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Bad Pilot

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Posts posted by Bad Pilot


  1. I use Chris Henderson's "ArmA Edit" program for my scripts. It's great as far as it goes - and I probably would never have begun scripting without it - but I need more.

    My biggest problem and the one that costs me more time than any other thing is missing/extra ';' and '{' and '}'. I edit, save, compile, copy, load, start ArmA, create server, get an error, press ALT-F4... and back to edit. It's worse if I'm testing a client/server issue and have to get the mission onto my dedicated test server because I've got to get out of my chair twice to shutdown/start the server in another room.

    I've begun writing my own editor but I'm never going to finish it. Then I thought about making a quick syntax checker which would scan all the scripts, highlighting errors before I go to compile them. That would save me hours every week.

    So, has anybody done any work on syntax checking? Or intellisense? Integrating the mission map into the scripting environment? Chris H., are you doing any more on ArmA Edit? Can I extend it..?


  2. I can set up "global variables" like Param1 ok so can add a "Unlocked/No Ranks" option easily enough. For example, last night I wrote a "No MHQ" game option which, amongst other things, will appear in .r23 in a day or two.

    I'll check out the plants and smoke punisher, thanks.

    Everyone wants me to add ACE to it, but I want to get all the ideas out of my head first, so it may have a to wait a while. If someone else does it well in the meantime and I hear about it, I'll do a quick port.

    nowyoudie - i see you're on the server now. I must apologise for Faron who insists on putting on an old, bugged version of hohei every morning. I'm debating whether to rudely shut the server down, delete that mission and restart it as I type.


  3. evo 2 and 3 are fairly similar.

    i have ranking and it is coop. name is actually "(Co30) Random Evolution TG .r22".

    u start with a satchel. snipers get an spr12 and can upgrade quicker than other players

    Making notes for .r23 right now


  4. It's running the vanilla beta with faces and SFX permitted. VOIP is off (we use vent). Sometimes the rest of the clan play a mod (e.g. ACE) but I just use that as editing time :).

    I had no idea plants were still an issue - afaik we don't have lowplants or anything running. I certainly don't have anything like that on my client. Is there a reason to have such a thing?


  5. Not sure if anyone's done this before - I certainly haven't seen it. Starting with KilJoy's Evo Blue 2 a while ago, I customised it according to the demands of the clan in our desire to manage the server better.

    Recently, I've combined hohei towns with the original. At mission start, a number of the towns will be pre-cleared, giving some variety in gameplay. It took a while to make it reliable but I'm very pleased with it, now.

    There's loads of other stuff I've added and/or customised so far: -

    Stuff many admins like:

    - no side missions

    - player names on map

    - speccy script

    - regular objective updates telling players where and what they're supposed to be attacking

    Gameplay stuff:

    - winching helos

    - towing trucks

    - field guns

    - static weapons (including from Warefare)

    - improved use of map marker glyphs

    - elite units sent to destroy MHQ

    - fixed all spelling mistakes in the entire mission. Guys, it's "Pah-ray-zo", not "Pah-riz-ee-oh" ;)

    - points for taxiing people from anywhere to anywhere

    - points for driving mhq (it's a tedious job!)

    - points for being on the scene when radio towers destroyed

    - squad points for various things

    - messages like "CLEAR RADIO TOWER", "RADIO TOWER DOWN" and "WATCH YOUR FIRE, I HAVE A PRISONER" are automatic.

    - colour coded medic map to tell who's badly hurt and who's not

    - restricted engineer trucks to engineers

    - more varied civ vehicles - but no tractors :)

    - paratroopers

    - POW markers

    - extra squad menu for ease of squadding

    - glorious secondary explosions from many vehicles

    - infantry mode made more playable

    - captured shilkas show green hatching circles

    - fog working

    - messages when players use enemy vehicles so you think twice before shooting them

    - more sophisticated mhq status information

    - snipers get sniper guns from start

    This is not a formal list, but just what I can remember as I eat my lunch. I believe the current version (.r22) is stable. It's tuned for high server fps as well as depth of play.

    It's called "Random Evolution TG .rXX" where XX is a release number. If you're interested come and try it on thegrunts server 1.15b


  6. The only help I can provide is to make a little noise in the community; the idea is that BI hear it and move with 1.15 before the whole thing dissipates.

    I've always played the betas as they come. Now I actually have a stake in a Windows server and we want everyone to be a potential player on our server. And, like I said, going back to 1.14 was too unpleasant, despite the low beta uptake.


  7. multiplayer really does load better for JIP players, motorbikes are just great.

    We switched back to 1.14 because not so many on 1.15 but it's unbearable and we've just gone back up to 1.15 after two days.


  8. The other thing wrong is that you can flatten out the collective (0 throttle), pull up, and you gain altitude making it impossible to do rapid stops without climbing a hundred feet or more. Strangely though you can do sideways stops with out the altitude gain. 0 throttle/collective should not cause the helo to gain altitude regardless of pitch.

    Hey neon nice to see someone in XDC give a damn about arma wink_o.gif

    I think if you go to zero throttle at speed and flare (nose up), the rotors would be ripped off by the extra resistance if they rotated to the zero-throttle position. Zero-throttle doesn't mean the same in a real helicopter but for the game...

    When I flare for a landing, I keep the throttle high (usually actually increase it) and flare left or right like a handrake turn. The higher the throttle, the greater the braking effect. Uh.., that sounds dumb but it's what you actually want in the game. It's like Asteroids in that respect smile_o.gif.


  9. I was reading above about autocentering and thinking "what autocentering?" but I see how that would happen with a mouse.  Surely if you're going to play at pilots, the first thing you do is buy a joystick?  Or is complaining more appropriate?

    Yes, complaining is more appropriate.

    Actually the answer is... Why have autocentering? I understand the cause, but insufficient programming is not reason to keep it around.

    A joystick is inconvenient in any regular computer setup. Having to switch inputs around to go flying/infantry/driving is just not convenient. The fact is the game should be playable with mouse and keyboard, why shouldn't it? Forcing a joystick down people's throats is silly.

    So, remove autocentering, it results in nothing but annoyance.

    Forcing a joystick down peoples' throats.. there's an image and a half! yay.gif

    I have my keyboard on the left, angled just so and my left hand does the keys (no, not default keys). My joystick is next to it, next to the numpad and the joystick is lined up wioth the centre of my screen. My mouse is on the right of my joystick. There's no sense of inconvenience as I move my right hand from mouse to joystick for flying. I can teach you to set your controls up sensibly and ergonimically but hey, I've got flying to do.

    Amazed this thread is still going. All you complainers: please gather in a field and await my strafing/maypoling attack pistols.gif

    tounge2.gif


  10. I was reading above about autocentering and thinking "what autocentering?" but I see how that would happen with a mouse. Surely if you're going to play at pilots, the first thing you do is buy a joystick? Or is complaining more appropriate?

    There's no point having two settings for old and new flight models cos you can't have some helos zooming around like UFOs whilst others obey laws of physics. The laws of physics are a lot of fun with the right tools for the job smile_o.gif


  11. I'm saying that joysticks are specialised flying controls and if you're actually into it you probably have one. I bow and LOL @ at proficient keyboard pilots.

    My opinion of OFP flying is valid: it sounds like driving a car with traction-control rather than piloting a helicopter. My *point* is that flying in Arma is not broken to the extent it is in OFP: it's great fun if you're any good. Practice makes perfect.

    I didn't address the heavy-landing damage issue because the answer to that in most cases is to do a light landing, I got the impression that the thread instigator couldn't manage a light landing from a starting height of zero... Yes, it'd be a Good Thing to make landings more survivable. Similarly, I'd also like the ability to knock enemy aircraft out of the sky by 'landing' on them in mid air, whether that's realistic or not. At the moment, I die just about every time I try it. whistle.gif

    -Fenix out.


  12. I've never flown an OFP helicopter but it sounds like the gayest experience ever.

    Arma's heli flight model and controls are great - not realistic in a sophisticated sense but good enough to allow those with skill and finesse (and a goddam joystick) to strut their stuff.

    Fenix out.


  13. My audio is fine but I'm happy to have an openal update on my system. Trivial download, hassle-free installation and it fixes stuff, apparently smile_o.gif.

    Back in the day of ArmA 1.04, openal updates helped with my game stability.


  14. The only thing that could work but won't happen is if the server would detect fools and prevent them using stuff. And if the squad leader says hold-fire, they can't fire. Or if ppl just played bf instead and left us to our fun.

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