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Namikaze

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Everything posted by Namikaze

  1. Namikaze

    question: PBO files and security ?

    Short answers: no, it's not 100% safe to use "unauthorized" PBOs. Â No, you're not likely to catch a virus from "unauthorized" PBOs. Â Yes, you can take this to the nth degree and make a big deal out of it. Â No, you aren't likely to hear from a BI dev about this. Yoma answered your question about as well as anyone could have. Â I doubt anyone at BI is going to bother responding, let alone changing anything that Yoma said. Â Yes, PBOs could be used to pack viruses or other malicious data. Â The likelihood of that happening though would be infinitesimally small, because there'd be no point. What I'm curious about is: did you get a virus from a PBO? Â If so, how did you determine it came from a PBO, and which PBO was it? Â Where did you acquire the file in question? Â And finally, if you don't want to risk using potentially harmful PBO files, don't use any mods. Mods are written by normal people who have plenty of time, experience, and knowledge behind them. Â They're written for the benefit of this very small community, so putting malware in a PBO is a great way to do two things: get everyone pissed off at you, and ensure that you aren't allowed to upload anything to any of the sites. Â It's such a small community that it would literally take 30 minutes for the news to travel to everyone that there was a virus.
  2. Short answers: no, it's not 100% safe to use "unauthorized" PBOs. Â No, you're not likely to catch a virus from "unauthorized" PBOs. Â Yes, you can take this to the nth degree and make a big deal out of it. Â No, you aren't likely to hear from a BI dev about this. Yoma answered your question about as well as anyone could have. Â I doubt anyone at BI is going to bother responding, let alone changing anything that Yoma said. Â Yes, PBOs could be used to pack viruses or other malicious data. Â The likelihood of that happening though would be infinitesimally small, because there'd be no point. What I'm curious about is: did you get a virus from a PBO? Â If so, how did you determine it came from a PBO, and which PBO was it? Â Where did you acquire the file in question? Â And finally, if you don't want to risk using potentially harmful PBO files, don't use any mods. Mods are written by normal people who have plenty of time, experience, and knowledge behind them. Â They're written for the benefit of this very small community, so putting malware in a PBO is a great way to do two things: get everyone pissed off at you, and ensure that you aren't allowed to upload anything to any of the sites. Â It's such a small community that it would literally take 30 minutes for the news to travel to everyone that there was a virus.
  3. Namikaze

    CSM Betav2 Released!!

    ComadeR, you'll need to clarify what you mean by "can't use them". Do you mean that the sound is off, and you choose not to use them? Or are the weapons not available? Do they somehow shoot differently when using the mod? "Can't use them" is about as vague as it gets.
  4. Namikaze

    Mercs and Civilians

    I would hazard a guess that it's the section count issue that some people have been mentioning off and on in this thread.
  5. "call compile format" is actually three different commands working in conjunction. Â When using a "for" loop (or whatever, really) you might want to use the iterator in your code somewhere. Â Let's say you're adding civilians. Â You want each to look a little different so when you can use the iterator to cycle through the different models that are available. Â If you carefully read the following links and the above code samples that people have left, you should be able to get it. Â Links: call code compile format EDIT: An example (excepted from the ones above). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> for[{_i = 1}, {_i <= 5}, {_i = _i + 1}]do { [] call compile format ['unit_%1 sideChat "Hello world";', _i]; }; That code makes first, unit_1 talk, then unit_2, then unit_3, etc. I hope that makes more sense.
  6. Namikaze

    Hardware and settings for ArmA

    The question of mainboard and RAM choice basically boils down to this: longevity or value? I bought my ASUS motherboard about three years ago, and it's still capable of running all the top-of-the-line chips, and it uses DDR-800, which was pretty badass back then and is still standard now. I paid a little more for it back then, but I could probably still use it another two years without much problem. IMO, pay for the longevity now so that you aren't replacing your computer every year or two to keep up. Other people I know use the opposite strategy, and they're okay with upgrading to "average" every few years. It's a matter of opinion and perspective.
  7. I don't know the answer to your question 100%, but I might be able to point you in the right direction. The trucks (and all units, I believe) prefer to take roads except when their combat mode is "RED" (might be "YELLOW" or higher, it'd be easy to test). So it's possible that your trucks think they're under attack, or that they're being initialized in a combat mode higher than "GREEN". Try setting their combat mode to "GREEN" and see if that fixes it. Hope it works for you, and if it doesn't, I hope that it at least gets you in the right direction.
  8. Namikaze

    Avgani Iraq 1.2

    I think the idea is that to view these forums (and many others) you don't need to register. You only need to register if you plan on posting, so what you're posting isn't really a "mirror" in the traditional sense. If those forums would become public, then I don't think it would be a problem. As it is, they're set to only display for registered users, so it's a "private" forum. People are hesitant to hand out their email addresses and such, so maybe make it easier for those people?
  9. Namikaze

    6 months from last patch???

    Well, spike... I hate to tell you this, but spamming and threatening to spam are going to get you in some hot water with the moderators. Without doubt, this thread will be locked soon, at the least. So good luck with your tantrum.
  10. Namikaze

    Dawn of the Yomies

    Just going by what 5133p39 has already said, but I'd guess he hasn't found the time to work on your problem. You know the whole "When I find the time, I will do it." part should pretty well stand out here. >.>
  11. Namikaze

    ArmA is too hard

    The game would be infinitely more realistic AND more action-packed (fun) if we could reload and move on the fly, or hell why not let us do any number of animations while we're doing another animation? I'll tell you why: ArmA has an unnecessarily limited animation system that doesn't offer animation blending. How many times would you, if this were real life, let someone shoot at you while you're reloading? Wouldn't you move and reload (at the same time if you know what you're doing) to get behind cover while you're reloading? The AI is another issue: it tends to do whatever it wants whenever it wants. There are ways to get accustomed to the AI and animations, but they take practice and force us to adapt, not the other way around. I highly doubt that ArmA 2 is going to be any sort of improvement on the AI and animation system, since they've been virtually the same since OFP.
  12. Namikaze

    Razani, North Waziristan Map

    I said previously that this map looks fantastic, and now I have to say that it looks fantastic-er! Seriously, great job.
  13. @mrcash2009: Yeah, basically. The way it works by default is that the weapon collision box is added to the player's collision box, and that weapon box sticks out a certain distance in front of the player. It makes turning in a narrow corridor really hard because this "stick" is pointing in front of you. It also makes it impossible to put your face into a wall (not that you'd want to do that in real life, but that's the way most turning in FPS' is done).
  14. Namikaze

    Area 51 'Groom Lake'

    Bah. Links weren't working, now they are. >.> Ignore this post.
  15. Namikaze

    Armed Assault videos

    Aushilfe is right, but I'd like to go a little further with it. Â If you take music from one form of media (doesn't matter which) and put it into a different form of media (like a different movie, a different photo, whatever) then you have created a derived work. Â However, derived works are very vaguely defined (and protected) so companies like YouTube and Vimeo are just covering their butts by taking down stuff that could get them in trouble. Â It's their site(s), so they have the obligation to try and keep themselves from entering potential copyright violation lawsuits. Â Their attitude is, "If you don't like the rules, find another site to post on that gets so many billion hits, has so much tons of bandwidth, etc." and to be honest, that's their right. I doubt that anyone is going to get Hans Zimmer's permission to make a game video, but there are tons and tons of non-copyright protected songs out there that can be used in that song's place. Â There's no reason it has to be Hans Zimmer (or any other artist), right? Wolfbics, if you're really suing YouTube over a game video, good luck. Â Hopefully your attorney is doing it pro bono, or else you're probably throwing your money down the toilet. Â YouTube has the right to police their website their way. Â It's the old adage of "We reserve the right to refuse service for any reason." Â I'm not going to get into a legal debate on the ArmA forums, but I do wish you the best of luck. Â It will be a tough, very very very uphill battle. All I'm saying is, if you use copyrighted music (or whatever) in your video, don't be surprised if someone asks (or tells) you to take it down. Â This even applies to game videos, which are traditionally very lenient. Â At some point, any of those copyright owners might come back and invoke their copyright rights. Â The only way to avoid this potential problem now and at any point in the future is to not use anything copyrighted, as unreasonable as that seems, it's not hard to make your own music or get open-rights music at the least.
  16. Namikaze

    Armed Assault videos

    Out of curiosity; has it ever occurred to anyone that got a video blocked for music rights violations if maybe they should get consent before distributing the video with said music? There's a reason that these videos are getting blocked, it's because the music belongs to someone. I'm no copyright attorney or anything, but it just seems to me that if one is going to distribute something publicly using someone else's property, it would behoove one to retain permission to distribute first. Otherwise, there are dozens of places to get music that doesn't violate any copyrights, and there is even software that can make music very easily (Fruity Loops, for example). Just my two cents.
  17. Namikaze

    Heal

    Have you tried "setDammage X" with X being a number lower than the unit's current damage value?
  18. Namikaze

    CSM Betav2 Released!!

    I would guess that he's working on it so hard that he hasn't had time to post his status in the forums. Patience, padawan.
  19. Namikaze

    wasp

    I suppose you didn't see either of these posts?
  20. Namikaze

    Else if logic problem

    You have to nest the "if" statement from the "else if" (OOP-style).  In a lot of Object-oriented Programming languages, "else if" is used instead of an "else" followed by a nested "if" but that's not the case here (presumably) because scripting != programming. So write it like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (expression) then {  ...statements...; }        // note the lack of semicolon else {  if (expression) then  {   ...statements...;  }       // note the lack of semicolon  else (expression) then  {   if (expression) then   {    ...statements...;   }      // note the lack of semicolon  } };        // note the semicolon
  21. Namikaze

    Advanced Combat Environment

    Seriously? These "update plz" posts should be deleted and counted as demerits against people. They probably haven't posted any updates because there aren't any updates to post. I'm sure they won't just keep them to themselves you know.
  22. Namikaze

    Radio communication

    The description.ext file is sort of like a header file in object-oriented programming. It isn't directly called, and doesn't specifically run code. What it does is provides you with access to predefined chunks of data that can do different tasks. The purpose of doing this in ArmA is to allow you to tell the engine how you want dialogs to look, sounds to sound, and more. For your purposes you want only to define different sounds for your radio, so you don't have to worry about dialogs. You don't call the description.ext file, it's simply loaded up every time you load the mission. Think of it as a precompiled header. As far as creating sideChat, there's a reason I keep writing it that way. The command you want to execute (in your init.sqf file, initialization statements, trigger "On Act." field, etc.) is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player sideChat "<insert text here>"; This will allow you to have a little radio message pop up on the player's screen to say via text exactly what's being said via sound. It's just aesthetic, I would worry about that after getting the sound to work. Unfortunately at this point, my expertise (limited though it is) is exhausted. I haven't actually put any sound files into any of my missions, so I can't tell you too much more about how to put them in. Hopefully someone can come along and expand on what I've told you so far though.
  23. Namikaze

    Radio communication

    1. "Syncing up the sideChat command" means just making a text translation of the speech appear, if you want it to appear at the same time as the speech is coming through the speakers. It's just an aesthetic choice, really. 2. You can use lots of different techniques to trigger the event. Standard triggers can be used, or scripted ones, or it could be an event or state change that causes the radio message to occur. Once you figure out how to call the sound file, it's just a matter of determining when you want it to occur and then deciding which technique works best for you. 3. [Description.ext] is a useful link for understanding what the file is. It can do a whole lot, but essentially it's all about controlling the elements of a mission that interact with the player (not the player's avatar): sound, UI, dialogs, etc. No worries, I hope I'm doing a good job explaining it. I've never done what you've asked though, so I won't be terribly useful if you have specific questions.
  24. You wrote the waitUntil code part correctly. As to whether or not it will work, I have no idea. Good luck though.
  25. Namikaze

    Radio communication

    I've never done this before, but I've seen notes about it on the wiki. [Here's] the file that you need to create/edit to put in radio sounds, and what part of the file you need to change. After that, it's a matter of syncing up the sideChat command to the timing of the radio message, assuming you want text and speech at the same time.
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