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OmniMax

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Everything posted by OmniMax

  1. How do you create and add weapons? script files? I'm speaking of the hand held kind, and the m2 standing kind. Any links to any guides would help seriously. Or short tutorials from personal experience would help also. thanks in advance.
  2. Hi, I haven't played ARMA and I'm getting back just now into ARMA II. I browsed over the comref and I can't find a way to make a unit or object indestructible. I understand there is the old OFP method of [b]Condition:[/b] GetDammage objectName >= 1 [b]On Activation:[/b] objectName SetDammage 0 And it works, but graphically it doesn't look good (if the object in question that takes too much damage at once dies and the trigger doesn't activate fast enough, it will go to the destroy animation then back to the living animation) Is there a easier and more efficient way to do this in ARMA II? Thank you in advance.
  3. I can get an individual soldier to sit down, but when they're in a group the leader must tell them to do something, even on careless. I do this action ["sitDown", this] but they don't sit down, they get up and wander around no matter waypoint I use (dismissed, script, etc). Stupid question. Can't figure it out. :(
  4. I came home after spending an entire month with my girlfriend and I decided to sit down and finally give retail ARMA 2 a whack. I joined the lowest latency server I could find. It was this Warfare Light server and it was awesome. The only problem was that everyone was slowly leaving just as I joined. Eventually it was myself and four other people. I decided to reconnect and switch teams to play with this one fellow, but eventually he disconnected. I figured I'd make my own LAN server with this mission I had just downloaded and try out artillery and such and practice being a commander. However, there is no mission or .pbo of the mission I downloaded from the server. :confused: I went into C:\Documents and Settings\Administrator\My Documents\ArmA 2 Other Profiles\OmniMax\Saved\mpmissions\Mission_Name\ and the folder is empty. Back in the OFP days, joining someone's server meant you got the file and could play with it. Am I looking in the wrong place or is this a bug? It's not like I want to de-pbo the thing, I just want to practice and perhaps get my friends into it, I really liked this mission and map\island (they somehow shrunk the big island into a quarter of it's size). So where is the .pbo of this mission? :confused: Thanks in advance. ---------- Post added at 11:55 AM ---------- Previous post was at 11:48 AM ---------- nevermind: http://forums.bistudio.com/showthread.php?t=77683 :(
  5. ASL = above sea level (e.g.: collision detection?)
  6. OmniMax

    respawn

    It's not a script, it is a fundamental part of the game. Anyway, you can compare groups. Look at logic, grp1 == grp2 also unitArray join group. You could see if they're in the same group as #1 but what if 1 is dead? Does his group status still remain or does he die? Does he ever leave the group? I don't know, I don't have much experience working with groups. So ultimately what you have to do is create a spawn somewhere (like the middle of nowhere) with triggers. Condition or if logic would be: if this group unit == group unitOne, setPos (getpos leader) Actually, it would be easier to use opposite logic since you have one group that has to spawn somewhere and three others that don't. If you can disprove that they are NOT the group to spawn on the carrier, you can assume they spawn on the airfield. As an aside, this type of logic has a name, I forget what it's called. Anyone help me out, here?
  7. OmniMax

    respawn

    you need to setup respawn in description.ext. There are many different respawn types, although I cannot find them in the comref, which is a real shame. What you're looking for is something like this in your description.ext: respawn = 3; respawnDelay = 10; // respawn delay in seconds In addition to this code, you have to make a marker called respawn_West if you're respawning west troops, respawn_East, if you're doing OPFOR, respawn_Resistance if you're doing the independent faction. (This is how it was for OFP). You might have to change the position of the marker so they don't spawn under the carrier. setMarkerPos? Although I'm pretty sure setting marker position is 2d only, so you might have to spawn them in the middle of the ocean and have a trigger where on activation unit setPos on the carrier deck. I still have to refer back to the old FAQ thread back in the OFP editing forum because doing these things are not well documented anywhere, so don't feel bad for asking what you might presume to be "dumb questions" because there are no dumb questions. Oh, about that description.ext, you have to go to C:\My Documents\Other Profiles\ ... find out where the mission folder is and create this description.ext. Edit it with notepad or your favorite text editor.
  8. moveInCargo moveInDriver moveInGunner moveInCommander other than that, I don't know how to give commands to respawned AI. You could do it, but you'd have to code it.
  9. I'm having some problem with some code to check if a person is inside a static defense weapon. Whenever I run the script I crash with an error 7. Here is the code in question: #check if ((assignedGunner c130_nose) == 0): Hint format["Nobody inside!"] end I'm assuming a null object returns 0, I just don't know syntactically what is wrong with the code.
  10. Ah, it isn't doing moveInGunner because it thinks the activation is the vehicle you're in and moveInGunner/moveIn series requires a soldier argument. What I'm trying to accomplish? Something like this: Ever since OFP and seeing the juicy VBS and VBS2 videos, people have wanted a way to either walk in vehicles or have multiple gun positions per vehicle. So I've attached these M2s on a C130 with attachTo and it works pretty well. I haven't tested it out in multiplayer yet, though. If it works, the implications are really good for modders and such. My game mode is simple: Two C-130s with their appropriate OPFOR/BLUFOR attached machine guns "dogfight" each other. The M2s are going to be invulnerable with an event handler, but the guys in the guns are not invulnerable (tested). If a pilot/gunner dies, he is respawned in the middle of the ocean with a corresponding trigger. That trigger moves him into his side's C130's cargo. I want the script to be able to put him on the guns outside while being in the C130's cargo. Whichever C130 dies\runs out of fuel\ammo\crashes first loses. Simple and mindless fun and proof-of-concept. However, I'm going to have a problem with this _activatingUnit, whoever is in the C130 and triggers the action is going to pass the C130 as the activating unit, unless you know of some work around? I appreciate your help thus far. I'm a computer science student and I dwell in C and C++ so the data types of ARMA's engine drive me nuts and I wasn't aware you could use C like braces; but the last time I coded any script I must have been 15 and had very little knowledge of such things. So, any work around ideas? :confused:
  11. Thank you, I skipped ARMA so I'm not sure when they abandoned the poor goto scheme of scripting or if you could always use C style braces. I never knew this and it will make life a lot easier. If I wanted to execute the command of the activating unit of the script (command added via AddAction) and as far as the OFP days go: _unitWithAction = _this select 0; _activatingUnit = _this select 1; _actionIndex = _this select 2; So why doesn't this line of code work? if (isNull assignedGunner pod) then { (_this select 1) moveInGunner pod; } else { hint format["This guy is gunning: %1", assignedGunner pod]; }; The pod is empty yet the activating unit doesn't get moved into the empty pod. _this select because the array is made when you invoke AddAction and _ActivatingUnit already exists, correct? EDIT: Okay, it works, but not when the action is invoked inside a vehicle, because the activating unit is whatever vehicle you're in. Wonder how to solve this one... any ideas?
  12. Dunno if I have good advice to give as I cannot even get a squad of guys to sit down together without standing up and looking at their surroundings. addpoints works for the player (they shoot you if you if you teamkill) but just in the editor, make a squad and be the leader. Have one of your men shoot the rest of your team. Extend your team to 12 men if you have to. Do they turn around and shoot him? This is an interesting problem, I'm going to go investigate it myself. Would be interesting for a commissar vs. retreating infantry/Russia WWII thing. ---------- Post added at 06:10 AM ---------- Previous post was at 05:48 AM ---------- Alright, I tried making a ten man squad in the editor and told #2 to target his fellow soldiers and fire. They never retaliated and he killed all 9 of his squaddies, except myself. Maybe a script for each person... pseudo code: if knowsabout x attack; (if there is no attack routine, you'll have to make one) attackRoutine; target x; doFire; it might affect the behavior of how they run about and search for cover. X can be an array of all the characters named in the mission. There might be a better way, if there is a nearestPlayer\AI style command. if nearestLiving getside == west && this knowsabout _nearest && this getside west goto attackRoutine; Bit clumsy. Might work.
  13. It makes them stop, but they won't sit down. Instead they look around. Apparently action ["SitDown", this] doesn't work anymore, can anyone confirm? Instead switchMove "amovpsitmstpsraswrfldnon_weaponcheck1" works, but it's not the same. switchMove sits them down, but they do this animation where they check their weapon and wave it a bit. Any ideas?
  14. Whoa, you guys beat me to it. Yeah the eventhandler 'handleDamage', set it to false. like so: this addEventHandler ["handleDamage", { false }]; even the player will be invulnerable to death (in the editor, anyway) Worked like a charm, I didn't want this AA fortification (Earthen Artillery Nest) destructible by itself or a LGB. Also, I never got into heavy scripting with OFP, so let this be a lesson for me (and everyone else reading). JamesF1, when you say this addeventhandler ["hit", {(_this select 0) setdamage 0;}]; _this select 0 is in reference to the eventhandler hit, in which case the comref says in short hand [unit, causedBy, damage]. select 0 being the unit the eventhandler is assigned to. Okay, one more dumb question. Why _this select as opposed to this? I forget, it's been awhile. :(
  15. Are there any tutorials or guides? Making the models is pretty straight forward, but LOD placement and such for specific class of weapon/aircraft/car/etc...
  16. Still using Oxygen Lite? It's been about 4-5 years since I ever attempted to make an addon (this was OFP). What tools do you use to make models for vehicles\firearms\buildings\etc? What tools do you use to make new islands? I searched the Biki and nothing really informative is on there. Links to tutorials, downloads, etc... would be really helpful since the Biki lacks the proper information.
  17. Are the development tools for making ARMA 2 addons out yet? :confused:
  18. OmniMax

    S.T.A.L.K.E.R

    Yeah 1.0004 seems cool, originally I wanted to run an older version of Oblivion Lost because I didn't want to have to deal with the random blowouts and sleeping but actually I've done a lot of side quests in the first area and right around when I was looking for Fox/guy across the railroad tracks you have to get a medkit and helped him fend off mutants; the first blowout occured in which you just follow neutral/friendly NPCs for cover from radiation and watch the red blazing sky. Doesn't happen often, not a big deal. Sleeping is no big deal either. In game time moves kinda slowly and I have never noticed my character getting drowsy. You can sleep at 1, 3, or 5 hour intervals and if you're tired and need a safe place to rest you can gulp down an energy drink. I find it convenient for passing time (how many times in the original STALKER did you want to wait for daylight? ) But yeah, 1.0004 seems compatible with a lot of the OL mods, but 1.0005 isn't, but OL 2.0 works with it though. Apparently .5 up is just multiplayer crap for STALKER (and MP in stalker is bad )
  19. OmniMax

    S.T.A.L.K.E.R

    I'm revisiting the Zone with Oblivion Lost 2.0. New monsters are a treat. I like how vulnerable everyone is now and the pistols actually can hit a target with iron sights. AK-74/SU is accurate to the ranges it is in real life! Without the mod you'd be lucky to get a hit at 100 meters, but I suppose in the original design they didn't want the game to be a snipe fest because the AI doesn't deal with that well. The military is raiding the camp you start out in and they keep fending off well. All this means is a lot more loot for me. I'm at the gates of Agropom and last time I checked the military are kicking the loner's asses. Check it out if Mole dies later on, most of the special dudes have special weapons. Haven't checked out this Burer business but it doesn't sound very fun. Also if you're worried about random blowouts and sleeping with 2.0 don't worry, it's not so bad. In 2.0 your weight limit is 80 kilos now, too. Not sure about the boss business, though. Doesn't sound very fun. Where do you encounter him?
  20. OmniMax

    S.T.A.L.K.E.R

    Actually the developers were there . The place is not that much radioactive anymore. Yeah, it depends on the plants and soil and stuff. One place can be perfectly safe and you walk a hundred meters and your Geiger counter is off the scale. Different materials absorb different types of radiation differently. I hear being inside houses is particularly dangerous due to the stagnant air but all is safe if you've got a good Geiger with you. STALKER is the best and realistic representation of Chernobyl (in a 3d format) to date, and the entire incident in '86 is quite intriguing. It's like the fallout area is it's own little biome or ecosystem or whatever have you. It was a good game, I plan on playing again on master, maybe try sticking to one gun the entire game or playing the stealth type role. Hard to get headshots with that silenced pistol in the beginning, though. Do you know if different suits/your total weight determine visibility to A.I?
  21. OmniMax

    S.T.A.L.K.E.R

    My review of STALKER (note: I only read the first page of replies): I just finished S.T.A.L.K.E.R. two days ago and I was fairly surprised in that it was a modern game that I enjoyed. It was as if Half-Life, Fallout 2, and System Shock all had a giant orgy and out came STALKER. I was a bit confused by the first page about the graphics being dated and the game being linear/boring/etc... because mostly in part the claims that the game is sub-par is untrue. The game uses gracious amounts of bump mapping and other DX9 features and boasts excellent graphics, what is there to bitch about? Not to mention the engine is in-house and not licensed, which these days is pretty impressive upon itself, especially given STALKER's graphical beauty. I do admit though, many of the features of the game's graphics did remind me of Half-Life 2, which doesn't bother me because I thought Half-Life 2 and the Source looked excellent. And while we're on the topic about graphics I should probably make mention of the terrain. Specifically the research that went into making of all the buildings and gates and rails, et cetera, et cetera. Take a look at pictures of real Pripyat and take a look at screen shots from the game. It's almost as if they went there in radioactive protective suits, took pictures of the buildings and used them as textures! So the game isn't based on the Unreal 3 engine, so what? You're all playing ArmA which isn't quite so aesthetically pleasing so quit your bloody bleating. In terms of the game play being linear... So what? For the game to have any sort of consistent plot, story, or meaning of what you're supposed to do, there needs to be a plot and you need to follow the game along. It's interactive story telling. This isn't some Will Wright sandbox game where you wave your willy around. There are actually quests that aren't linear where you can do them ad infinitum until your brain explodes (in the same vein as Oblivion). And while we're talking about Oblivion, whoever thinks Oblivion looks better than S.T.A.L.K.E.R. seriously needs their eyes checked. When I bought my new 22" LCD and cranked the settings in Oblivion and went outdoors for a stroll with the 200mb enhanced visuals mod I was left unimpressed. I then proceeded to uninstall the game from my computer because it was fucking boring. Two words: level scaling. (You know what I'm talking about) I tend to like the game because it is hard as tits. Nearly all the guns until you reach near the end of the game are inaccurate as holy hell and the way the game makes everyone vulnerable as in two shots you're dead gives the game a sort of firefight style gameplay reminiscent of ArmA. The game has its flaws, mainly what I'd like to call Fallout 2 syndrome. What do you do once you've found all the weapons, armor, do all the side quests, join Duty, kill Freedom, and beat the game a few times? The replay value is sort of lost but there is a mod out there called Oblivion Lost which makes the game a lot more interesting and more difficult, including having enemies come into the safe zones like the 100 Rads bar and shoot everyone up. And one last thing: the game is scary. Resident Evil or any of those console games have absolutely nothing on STALKER. One moment you're lugging back some artifacts from a zone you cleared in Agronom or whatever the bloody place is called and you hear this low, gutteral growl. You enter one of the derelict buildings and all of a sudden this giant brute of a beast called a bloodsucker jumps out at you from nowhere as you frantically try to empty your AK-74 into it. Gun jams. You die. Baddies will randomly spawn in cleared out areas, making the game even more difficult. Also, the game had an enjoyable story line and plot. That's my review, I hope you enjoyed it, otherwise you can piss right off.
  22. Hey there, I used to play OFP ages ago and make dynamic missions for LAN fun. One thing that always bothered me about OFP was the bad netcode and no JIP. It made playing online virtually impossible without someone either dropping or going out of sync. What are the new nifty features of ArmA? Multiple gunners per vehicle? Can you walk around in the vehicles (like in the back of a transport plane or in the back of a pickup?) How is the netcode? Stable patch /release out? I'm very interested in getting back into OFP/ArmA again and I'm curious to know of the new features. Post your experiences, frustrations, etc... I am very curious to know about multiple gunners, walking inside of vehicles, and better netcode (no lag/de-sync) but I am open ears to all your experiences of the game and what the current issues are. If everything is golden, I might have to actually buy a copy and start playing again! It's great to be posting again!
  23. OmniMax

    What are the new features of ArmA?

    I'm back from more playing and work (ugh) Is there a way to prevent trees from being destroyed (mainly from tanks and other vehicles?) I was hiding in a forest and this T-72 just barged it's way into the forest and shot me. Also, is there a syntax and command reference .pdf for all the new ArmA stuff? I'm interested in making a mission now.
  24. OmniMax

    What are the new features of ArmA?

    No, terrain is poorer than in OFP. ArmA doesn't include adjustable terrain detail like OFP. What ArmA delivers is smooth terrain without bumbs or anykind other micro features in soil, ideal killing zone that becomes. Overall getting that kind level of micro detail in soil which OFP had will not be possible in ArmA, in Visitor 3 we have erosion setting, but i haven't been able to produce anything which would look like what OFP had at best. But it looks better for sure. Could you elaborate on this more without getting into a brawl or arguing? I'm not suggesting anyone is , I just never edited islands/maps in OFP before and I don't know anything about the old compared to the new and I don't have an opinion on it yet, because I know pretty much nothing. Regarding Walking-in-vehicles in ArmA II, eee cmon no whammies, no whammies, STOP! There are various reasons to get it working, I'll keep saying I want it until you tire of hearing it. The reason to have more engine features is like I said, OFP/ArmA by itself = bland. Mods+Multiplayer = Fun. More unique mods come from unique and flexible features of scripting and the engine. I recently tried the flight tutorial at friend's house on his computer in ArmA and I'm impressed. The helicopters are a lot more difficult to fly now and you can roll them. I find it irksome but it appears to be more realistic. Off hand, does anyone know if there is a penetration system for tanks, for particular spots too, or is it just straight damage? I'll end up testing it when I go to my friend's next, but perhaps some modding guys would know.
  25. OmniMax

    What are the new features of ArmA?

    Technical "problem" is the amount of work ArmA addons requires, i think time it demands to produce good quality Addon has been multiplied (graphical side mostly). Or was this just with Islands? I haven't been into addon making (textures, models and stuff) so don't know, but i remember reading about this. There are OFP mods comming into ArmA form, like FDF. Tools haven't been that long available, has it even been a year of their presentation? (visitor 3 was released in July perhaps) That is another "problem". Scripting is bit different in ArmA, all commands doesn't go 100% same like they went in OFP. But scripts i've taken from OFP to ArmA had worked with just bit of tweaking. infact one my 20 scripts consisiting structure demanded just about half hour or hour tweaking to be ArmA compatible (testings in ArmA included, not just time spent in notepad) Scirpting in general has advanced, lots of new commands. Some AI scripting related and bunch of others, i liked them all. Why did they change the syntax or pre-existing function names? Modding, IMHO is what kept OFP alive. OFP itself was pretty bland, weapons and vehicles kinda boring, missions kinda boring. I would probably near sell my soul if all the technical test features of VBS2 (walking in moving vehicles, etc) were to appear in ArmA II. But how about the possibility of saving game state data and having a script restart the server every x hours and loading the state, similar to how we were attempting to do in regular ol' OFP (to help sync)?
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