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Bad Pilot

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Posts posted by Bad Pilot


  1. cheers for trying it and thanks for the questions. i understand that you're asking about things that you don't like, so i'll bear that in mind when I get around to .r31 (which I haven't started yet).

    1. Up to 4 UAZs will spawn at a random - but frequent - interval, and come to destroy the MHQ. You could stay in base there all day by yourself and rack up a lot of points if you want. If you have more people on the server, believe me it adds some excitement whether the MHQ is in base, in another town or en route between towns :).

    2. You're supposed to have access to the SPR at rank Private and the other guns later (but sooner than any other class). Apologies if I misrepresent that in text. but it sounds like your tactic in (1.) will get you the M24 in no time.

    3. Respawning of aircover is randomised. SU, SU-B, and two Kamov/Mi-17 FFAR scripts are started from the moment you enter Paraiso. The SU scripts haev been modified to change their fly-in height at the request of a sky-jockey friend in order to provide more interesting Air-Air challenges. Speeds are also randomised. For the attack helicopters, each instance of the script is more likely to spawn a Kamov than an Mi-17 FFAR because i can't make the Mi-17 pilots shoot like any other pilots - there's something wrong with them even though the code is identical. Apart from Kamovs and Mi-17_MGs with especas paratroopers and a door-gunner, i don't tend to concern myself with enemy air assets when I'm on foot. I've left Mi-17_FFARs in there because they do occasionally shoot, and it's great when you capture one. you can capture Kamovs and Mi-17s if you're lucky. never seen anyone capture/repair an SU, though.

    ---

    If you choose the Infantry mission mode, all kinds of enemy reinforcement/spawning is tuned lower to make the pressure more bearable. if you play with No MHQ, then there's no especas coming to blow up the MHQ.

    enemy aircraft spawn properly from radnomly chosen points in the four corners of the map. I'm not sure if that worked in original Evolutions - I certainly had to fix it at some point in my own editing but I may have broken it myself :).


  2. I've added a poll in the arma2 general forum. if u use headtracking, plz vote.

    My opinion is that NaturalPoint should go to hell if they want exclusivity in game support. It could be a deal breaker for me - ArmA is great but holding me hostage is not going to work out well for the hostage-taker.

    See sig :D


  3. I don't know who originated it but in Evolution, it's like this: -

    at join, arrays contain default loadouts

    pallammo = ["30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "M136", "pipebomb"];

    pweapons = ["M16A4", "M136", "binocular", "NVGoggles"];

    at (re)spawn, loadouts are applied to your kit after removealleverything

    _player = player;

    removeAllWeapons _player;

    {player addmagazine _x} forEach pallammo;

    {player addweapon _x} forEach pweapons;

    player selectweapon (primaryWeapon player);

    if you re-arm at the hangar ammocrates, a trigger activates to re-write your loadout arrays

    class Item79

    {

    position[]={9931.549805,121.278351,10389.291016};

    repeating=1;

    interruptable=1;

    age="UNKNOWN";

    expCond="animationState player == ""ainvpknlmstpslaywrfldnon""";

    expDesactiv="closeDialog 0;if((player distance (getMarkerPos ""ammob1"")) < 20) then {[]execVM ""scripts\m4a1sd.sqf""}";

    class Effects

    {

    };

    --m41asd.sqf--

    _guns = weapons player;

    _qds = ({_x == "M4A1SD"} count _guns);

    if (_qds == 1) then // give the player silenced ammo

    {

    {

    if (_x == "30Rnd_556x45_Stanag") then

    {

    player removeMagazine _x;

    player addMagazine "30Rnd_556x45_StanagSD";

    };

    } forEach magazines player;

    reload player;

    };

    pallammo = magazines player;

    pweapons = weapons player;

    exit;

    I added a thing which detects if you're a medic and reduces your ammo allowance, as well as the SD ammo check above.


  4. thanks, I've seen that, although that's r28 - i forgot to update the name... fixed in next version. Adding minefields around the towers at the moment. That and fixes to what's already there is really going to be the end!

    r27 had broken tower destruction! the shame, the shame


  5. Hey nice to hear about this stuff.

    It so happens that it's my birthday today and my boss brought in a things he made at home last night... 3 red LEDs wired up ready to mount on my lovely 5.1 headphones. I can't solder to save my life so I'm well pleased.

    telejunky, I'll look at your other thread when I have more time. Hopefully get you sorted out!


  6. sorry i'm not in charge of server. hopefully we will try 1.16 again in a day or two. some of our clan have ati of course.

    now I have uploaded .r27

    improvements over .r26: -

    - fixed (yeah I broke it in 26) and much improved POW\officer routines. best of any evo ever :)

    - some server optimisations

    - can no longer tow/winch tower-defense MG nests!

    - misc other things

    anybody can pm me and I'll happily email the mission. if it proves stable, I'll see about getting it onto our clan server for d/l and have myself an editing breather.


  7. Nobody's replied so I thought I'd give some more info for those who didn't know this about Wii remote controls.

    Rather than being like your TV remote, they are actually infra-red cameras. The sensor bar has a pair of infra-red LEDs and the Wiimote records movement relative to them.

    I think the Wiimote in turn communicates with the Wii console via Bluetooth. That's how the motion sensing works.

    On a PC, you can turn that system backwards to make a head-tracking solution. Solutions like TrackIR and FreeTrack use webcams; this solution uses the Wiimote (connected to the PC via a bluetooth dongle). The Wiimote can track 4 infra-red light sources, and is ideal for head-tracking. I've seen 6DoF software demoed but don't know of anything which is guaranteed to work with ArmA.


  8. My mate has just bought Matrox TripleHead2Go Digital and is running with 3x15" 4:3 monitors, each with 1024x768 res. It looks most excellent except for the GPS in the edge of the centre screen.


  9. I just bought widescreen yesterday and had a little play session to check it out. I wish I'd done it two years ago! It is MUCH better, depite having to reduce my gfx settings very slightly (my PSU is too weak for my monster hardware :D).

    Previous: 17" 4:3 1280x1024

    New: 20" 16:10 1680x1050

    After I've bought a proper PSU, I'll be using 3 monitors


  10. Apparently they switched back to 1.15 after lots of people had disconnects. I haven't played all weekend... just bought a Wii and been trying to bomb-proof the POW/Officer capture scripts. grrrrr.

    Maybe the problem was everyone updating their servers to 1.16 caused server bottlenecks :D.

    We might host the mission on the grunts webserver soon.


  11. If someone wants it and for whatever reason can't snag it from the grunts server, pm me and I'll email it to you.

    btw I've gone straight on to .r24 after realising I uploaded a debug compile of .r23 by mistake: pacify a town with 0-0-1 and get +200 points with 0-0-0 :) Have altered taxi, towing and hitching points calculations after hearing about a bug.


  12. .r23 is ready now.

    Remembered some more script stuff in random evo: -

    - players can 'dig in' to create a small sandbag barricade

    - reinforcements are made from an expanded list of Red vehicles

    - escaped enemy officers re-arm themselves


  13. your reward is in heaven.

    Hope to have .r23's glitches ironed out this evening in time for a round on it before I go to bed.

    Other stuff I remembered being in random evo: -

    - global message when someone is bananaphoned. It gives their score each time.

    - if you select an m14a4sd ("QDS") rifle, your ammo is checked and swapped out for SD ammo

    Main changes to expect in r23

    - "Normal Mode" has increased enemy, to differentiate the experience from that encountered in "Infantry Only" mode.

    - added "No MHQ" mode

    - added "No Ranks" mode

    - further customisation of the secondary explosions. They are SUCH fun!

    - I hope to remake the Officer/capture thing from scratch, but I'll probably just leave it amended slightly. Again.

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