/M249, the machinegunners have their job and if they don't do it well enough riflemen will just pop and pick them off. But supress them enough and they can't shoot back
  9. Millenium7

    Spawn a unit in a building ?

    put this in the init box of the units this setpos [ getPos this select 0, getPos this select 1, -2] change the last value to the distance in metres they should be adjusted. AI is currently too stupid to work with buildings however so its kinda pointless unless you only require the unit to stand there and not move
  10. Millenium7

    Helicopters in AA

    I've just been playing around with choppers some more and its actually not too bad the biggest problem is the lack of a crosshair (or 2nd crosshair) for the mouse. The tab button is just sad quite often you can sit 100 metres from something not moving and the stupid key doesn't target the damn thing. Right click targetting is still in the game but the problem is you can't see your crosshair so it makes it very difficult to target vehicles. BIS reintroduce the freelook crosshair for choppers damnit. Even if you don't bring back freelook at the very least put a 2nd crosshair in thats turned on when mouse freelook is on. I just took out a heap of tanks with both the AH-1 and the whatever it is (VU-50?) but I literally had to sit right on top of them to target. In MP or with AI that isn't severely retarded which I hope you patch that is not gonna be possible That said the choppers arent too bad the Mi-17 is still either a very sick joke or just very sick but the blackhawk is a piece of cake to fly, the gunships are a bit twitchy but with twitchy taps on the keyboard are quite flyable. The rudder however is far too sensitive its not possible to target accurately without using the mouse. And I think the choppers are supposed to turn more when you bank but with a GOD DAMN FREELOOK that won't be a problem. I can't get down to my 2 metres off the ground following the roads on kolgujev at 200km/h flying but 15 metres at 250 isn't too bad
  11. Millenium7

    Dialogs...

    ah no not conversation dialog, dialogs that pop up with text and buttons like what you get in CTI when choosing weapons, infantry and vehicles. I only need 1 type of dialog something that has a scrollable list on the left, a picture on the top right for each selection, a description underneath that and OK and Cancel buttons which execute different scripts to set up unit positions, weapons, vehicles, triggers and so on I have the tutorial on ofpec but its not very good I need something that goes in to detail on each subject, how it works, how to use it and so on so I can just learn what I need. That tutorial has too much showing and not enough explaining
  12. Millenium7

    Realism soundpack v1.0

    M249 is about on par. Just turned everything off again and I suppose I agree the M4 sounds very flat and bland, crystaliser on = nuh uh enhanced upper and lower frequencies tremendously and adjusting the equalizer can give it even more, it can definately have a very sharp loud clear crack. If someone can tell me how to apply these effects to the sound files I will do so, just rerecording with 'wave' doesn't work. What the ArmA engine really needs is some pitch randomisation and a constant sound for weapons not something thats played with every shot. I'd really like the ghost recon m249
  13. Millenium7

    Realism soundpack v1.0

    it does. And with enhancements on they don't sound as good as the originals except for the explosions. Your M4 sound lacks bass and is too 'open' so to speak The original sounds just need to be remixed by BIS or someone else but as I said I can't record them the x-fi will play the enhancements on the fly but can't apply them directly to files (or I havn't figured out how to do it)
  14. Millenium7

    Realism soundpack v1.0

    Right back at you. The 'original' OFP sounds (pre resistance) were BAD. These are good with the exception of the M16. As I said if someone with an X-Fi set up properly not just with default settings and everything turned off can say the opposite then i'm shocked because with the crystaliser, CMSS-3D and bass/treble adjustments its terrific. Tanks rumble and give a massive thud when firing and the M4 has a nice sharp crack but with kick as well. I would record it if I could but it doesn't seem to pick up these enhancements and sounds too muffled.
  15. Millenium7

    C 1-8 Surgical Strike

    This is the first map i've created for Armed Assault. The mission is to destroy 2 factories on the outskirts of a city. The AI is quite (read extremely) stupid in this but I couldn't be bothered setting up triggers and scripts to make them act more 'human', this should be BIS's job. However the map should be hard enough I won't go in to too much detail other than the map is very foggy and dark and requires players to be fast and accurate. I don't know how to detect if a building is destroyed so I had to use a temporary solution, there are 3 groups of barrels inside each building so place 1 satchel charge next to each. The map detects whether or not the barrels are destroyed NOT if the building is destroyed so placing 3 charges in 1 spot will not work. Turn crosshairs & third person view off and play in veteran mode for a much better experience http://putstuff.putfile.com/19547/8969156 mirror: http://mega-file.net/file.php?file=1ead7facc64651c0e6bbf992a39a2d56 This is the first and only public release so you may report any bugs you find but it'll serve only to inform other players. I will not update the map any more. Hope you like it
  16. Millenium7

    Crash to Desktop

    hmm dunno about that message but I found if you have a sound blaster X-Fi and have it set to entertainment mode while EAX is on it will CTD. Switch to game mode or turn off EAX by modifying the .cfg file in your profile directory
  17. Millenium7

    C 1-8 Surgical Strike

    The map is designed to be reasonably fast paced and to force you to be on your toes at all times and that means having your teammates cover each other (teammate AI will do this quite often but it wasn't designed with them in mind). There are officers wandering around who carry nightvision but they do not work very well in heavy fog. And personally I like the atmosphere as is it makes for a nice change and gives it a bit of a spooky feel. The whole idea is your not supposed to easily be able to see the enemy. Often you will see them before they see you unless you shoot someone next to them, then they tend to cheat to stay alive but thats nothing to do with the map
  18. Millenium7

    Armed Assault Face Pack V1

    thanks very much. Got my custom face (half) done  http://img393.imageshack.us/my.php?image=facefacely4.jpg http://img178.imageshack.us/my.php?image=faceface2cv8.jpg Just place a face.jpg image in My Documents\ArmA Other Profiles\[profile name] then select custom face in game
  19. Millenium7

    Realism soundpack v1.0

    ugh that demonstration video was painful. Should just put together a few clips of you firing the weapons. And imo those sound effects aside from the explosions are far worse than the included ArmA ones. I'd like to know if anyone with a decent headphone/speaker setup and an X-Fi card thinks otherwise? cause on mine the ArmA sounds are much meatier than in that video
  20. Millenium7

    Armed Assault..

    ArmA is a good game but for the amount of time and experience they had they should have done better. I'll probably get flamed but if you sit down and think about it they really did waste a lot of time. Some things that worked in OFP are now buggy and crap, mainly some of the editor commands don't do anything (and the editor is practically identical to OFP but with some new commands) and the choppers... enough said about them. What they have done in my eyes is torn down OFP to the rubble you see when you destroy a building and rebuilt it when they could have just renovated The graphics and physics are probly the only 2 things that should have been completely reworked and they should have been done first. And then add to the gameplay rather than rework it. They have redone the infantry side which is MUCH (understatement) better than OFP its much more 'solid' not like its held together with blue tac and on the verge of falling apart. The choppers enough said. Planes are not really either way they have changed but thats it. Cars/trucks handle same or slightly worse than in OFP, I was hoping for more rally style driving but its still like a 10hp lawnmower just harder to turn. The sound engine is better in areas but has gone backwards in others (distance mainly) The game is clearly an improvement over OFP and will only get better, but for the time they've had it wouldn't be unreasonable to expect COMPLETELY fixed physics/collision and of course improved, the graphics they have now, better optimisation, improved control system (infantry movement improved but ordering and vehicles the currently the same), AI that isn't completely backwards at times, missions that dont have scripting errors, improved more realistic chopper and plane handling and control systems, a completely bugless sound system and NOTHING broken which worked fine in OFP. Too much time reworking models/textures and not enough on game development imo @ Mora2: what the hell are you talking about? aiming is the same in ArmA as in OFP, try adjusting your mouse sensitivity so its equal X and Y. Crosshairs are the same (except for the dragunov) only look better, weapon sway is WAAAAAAY too little not too much. I can snipe people standing up. And the infantry control system in ArmA is much more fluid than the clunk.. clunk.. clunk woops too far dead system of OFP
  21. Millenium7

    Dialogs...

    big fat nudge, still havn't been able to find a decent tutorial or guide
  22. Millenium7

    How do I change the sounds?

    Why do people bag ArmA sounds so much? the only sound effect which I really hate is the M16 the rest are quite good. Then again i'm using an X-Fi and with the crystalizer, bass boost and the equalizer off it does sound very flat and bland. With it on they are good enough for me to not have to bother with the FDF sounds (if they are released). The most important thing is to fix the sound ENGINE which controls HOW things sound, everything in the distance is too clear and loud you just can't tell range. Small objects muffle sounds too much and large ones such as buildings don't muffle them enough. Should also be a very slight pitch randomization on every shot so it doesn't sound so 'repeated' and finally environment effects need to be MUCH stronger None of this changes any of the sound files. Though ideally i'd like to see 2 or 3 seperate sound files with effects applied to each individual one and then formed to play 1 sound. So you can control the high, medium and low frequencies much better. Applying effects to the entire single sound doesn't work nearly as well
  23. you can also use this file to force higher settings. But I noticed texture detail does NOTHING it looks the same in very high as very low
  24. Millenium7

    Very poor performance

    Thats the recommended and a 6600GT flogs the bejesus out of a 6800. I'm running an XP2800, 1gb ram and a 6600GT and I get better performance than some running high end systems. I also get little drop in performance on high as opposed to very low. I'm not affected at all by trees and other things which cause other more powerful computers to die. It needs a lot of work in the performance area, until faster computers actually run faster and higher settings run slower the posted specs don't mean anything.
  25. Millenium7

    C 1-8 Surgical Strike

    http://img227.imageshack.us/my.php?image=ss3nm6.jpg http://img209.imageshack.us/my.php?image=ss4hk3.jpg http://img136.imageshack.us/my.php?image=ss5bb0.jpg Take your pick
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