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zwobot

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Everything posted by zwobot

  1. zwobot

    A real tank Hp system.

    For a start I would be happy if the ATGMs in the T-90 and BMP-3 would be fixed at last. As it is now it is very difficult if not impossible to get those to fly in anything but a straight line into the ground on higher difficulty settings. Should be an easy fix in the config...
  2. I'm really looking forward to the CO event on Firday. You should not miss it, it's gonna be epic :)
  3. A while back someone talked about a script-only version of DAC which would not need any addons if I remember correctly. Is this still being worked on?
  4. Combined Ops event on 17th September. Arma2 + OA needed, no additional addons. It's gonna be legen- wait for it... -dary :D
  5. Still can't install it on Windows 7 64-bit (<- could this be the problem?).
  6. Can't install it either. Tried to download the setup with different browsers and PCs to no avail. Install.log
  7. Hi B00tsy there are various sound classes you can use in the description.ext file. You are probably using CfgSounds right now since your sounds show up in the voice and anonymous drop downs in the editor as you say. I suggest to consult Bloodmixer's sound tutorial on Ofpec.com. Among other things it describes the differences between the various sound classes and when to use which class (I could give only a rough - and likely faulty - description as I'm not a sound expert and can't memorise those things well ;)).
  8. Great games again on the Basecamp server yesterday. Player number peaked at 80 again I think :bounce3:
  9. zwobot

    Sentry WP. My new fav WP type

    I'm afraid I don't understand what you are talking about CarlGustaffa...
  10. zwobot

    Sentry WP. My new fav WP type

    Almost correct. The group will move to the position where the sentry waypoint is and wait there until they see any enemy then they will move to the next waypoint. Unfortunately it does not work as a "movement to contact" waypoint because the group will always move to the position of the sentry waypoint first. If any enemies are spotted on the way to the sentry waypoint the withdrawal to the next waypoint will not happen. It would be nice if this was the case though. Then the sentry waypoint could be used as "withdraw" as well as "move to contact" waypoint. Does anyone know an elegant way of realising a group "moving to contact" without using an external script?
  11. Yes you can do this with some scripting. I've been using General Barrons AI artillery script together with his AI infoshare script for that since Ofp.
  12. Unfortunately you can't disembark troops via the HC orders. You would have to teamswitch to the leaders and order them to disembark manually with the group commands. As far as I know it has been said by a BI developer that it is not even planned to add mount and dismount orders to the HC module. What a pity...
  13. Yes, the waiting time is relatively small. I'm looking for a way to reduce it even more.
  14. Is it possible to speed up the time between calling in a fire mission and the first salvo actually hitting the aimpoint? I want to call in quick fire missions on pre-defined spots on the map. It should not take more than 30 seconds - less is even better - from calling the mission until the first salvo hits the aimpoint.
  15. zwobot

    CiA co-op night

    Nice video with good teamwork. It shows what you can expect from a typical CiA coop night.
  16. zwobot

    Operation Matchball

    Yes I had enemy contact when I sent weakened platoon sized recon elements east. But they were wiped out (I should micro manage and take command personally a bit more on vital assets maybe) and no enemy artillery came down on me. Unfortunately I do have a tight time schedule as well and cannot commit very much time to playing Ofp. I would have to look into the CE2 documentation again to make a statement on this because it's been a while since I last used the CE2 from a mission designer perspective. But I think you got it right and ordering the team elements into formation should make the whole company follow the company HQ unit. Maybe I was too impatient or did something wrong. I'm going pay close attention to this the next time I play. It would be nice to have company as well as platoon formations you could order around but CE2 does not support this if I remember correctly and I am not sure if there are enough teams available to group the whole batallion into platoon sized teams (would have to check in the manual again). Consequently the current solution is the best way probably. As for CoC AI on demand: I think it might solve lag problems and get rid of quite some global variables at the same time if used instead of DAC. On the other hand DAC should be optimised pretty good too and I think it potentially could simulate an enemy force which exceeds 256 units when you use group reduction (which you already do I think but the hint only showed about 11 vehicles cached for me). In any case you would need to use a lot of editor placed enemy groups with guard waypoints which wouldn't be a bad thing either. Walker created some impressive big scale missions for CEX which solely rely on guard waypoints for your foes and according to him guard waypoints work particularly well in large scale missions like Operation Matchball. Read up on it here: http://forums.bistudio.com/showpost.php?p=1096323&postcount=22 and here: http://forums.bistudio.com/showpost.php?p=1277808&postcount=31 for example One thing came into my mind while I was writing the above paragraph: I think CoC AI on demand is not savegame friendly at all, but please don't take it for a fact. Better read it up in the readme or make a quick test. At the end of the day it is your decision if you use DAC, AI on demand or whatever. I don't have any at all on my hardware but I can Arma2 alright too, so...
  17. zwobot

    Operation Matchball

    I quickly tried your mission wuschel and it looks promising. The background information in the briefing is well laid out. In contrast to the reports in the CiA forum I did not encounter any noticeable lags during my short playtime (about 20 minutes). There is a big showstopper in this mission and it is the savegame bug :( Can you try to reduce the golabal variables you use in the mission to get rid of it? I know you use DAC, UA, and CE2 which all come with quite an amount of global variables built in but maybe you can find a way to reduce the amount of global variables in your own scripts and triggers? I'd like to have a clarification on the CE2 teams you setup for the mission: Are only the platoon HQs in the company teams or also all the individual squads of each company? I'm not sure but I think I noticed that only the platoon HQs are in the teams and follow the team leader group when ordered in formation. Also I can't remember how many teams the CE2 supports but is it possible to define 2 or 3 dummy teams which the player could assign units to during the mission on the fly? Btw, I was surprised to see my name in the credits ;)
  18. Is this for single- or multiplayer? Have a look into Ofpec.com 's script repository, there you'll find a few helicopter handling scripts which should work out of the box for singleplayer and probably will work after tedious fiddling around testing in multiplayer.
  19. zwobot

    suicide bomber??

    A suicide bomber is easy. Download this script for example: Suicide bomber from Mapfact.net It has a built in chance the bomb wil malfunction but you can remove this of course. If you use createVechicle instead of camCreate to spawn the bomb it will even work in multiplayer (if you execute the script on the right machine).
  20. Kind of late answer wuschel but maybe you are still looking for a comprehensive solution for your question: I prefer using General Barron's AI infoshare script in combination with his AI artillery script. I have both scripts on my HDD and can send them to you if you cannot acquire them from elsewhere. You need to change the AI artillery script so that it calls the CoCFIFCallFire funciton like RKDmitriyev explained above. The AI infoshare and AI artillery scripts are well documented and I don't want to explain them here in detail here but feel free to ask any specific questions if you come across any problems with them.
  21. zwobot

    Replacing vehilces in cti

    I never played CTI and don't know how exactly it works but you probably have to edit various script files and replace class names of the vehicles you want to replace.
  22. zwobot

    Multiple waypoints

    Yes, that's true. You can even create 3 or more different routes like that, but you probably will loose the overview of what is going on in the mission editor very quickly when you do that. It would be cool if BIS would add the possibility for conditioned routes where one waypoint could branch into many child node waypoints and the mission designer could add conditions for which child node waypoint the group would use at the decision point.
  23. zwobot

    Multiple waypoints

    That's not quite true. You can use alternative routes with switch triggers: Place your first route of waypoints in the editor like usual and put a HOLD waypoint at the end of the chain (other waypoint types might work too) and synchronise it with a trigger of type "Switch". After that add your alternative route to the chain of waypoints to the group. I put together a quick example mission to illustrate this: http://www.speedshare.org/download.php?id=9E6BBA1211
  24. zwobot

    Campania de Malvinas MOD

    LoRo, thank you for the reply to my mission. I'd feel honored if you would include the mission into your pack and make a MP variant like you suggested. However I did not build the mission with MP compatibility in mind, I would need to MP test it first and change it. I'd also appreciate if someone would check my Spanish translations in the stringtable.csv, briefing and overview before the mission will be included into an official pack.
  25. zwobot

    Pukf - WIP

    What is this island the screenshots were taken on? Looks like east Falkland.
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