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Everything posted by Monkwarrior
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“liberation 1941-1945�
Monkwarrior replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice KT there. If you guyz need information how to force the tanks to make a slow turn: just pm me. Monk. -
AI not running all events ?
Monkwarrior posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
AI not running all events ?
Monkwarrior replied to Monkwarrior's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
AI not running all events ?
Monkwarrior replied to Monkwarrior's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
And it did :) Works like a shine, thank you gentlemen. Monk. -
AI not running all events ?
Monkwarrior replied to Monkwarrior's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
It depends on the mod. Some are binarized for certain reasons, others are not. Monk.
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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.
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Vehicle towing script
Monkwarrior replied to rundll.exe's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Totally agree. Monk. -
Vehicle towing script
Monkwarrior replied to rundll.exe's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thank you very much. We would sure love to use it to tow our AT-guns with it :) Greetingz, Monk. -
Ok, this is an alarming discovery.
Monkwarrior replied to Langnasen's topic in ARMA 2 & OA - GENERAL
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. -
Ok, this is an alarming discovery.
Monkwarrior replied to Langnasen's topic in ARMA 2 & OA - GENERAL
Let me guess: Vista 64bit ? Which OS are you running, I hope its not Vista and I hope its a 32bit one. Monk. -
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.
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Unfortunately it looks like digital download is the future.
Monkwarrior replied to BeerHunter's topic in ARMA 2 & OA - GENERAL
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. -
"Out of memory" what exactly does it mean?
Monkwarrior replied to TOTAL22's topic in ARMA 2 & OA - TROUBLESHOOTING
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. -
You could try gamecam, I use it often. Not sure whether it works with DR tho. Monk.
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Excellent map Beton. Onve we have released i44 for arma2 this map will be very good for missionbuilders or warfare games :) Monk.
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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.
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smokeshells and MP
Monkwarrior replied to Monkwarrior's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Thank you gentlemen, we will get on it right away :) Monk. -
GMJ_SightAdjustmen t => GMJ_SightAdjustment Make sure to remove the space.
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smokeshells and MP
Monkwarrior replied to Monkwarrior's topic in ARMA : CONFIGS AND SCRIPTING (addons)
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. -
Any improvements with windows 7?
Monkwarrior replied to Barso's topic in ARMA 2 & OA - TROUBLESHOOTING
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. -
What about independence war (17 - 1800)?
Monkwarrior replied to schubinator's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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. -
How much View Distance is really needed?
Monkwarrior replied to SPECOPx's topic in ARMA 2 & OA - GENERAL
4000+ for our precious tanks Monk. -
There is a nice word for this on the internet. It's called FUD. Monk.
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So how far is this game now since release?
Monkwarrior replied to ^Th0mas^'s topic in ARMA 2 & OA - GENERAL
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.