Nicholas Bell
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Everything posted by Nicholas Bell
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Psychological Warfare
Nicholas Bell replied to Ragnar_Darude's topic in ARMA - MISSION EDITING & SCRIPTING
Yes, it is quite amazing. But I am often too lazy to be in charge of everything Been there, done that in real life. Anyway, I got off my butt and tried your CEX scenarios and sure enough I saw your script in action. I like what I saw! There was an error noted when a leader was killed: error: no vehicle. Don't know if this part of your script or a CEX issue. Thanks for your work! -
Psychological Warfare
Nicholas Bell replied to Ragnar_Darude's topic in ARMA - MISSION EDITING & SCRIPTING
Stupid questions perhaps, but I have to ask: Do I need to exclude Second's suppression.pbo when loading? That is, does this script do everything his suppression.pbo does? Or does it prevent your script from functioning properly? I've tried your non-CEX scenario with the suppression.pbo also loaded without a problem. Just not sure if I am seeing everything you intended. What I did notice was that when the shooting started *everyone* quickly hit the dirt (nice) and that troops appeared to be doing a better job of seeking cover & concealment. Then again, this might have nothing to do with your script - I don't know what exactly I should be looking for. Great to see a fellow wargamer with some scripting skills! I wish I could wrap my brain around scripting. It would be good to integrate what is commonly called a "preservation level" - a global function which in it's simplest form forces one side to break off contact when a certain number of casualties have been sustained. More complicated methods in board, miniature and some computer wargames include the state of nearby forces (eg a squad sees another unit running away and decides to join them), casualties inflicted on the enemy vs own condition, and whether a force is isolated or flanked. Perhaps food for thought for those more skilled in coding than I can ever possibly hope to be. Thanks for your work! -
Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Got this figured out...finally Glad you are enjoying it. The amount of cover seems to be enough for the AI to use effectively without challenging the pathfinding routines too much. I swear the bastards went around my flank last night. I'm as dumb as a door knob when it comes to scripting and such, but I noticed in Mr-Murrays excellent guide there is a command "setviewdistance" which I think even I could figure out how to use in multiple triggers set in the woods. I have not tried the Dynamic Viewdistance addon yet, but that would be a more elegant way of handing the problem areas. Well that really stinks - sorry about that. A result of my continued efforts to get the buildings at the correct elevation and adding objects I suppose. Next version is going to be version 1.0 and hopefully that will be it. I am approaching total burnout on this project. -
Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
So do I! I am running into serious problems with doing this - one would think it would be a simple affair. Alas, nothing is simple. MadDogX - thank you for taking the time to do this. I was worried I might have screwed up the process. -
Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
UPDATE POSTED Versions .94, .94HV and .94 XHV, and signature files posted at bottom of first thread here: http://www.flashpoint1985.com/cgi-bin....1240365 Here are images to help understand the various versions: HV=Heavy Vegetation XHV=Extra Heavy Vegetation V.94 Normal Woodline Exterior View V.94 HV and XHV Woodline Exterior View V.94 Normal Woodline Interior View V.94 HV Woodline Interior View V.94 XHV Woodline Interior View -
Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks for the help - I could not have figured it out just on the BIKI info. Jerry Hoppers tutorial was excellent. -
Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
I don't know how or why this is needed. Can someone point me in the right direction on how to do this? Good to know you figured it out and are enjoying fighting on the terrain. Putting together the next update for posting. -
Hifi Sound FX V1.00 Released
Nicholas Bell replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
Really enjoying the outstanding sound effects - when I hear them. Playing in small infantry vs infantry type engagements is fine. But as infantry surrounded by a large tank battle with artillery, helicopters and aircraft, the only sounds I hear are those which are real close, and then not all of them. There are no sound artifacts, distortion, or other indications of a problem, the distant sounds are just not there. It's as if I was deaf, which might be realistic after a real close explosion, but I don't think you modeled that -
ArmA Editing Guide - English Version
Nicholas Bell replied to memphisbelle's topic in ARMA - GENERAL
Thank you Mr-Murray and MemphisBell for this excellent work of yours! My eyes have been opened! Looking forward to the English deluxe edition - you can count on my purchase. -
Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
I'm sorry, I don't no either. I have not seen any anomolies in 1.14, and you're the only person to mention it. The only difference between the last version and the previous version was the fact that the map was "properly" binarized so the doors and ladders work. I did not change anything in the config file - all the textures remained the same. Maybe someone will have an idea if you post an image or two of the problem? On a different note - work continues several hours a day on adding the edge growth (although I "lost" 3 days last weekend). Working toward the next release next week. -
Importing & Exporting Objects
Nicholas Bell replied to bravo 6's topic in ARMA : MAP EDITING (VISITOR)
Use Project | Import Template first to bring over all your renamed objects into the project. Saves a lot of time. Still have to manually create the roads, but I'm grateful nonetheless for the Import Template tool. -
The config file will need editing, although you use one of these as a base. At a minimum you will want to replace all the references to "Schmalfelden" or "Sample Map" with the name of your map, or you won't see it in the game editor. Search "config" in the forum for more information on other aspects of the config file. For doors and ladders to work your map folder needs to be in the P:\ca folder. Check out these threads: http://www.flashpoint1985.com/cgi-bin....t=69737 http://www.flashpoint1985.com/cgi-bin....t=73503
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Check out the Schmalfelden source files and compare. It contains what you need. Guess the BIS Sample Map is a smaller download with the same info, although it contains a few more the minimum to serve as examples.
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In the BinPBO Options does the Path to Project Folder read just p:\ca No "\" after the ca, no " " - mistakes I made which affected this - even when all programs on the C: drive. Once I fixed these typos it worked on one computer, but not the other (I am aware of your note in the other thread).
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Wow! Coming along nicely!
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Not having any problems here. Installed the 1.14 patch, then installed all the tools over the existing tool programs - didn't uninstall anything.
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Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
I've got 7-10 days to go on putting in the edge growth version. Then perhaps another 7-10 days dedicated to searching for and cleaning up errors on both versions. With slippage, I suppose I'm about a month from V1.0. Of course, I hope it goes faster, but I want to be realistic. Then there is the issue of the autumn versions. And I think I can fix the map edge problem on the eastern edge at least by creating a new slightly larger map, importing the existing Schmalfelden map and then cropping the new map down. The south edge is still going to be messed up. If I do another map (as opposed to island) I will know to make it a bit larger than the actual area I am depicting to avoid losing the satellite image on the edges. Of course, if I do an island there's no problem - just water. I see 1.14 is out. Hope it helps everyone to improve their frame rates -
Schmalfelden Visitor Source Files Posted
Nicholas Bell replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
Actually I'm not sure I have - there's something more sinister going on here. I got it to function on my work computer, but cannot on my home system - even though I brought all the files and setup. (I did change the preferences path) I believe this may have something to do with the fact that I have ArmA installed on my F: drive. I originally put Visitor there, but it would not operate, so I reinstalled on C: drive. Starting to think that the Tools program expect themselves and the main ArmA program only on the C: drive. At least for me. Again it works in Buldozer, but not in game. -
Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
I can't blame you for getting sick of me and all these updates. -
Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Okay, got the ladders and doors to work. Download at the bottom of the first post here: http://www.flashpoint1985.com/cgi-bin....1240365 Please note that this patch does NOT include any edge growth. -
Schmalfelden Visitor Source Files Posted
Nicholas Bell replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
Got it, thanks. I didn't do a good job of recording everything I had to change to get it to work, but they were all dumbass mistakes on my part. Like leaving " included in statements, confusion as to where I was working (P: or C: drive - working out of your C:\My Documents\ArmAWork folder works, but will screw you up when you think you're working in P:) And other goofs on my part. Getting too old for this stuff, I guess. Thanks again Fitzee for your explanation. Saved my bacon. -
Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Thanks for the pointers about which doors work. I'm trying hard without success to get them to work. That discussion is in the Visitor forum. Regarding frame rate hit with the edge growth, I can't say at this point how bad it will be. Until the entire map is redone with the additional bushes and trees, it's not going to be accurate. Just as when I was reducing the number of trees it didn't have a major impact until most of the map was done. The 2 woods in the center of the map are complete. A quick test with about 45 men total between the forces was fine on my system (25-50 FPS). The frame rate in the two images with and without the edge growth were identical - eventually. The edge growth started slower and then the frame rate gradually rose to equal the rate without edge growth. But this doesn't mean much without having units moving around. I can have the FPS maxed out at 60 or 85 depending on which computer & monitor I am testing on, and playing a mission always cuts this way down to anywhere between 25-50 FPS depending on the number units, the terrain of course, whether there is smoking wrecks or smokescreens, etc. -
pixelating mask after conversion
Nicholas Bell replied to Linker Split's topic in ARMA : MAP EDITING (VISITOR)
I've seen the exact same problem when working in Buldozer on Schmalfelden. For me, it is a hardware/software/driver issue of some sort. When Buldozer is loading the textures it fails to completely load them and stops, leaving the ground looking like your image. Killing Buldozer and restarting solves the problem. I would guess you've already tried this and the problem is still there, but it might give you some other ideas regarding troubleshooting. Is the image in game or just in Buldozer - I can't tell. -
Schmalfelden Visitor Source Files Posted
Nicholas Bell replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
That sums it up nicely, having spent another fruitless 1-1/2 hours last night messing with this. Fitzee- If I use this the map does not appear as a selection in the editor. Clicking "Use Source Path" works. Of course then the textures do not appear in game (all black) and tip to include rvmat files directly does nothing. Okay, so I ignore the lack of ground texture, the ladders and doors still do not work. Which leads me to ask for clarification on: I guess this means more than just using the files included in Visitor and unPBO'ing the necessary PBOs per the Biki. UnRaping involves exploding *.bin files back to cfg/hpp file types, that much I know. Where are the files needing to be unRaped? Thanks for the help. How the heck did you figure this out. BTW, Buldozer works when Schmalfelden folder is in the CA folder, so I've at least got that far. -
Schmalfelden, Germany Map
Nicholas Bell replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
Others more intelligent than myself have managed to get them working using the source files released, so it is possible. I just have to figure out what I am doing wrong. Which doors are operable? I don't recall ever encountering any. Thanks!. There will be a cost in FPS though.