Muzza
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Everything posted by Muzza
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AI Paradrop from C130J
Muzza replied to frattonstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have spent that goddamn long trying to make this work! the example mission 'heliparadrop' works fine. It works for the units i am using, however i am calling paratroopers at a later point in the mission. This involves either using an empty c130 that everybody is teleported into on the activation of the trigger, or using a living c130 that is teleported into the sky at the right moment with everyone else. The problem with using a 'living' c130 j is that i cant stop it from killing itself with its waypoint or get it to sit still for any amount of time atall, taking away its fuel forces its crew to walk. Giving it no waypooints then artificially creating them later (wp1 = planegroup setwaypoint [centre, radius]; wp1 setwaypointtype "MOVE2) doesnt work either, the driver recieves the waypoints then crashes whilst trying to circle round. Uing a 'dead' c130j and teleporting in a waiting driver at the right moment almost works. The driver and passangers get into the plane at the right time on the right vector but THE SCRIPT WILL NOT WORK IN THIS INSTANCE. I have tried spawning an alive vehicle at the right moment, then adding the waiting passangers, the script wont work. So does anyone know how i can call in a sucessful paradrop mission mid-game? -
Script "XXX" Not Found!!!
Muzza replied to Franz_von_Humboldt's topic in OFP : MISSION EDITING & SCRIPTING
I am having this problem aswell, dont know what i can do. -
AI Paradrop from C130J
Muzza replied to frattonstation's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It keeps telling me that it cant find jump.sqs! i have copied the mission script into a notepad document and renamed it jump.sqs and put it into the folder for the mission i am using it in. What do you guys think is the problem? -
Help for noob editor please . . .
Muzza replied to Millzy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, first point. use 3 move waypoints. First one to make the soldier walk (safe) to the point, and add a few seconds 'timeout' before he turns and looks. Next place a 'move' waypoint ever so slightly in the direction you want him to look, and put timeout 15seconds before the soldier moves on to the third waypoint, continuing his patrol. The trick is in making the second waypoint so slight that he has to change direction but doesnt take a step forward. -
How do you trigger thhe chicken explosion? When a trigger is activated "_boom = true?"
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ARMA 2 DE 1.01 (final) Impressions - Post ALL Impressions/Videos/Screenies Here
Muzza replied to funnyguy1's topic in ARMA 2 & OA - GENERAL
A quick request guys, can we see some artillery actually used in the heat of battle? ALl the artillery demos have been pretty sterile so far. Maybe a mortar strike on an enemy strongpoint in an assault? -
*Bang*........*Bang*..... Lets get the AI's ROF sorted out.
Muzza replied to Muzza's topic in ARMA 2 & OA - SUGGESTIONS
Arma2 owners, has this improvement actually been included? some of the vids look great!! -
*Bang*........*Bang*..... Lets get the AI's ROF sorted out.
Muzza posted a topic in ARMA 2 & OA - SUGGESTIONS
You can hear it towards the end of this video, (not the jeep machine gun, i think that was done by player actor) http://www.arma2.com/cdf-video-2_en.html When an AI is on for example a tank-mounted machinegun, firing at distant targets, their rate of fire is inversely proportional to their distance from their target, and it is very annoying. I have no problem with AI targets firing less often at distant targets, but if they utilised short bursts, and the spacing between bursts was inversely proportional the the target distance it would sound much much better! When driving a Humvee to a target with an M2 machine gun firing, it is obvious how this mechanic works. At a greater distance the gunner fires very slowly. Bang.............Bang..........Bang.............Bang. And as the target draws nearer this becomes: Bang....Bang.....Bang......Bang.....Bang.....Bang The key to BI's sucess in Arma2 will be creating a gripping environment, changing this artificial and robotic aspect of combat in favour of far superior bursts of fire will add so much to the game's atmosphere. -
Best. Screens. Ever. Really nice battle happening there.
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
Muzza replied to EricM's topic in ARMA 2 & OA - GENERAL
PC gamer had a really good preview of Arma 2, (the very next page after the main article of Starcraft 2!) "this is a virtual landscape you want to deliberately get lost in" "Who cares about the war, - why not just go off into the virtual forests and live as a hunter?" "in a few weeks this is exactly where im going to be standing: half way through a complex, non-linear conflictin a virtual theatre of war that dwarfs anything that has previously been attempted in a videogame." -
Totally agree with #4. A helicopter shouldn't be able to kill 8 tanks effortlessly with the 'lock-fire-lock-fire' hellfire missiles. Acquiring a target should entirely occupy and challenge a gunner and thus force his co-operation with the pilot. That kind of effort should be able to defeat 8 tanks over a long timescale.
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Ahahahahahahahahahahah!:D
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*Bang*........*Bang*..... Lets get the AI's ROF sorted out.
Muzza replied to Muzza's topic in ARMA 2 & OA - SUGGESTIONS
I am no programmer, but it can probably be said that associating fire dicipline with skill level in the way you describe is much much easier to change than for example how the AI percieves enemies. Compared to the huge problems that BI has had to surmount in terms of artificial intelligence, physics and visual appearance, changing the way a soldier shoots at an enemy after all prerequisates have been resolved is an elementary problem to solve, and in this aspect it will be very easy for BI to improve the game vastly in relatively little time. It may seem superificial, just changing this one aspect, but i think it would also make players think more highly of the entire AI, instead of sounding like dumb bots firing rediculously at the enemy every 0.68 seconds with a 500rpm machine gun they would actually appear like authentic simulated soldiers. -
What's the first thing you are going to do when you get ArmA 2?
Muzza replied to L!nk07's topic in ARMA 2 & OA - GENERAL
1. See if theres a pre-done NAPA encampment in the editor. 2. Make a mission where i am a USMC general overlooking their town. 3. Play with the 'high command', call down howitzer strikes and rocket artillary whilst observing with binoculars 4. Probably realize that the artillary machanics are parially/totally unfinnished. 5. Send in the marines. My reaction times wont be too important with this so i will just sit and drink beer when working on this scenario. -
ARMA2 single player game, a bit of RPG elements?
Muzza replied to Yapab's topic in ARMA 2 & OA - GENERAL
wrong thread. -
*Bang*........*Bang*..... Lets get the AI's ROF sorted out.
Muzza replied to Muzza's topic in ARMA 2 & OA - SUGGESTIONS
The AI is trying to conserve ammo at longer distances... but can anyone say that being told 'fire the machinegun once every .8 seconds' is realistic? Im not sure myself but i doubt this is a used dicipline with automatic weapons. -
*Bang*........*Bang*..... Lets get the AI's ROF sorted out.
Muzza replied to Muzza's topic in ARMA 2 & OA - SUGGESTIONS
Of all the possible propossed changes i think this is probably one of the most rudamentory and easy to do. -
OFP didnt have it, but what OFP had was an amazing atmosphere.
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Its the atmosphere that made OFP magic. Startled birds need to erupt from trees when gunfire breaks or when you get too close. It doesnt need to happen all the time, just enough to scare the crap out of some players and add atmosphere for the rest. This should be a relativley un-timecomsuming, solid game mechanic. I was looking for some footage of this hapening in real life but came across an Arma mod someone else has done instead! This needs to be put in the game
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I have added both countdowns and timeouts to a radio-activated triger, however the createvehicle command initiated by the trigger is always instantanious, compared to delayed. Is there cod ei must add to the ON ACT line?
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TO be more specific i created an explosiong (put the ammo feild in instead of createvehicle), does this break the process?
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Am i totally incompetant or does the OR function not work. If i have one on act. A1=true, and one A2=true, and put into another trigger's condition field A1 or A2, the trigger only seems to activate when both are completed.
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Solved it myself, had to use name = at the start, as in the example, not name=this at the end.
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I have read the OFP FAQ and now know how to create solidars ine, but i cannot find how to do the same with a vehicle, do i need to specify if a vehicle is empy or not? is there a different command for creating vehicles? thankyou