Jump to content

mr_centipede

Member
  • Content Count

    1996
  • Joined

  • Last visited

  • Medals

Everything posted by mr_centipede

  1. mr_centipede

    AI kept shooting at static weapon

    so how can we overcome this? i tried the trigger trick... but it doesnt work every time... i put it in the editor.. test it once... it seems okey.. then i abort and preview it again, sometimes it works and sometimes it isnt... another thing.. why does the abrams shoot the brdm with MG? is it because brdm is a car class? that damn 'car' wasted half of my platoon because the m1 that suppose to provide us with heavy firepower decided to shoot it wih MG... thus taking a long time to kill the BRDM... if its brdm with atgm... then, the m1 will die pretty quick
  2. mr_centipede

    Trying to nitpick.. :P

    okey.. here goes. as i understand ARMA, the north and south sahranians are from the same ethnic/race/people right? so why the south armies look like US army and the SLA look, well.. like russian? (OFP kind russian)... for me, the civilians too, looked like US troops. to make myself feels better, i guess i have to imagine that the us and racs are fighting russian dress in sla uniforn. just like in korean war, soviet planes, bearing the chinese marking, but flown by the russians... just nitpicking...
  3. mr_centipede

    Trying to nitpick.. :P

    yeah i thought so too... then again i thought maybe there's story behind it, so i started this thread. just try to bring the humour and smiles... maybe be a bit imaginative, and see what stories can the community come up with.
  4. mr_centipede

    Tank Fire Control Systems

    I guess thats why all iraqi tanks got blown up in the first gulf war... they cant hit anything with their FCS. or maybe NWD 'sabotaged' their FCS... okey.. enuff jokes. still at work.. will try this when got home
  5. mr_centipede

    Trying to nitpick.. :P

    exactly my point sevan... but the civillians are all same.. irregardless of which nationality they are. and they have blacks too... so that put to my conclusion - the SLA are russian troops wearing SLA uniform.. (mercs if u will, hehehe) or maybe in northern sahrani, there are a warrior caste.. only russian looking dudes may join the army - or the armed forces for that matter...
  6. mr_centipede

    Tank Fire Control Systems

    nice... M1TP2 anyone? hehee one question.. how does the AI handles it?
  7. We've tested for night missions, and in our testing the AI did not see very well at all in the dark. Â Are you sure they weren't using NVGs? only the squad leaders have NVGs... maybe its ARMA problem.. the leader sees enemy, call out target, and the rest of the squad magically sees what the leader sees.. hmm i guess its arma problem.. sad. i'll try and test again [edit] run a test... vanilla ARMA and True Range... here is what i found... The test: on rahmadi, set up 2 squads moving toward each other. at 1230H and 0030H, making sure no one has NVG. i played as a lone observer watching the fighting. using vanilla ARMA: the shooting starts at about the same location during 1230H and 0030H... using true range, the shooting also start at about the same location regardless of the time, though in TR the shooting starts earlier than vanilla ARMA (for obvious reason. hehe) so what am i missing here? is it my settings or ARMA is bugged? in OFP at desert island i remember distinctly that the engagement start a lot closer at night between the two teams than during daylight... weird...
  8. i noticed the ai ability to see at night just as the same as in daylight... in pitch dark, AI can see target 500m away... this can be problematic... a night assault wont be as unpleasantly surprising as before.
  9. mr_centipede

    SJB Weapons Pack

    yeah.. love the MP5s... look bigger (more real) than stock BIS MP5 which were very much smaller... not the right size i would say
  10. mr_centipede

    Suppressionscript-pack

    now.. this one script i never found.. thanks to ofpforum for pointing this here.... well, i have edited the pbo so that now it is compatible with solus extended init eventhandlers here is the link: http://rapidshare.com/files/59870754/2nd_suppression.pbo.html #note: you need solus extended init eventhandler for this to work all credits goes to Second im just bumping the thread.. this script is awesome when played with TrueRangeAI good job everyone
  11. hello... my bad.. it has nothing to do with your mod, its actually caused by CEX... sorry for the trouble anyway, great mod... now only if i can make the ai group stay still.. *sigh* (not your mod problem ofcourse, just ARMA AI) @ofpforum what suppresion script did you referring to? care to give a link?
  12. i tried your mod, and it was great... but, apparently, its not just your friendly AI will not obey you, even the AI under AI command will not follow orders. example, in the editor, i put a move waypoint for them in line formation... but they automatically switch back to wedge. and if i put a hold waypoint, once they see someone (enemy), they will move towards it. not what i had in mind to make a defence scenario other than that, it's great
  13. mr_centipede

    Artillery script

    i played with your addon and it was great... then i got crazy idea to replace those arty in your sample mission with m2 MGs, the script worked, but the M2 never fired...so im guessing maybe this script can be expanded into direct fire support script. you can have tanks, infantries firing into an area for an eventual assault. amazing... say... can it be done?
  14. mr_centipede

    Where & how to buy ArmA or Queen's Gambit

    thanks for all of the inputs folks... so i dont have to worry for anything right? hehe... now, when is that paycheck coming in???
  15. mr_centipede

    CoC Command Engine X

    yes.. bring on the mighty queen of the battlefield ) btw... can arma handle direct fire support? like COC arty, but using directfire weapons instead like MG or tank fire. usefull assault mission, prepping enemy position b4 main assault sqd close in. my idea is using invisible target, like in OFP i remember there was an object called invisible target E or W (east n west). maybe can use those.
  16. mr_centipede

    HK G11 / Steyr Aug A1

    yeah... i also tried those. still the old version that the weapons dont have shadows... well, i guess just have to wait a while longer
  17. mr_centipede

    HK G11 / Steyr Aug A1

    sorry to dig up old topics... but i am searching for steyr aug. this one i believe dont have shadows... something about not having the tools needed at that time. but now since the tools have been released, maybe there are newer versions then? btw, i did use the search function, and this is what i find.. latest post was june
  18. mr_centipede

    New Racs - Lite Version

    those soldier uniform look familiar... is that malaysian brush stroke camo pattern? link http://www.henrikc.dk/camouflage/details.asp?autono=201
  19. mr_centipede

    Realistic Tracers

    it was setup that way because: if i dont load the rico script - the tracer sometimes will come out over the barrel of your weapon. usually happens when firing below the horizon (ground) so to overcome this, i use the rico script to execute the drop particle thing in a few seconds for a limited time before the tracer_effect kicks in. hope that explains it
  20. mr_centipede

    Realistic Tracers

    wow.. things looking good here, does this version still lag so much when in a huge firefight? (like 100 vs 100 men). i know my last version was... would love to try and download, but at work atm and my pendrive just died on me (possibly drowned when i was walking in the rain... poor soul) plus my company provided house dont have internet access... poor me. time to replace my pendrive. good job people
  21. mr_centipede

    Tracer

    Hello all... i have manage to modify wolfbane's tracer FX for ofp into ARMA and would like to share it with the community. i kindly ask for hoster.. my tracer effect is based on wolfbane's great work. i have modify it a bit and it uses ammo class to determine tracer color. no longer unit's side will determine tracer color. in your unit init field, please put this: [this] exec "cent_tracer\cent_tracer.sqs"; or [this,3] exec "cent_tracer\cent_tracer.sqs"; for 3rd round for each tracer. (default already three). note: you can put any number. put 1 for every round is tracer round. lastly, all credit should go to wolfbane first and foremost. thank you ********* TRACER EFFECT FOR ARMA: ARMED ASSAULT ****************************************** by: centipede lipan_marder@yahoo.com Inspired by Wolfbane's tracerFX for Operation Flashpoint This addon is base on Wolfbane's work for OFP. I only edit it in a way to make it work for ARMA. Most of the credit should go to him first and foremost. FEATURE: ***************** 1. Glowing orb tracer 2. Tracer color based on bullet fired. eg: 5.56mm ammo will fire red tracer and 5.45mm Russian round will fire green. 3. Different size for certain class of ammo. I have defined three sets of ammo: a) small arms for rifles and MG round b) HMG for HMG (12.7mm) and cannon rounds c) MBT for tanks main guns. INSTALLATION ***************** 1. extract cent_tracer.pbo to your ARMA addons folder. 2. open up mission editor, on every unit's init field, type [this] exec "\cent_tracer\cent_tracer.sqs"; or [this,<number>] exec "\cent_tracer\cent_tracer.sqs"; note: replace <number> with your prefered number of rounds for each tracer. eg for 5 round for each tracer, type : [this,5] exec "\cent_tracer\cent_tracer.sqs"; Default value is 3. NEW in V1.12 You can change the size of the tracer, just add extra parameter as below. Default value is 1. If put less then 1, then no tracer will be visible. [this,5,2] exec "\cent_tracer\cent_tracer.sqs"; Bugs ******************* it seems the tracer wont be visible in a low FPS environment like bushes, forests. no idea how to solve this yet. Change Log *********** v1.12 fix init script calling for "cent_tracer_effect.sqf" which has been deleted in v1.11 add tracer size modifier. now you can change tracer size v1.11 remove redundant file ("cent_tracer_effect.sqf") for tracer and ricochet effect. they basically do the same thing so i remove one, thus making the file smaller v1.1 tracers will now ricochet ******************************************** download link: http://centipede.4shared.com/ and click the cent_tracer_v1.11.rar
  22. mr_centipede

    Realistic Tracers

    dont hold ur breath... it's just the same as 1.13, and thats where i stop before, if u need to understand the script i'll be glad to help. improving the script... i'm just worn out. hehehe. maybe later
  23. mr_centipede

    Realistic Tracers

    about 1.13 and 1.14, this still holds true. i prefer 1.13 over 1.14, without ricochet effect. i'll look into the gau problem later on, but i suspect it has something to do with rico effect on... before i went MIA, i was working on 1.13a, to remove the option ricochet effect on/off. but gave up ultimately. the difference between using rico effect on and off is that when rico is on, u actually call the getPos script every few miliseconds(maybe) and drop the particle effect every few miliseconds with time to live very short. when using rico off, u only call getPos script once and drop the particle effect once with time to live around 4 seconds, so not so much script lag... and that's why u dont see the tracer when firing thru/near bush or trees or grass. still, even rico is off, the tracer will ricochet if u fired it very near to u. anyway, good job on disabling bis tracer. top notch
  24. mr_centipede

    Tracer

    sorry for being MIA for so long... real life related. hehehe. anyway, if anyone want to redesign my tracer, u have my full consent. i'm not very good scripter, so if anyone could make the tracer even better, i thank you very much. on a sidenote, the halflight thing, is my personal taste, seems to make the tracer kinda 'glow' a bit. feel free to remove if u dont like it
  25. mr_centipede

    Realistic Tracers

    hi... i have been lazing around lately... been working on the tracer, then decided to get a long vacation. seems u modified my tracer... no worry, i gave u permission to redesign and redistribute. anything good comes out of it, all the better for arma community
×