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Monkwarrior

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Everything posted by Monkwarrior

  1. Nice KT there. If you guyz need information how to force the tanks to make a slow turn: just pm me. Monk.
  2. Gents, My goal is adding a delayed startengine effect for our vehicles. I defined the following eventhandler for that: (_this select 0) addEventHandler ["engine", {_this execVM "\I44_base_scripts\EH\tank_start.sqf";}]; In the tank_start.sqf we coded the timedelay and the startingsounds for some vehicles. The problem is when I'm in a tank as a commander and I order the AI driver to move forward the tank starts moving right away. The tank_start.sqf is only played at my client, the AI seems to ignore it. How can I make sure the AI has to wait too a certain time before they are able to move the tank ? I'm sure I'm overlooking something, but what ? Thanks for your time gentlemen, Monk.
  3. Monkwarrior

    AI not running all events ?

    Thats exactly what I did. I disabled AI in the beginning of my script and enabled it right after the moment I ignite the engine. I now understand that these scripts influence the clients and server, not the AI units. These need separate instructions. Thanks, Monk.
  4. Monkwarrior

    AI not running all events ?

    And it did :) Works like a shine, thank you gentlemen. Monk.
  5. Monkwarrior

    AI not running all events ?

    Merci. The problem is that the script is not run by the AI. In the beginning of the script there is a sleep 10 (line 24). When I am commander and order the AI to drive the tank starts moving right away. So the AI driver ignores the sleep 10 (and the rest of the script). When I am driver myself the sleep 10 is run and after that the rest of the script. Here is the script: http://www.pastebin.org/50009 Thanks, Monk. ps ah there is Dengibtsesschon, I will investigate your suggestions gentlemen
  6. Monkwarrior

    Binarized models

    It depends on the mod. Some are binarized for certain reasons, others are not. Monk.
  7. Monkwarrior

    Anyone play WWIIONLINE?

    There is 1 area tho where WW2OL seems to shine: the damage modeling for tanks. It's superb and I would love to have it available in a2 too. Our mod (i44) would benefit a lot from it. Monk.
  8. Monkwarrior

    Vehicle towing script

    Totally agree. Monk.
  9. Monkwarrior

    Vehicle towing script

    Thank you very much. We would sure love to use it to tow our AT-guns with it :) Greetingz, Monk.
  10. Monkwarrior

    Ok, this is an alarming discovery.

    Sorry, that one doesnt fly. In fact its the other way around. In this forum you will mostly see the people having troubles with the game. The thousands without any serious problems are not voicing anything in here. They are playing the game ...... Monk.
  11. Monkwarrior

    Ok, this is an alarming discovery.

    Let me guess: Vista 64bit ? Which OS are you running, I hope its not Vista and I hope its a 32bit one. Monk.
  12. Monkwarrior

    Cryengine 3 Beauty Speed Interaction Trailer

    Well, we switched from the crysis engine to the arma2 engine for our modding. Tho I must admit that the tools they provide are superb. Their physics engine is also unmatched and of course it looks very pretty. Their scale is still not large enough for our needs. Monk.
  13. The convenience of steam is very large. The overhead it gives is not so good. I allready have many games through steam, that could become a problem if they go out of business. Only open-source could counter that problem in the long run. Monk.
  14. Our dedicated server seems to crash a lot too with warfare. It also displays the "out-of-memory" message. If BIS seriously wants to investigate this error then we can always provide details, specs etc. Monk.
  15. Monkwarrior

    Dragon Rising has been released

    You could try gamecam, I use it often. Not sure whether it works with DR tho. Monk.
  16. Monkwarrior

    Hurtgenwald (WIP)

    Excellent map Beton. Onve we have released i44 for arma2 this map will be very good for missionbuilders or warfare games :) Monk.
  17. Gents, Our tanks have the ability to produce smokeshells. The gunner has an action in his menu to "pop smoke". The code which is run is an sqf-file and it looks like this: /* pop_smoke.sqf Script to produce a smokewall fired by a tank The smokewall will be in front of the turret where the turret is aiming at Called by: PzKpfwV.hpp and other tankscripts with popsmoke ability Version: 1.0 Date: 04/10/2009 Parameters: 0) the tankobject 1) name of the main gun on the turret 2) reloadtime in seconds */ _armored = _this select 0; // The name of the main weapon _nameofmainweapon = _this select 1; // The reloadtime _reloadtimesmoke = _this select 2; _reloading = _armored getVariable "I44_reloadsmoke"; if (_reloading > 0) exitwith { hint "Smoke dischargers are being reloaded"; }; _armored setVariable ["I44_reloadsmoke", 1]; //Get tank postion and direction of the turret objX = getpos _armored select 0; objY = getpos _armored select 1; _dir = _armored weaponDirection format ["%1", _nameofmainweapon]; objdir = (_dir select 0) atan2 (_dir select 1); for [{_i = 0}, {_i <= 5}, {_i = _i + 1}] do { _shell = "Smokeshell" createVehicle [0,0,200+random100]; _shell setPos [objX,objY,3]; _vectdir = _dir; _velocityFactor = 15; _velocity = [((_vectDir select 0)*_velocityFactor),((_vectDir select 1)*_velocityFactor),((_vectDir select 2)*_velocityFactor)]; _shell setVelocity _velocity; }; So basicly we are using a createvehicle and setPos to create and move a smokeshell. The problem In our dedicated server ONLY the player launching the smokeshell sees the smokeshell. So the script is not run on the other clients. What are we missing here ? How can we make sure this smoke is to be seen by all other clients and the server ? Thanks gents, Monk.
  18. Monkwarrior

    smokeshells and MP

    Thank you gentlemen, we will get on it right away :) Monk.
  19. Monkwarrior

    Mod's not working?

    GMJ_SightAdjustmen t => GMJ_SightAdjustment Make sure to remove the space.
  20. Monkwarrior

    smokeshells and MP

    Thanks DMarwick. After extensive testing we have come to the conclusion that using setvehicleinit and Processinitcommands does not work in MP for us. In fact none of the other players could even see any smoke at all. Part of the code we used looked like this: In fact the setvelocity command also doesn't work in MP either. The only thing that works right now in MP is a createvehicle statement. So as a workaround we create our smokeshells on the spot where we want them to end. A sub-optimal workaround because tankcrews can create a smokescreen behind houses etc :( Any more suggestions are welcome of course. After all there is still something we are missing because the guyz from ACE are able to do this :) Thanks, Monk.
  21. Monkwarrior

    Any improvements with windows 7?

    I still am certain that for most configurations XP is the winner. If you have a choice then I suggest 32bit XP, other choices could work out fine, but will seldom give you the same performance. Of course there could be other considerations about choosing another OS, but IMO if you want to play arma then there is only 1 best choice: XP 32bit. Monk.
  22. Indeed, if a team would invest time into formations then this would become a very interesting mod. I would certainly love to play it. The atmosphere would be superb and because of its scale it would not be bugged by some of the engine limitations. Bright colored uniforms, large smoke plumes. Sigh, it would be wonderfull :D Monk.
  23. Monkwarrior

    How much View Distance is really needed?

    4000+ for our precious tanks Monk.
  24. Monkwarrior

    Nvidia in trouble?

    There is a nice word for this on the internet. It's called FUD. Monk.
  25. Monkwarrior

    So how far is this game now since release?

    Somebody with your nickname should know better. The viewdistance in arma2 is still inferior to arma1 concerning tankwarfare at larger distances. It's a biggy as far as I'm concerned.
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