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Perfect Dark

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Everything posted by Perfect Dark

  1. Perfect Dark

    Constant CTD ARMA3

    Same experience here. Since the CTD's are seemingly random I think it would still be a good idea to post on which map you crashed. As I play mostly Invade & Annex I can only confirm constant crashes which affect many other players on that MP mission.
  2. Maybe your campzone (z7) doens´t recognize "z2" as it is initialised before z2 even exits and therefor acts as a global respawncamp? The thing with units moving to far off markers is something I want to know too :rolleyes:
  3. If I had to describe it, I would say it is a extended mission building tool. I would rank it on the same place as mandos missile suite. To be more detailed: You can easily populate a whole island with 2 complete armies fighting each other just with 2 simple triggers... Furthermore you can change nearly everything from behaviour, respawns, patrol areas, unit compositions, up to artillery support and even more! Fully customizable is the keyword! (60 pages of handbook is the result :D) You can´t imagine how far reaching this whole thing is, unitl you´ve worked into it yourself. ;) As for the script-only version: I´m pretty sure it will have the same features as the .pbo version but a 100% sure answer can only be given by Silola. Too bad that DAC isn´t far spread so far :( (at least in terms of mp missions)
  4. Me <----- biggest douchebag ever Sorry for my noobness. Found my mistake :icon_redface:
  5. Hey I wanted to start a discussion about the weapon descriptions ingame, as I think they are missing too many details. Therefor I created a ticket with my idea: http://dev-heaven.net/issues/12199 If there is anything to discuss, or if you want me to add/delete something then pls write here. :rolleyes:
  6. Perfect Dark

    ARMA 2 and OA Soundtracks in FLAC or WAV?

    Well I dont know anything at all about sound compression but I still have to say how awesome the soundtrack of OA is. Not just OA but all of OFP/ArmA/ArmA2 soundtracks are just pure delight. BIS has really a great taste of music! Thanks for all of this!
  7. Perfect Dark

    Mando Missile ArmA for ArmA 2

    tried your spawn idea but it didnt work either :( But I conducted some more tests to find out what the cause of this is and I found something... Im pretty sure that it is due to the amount of spawned soldiers created by DAC. When I create about 30 vehicles with DAC, MMA starts as it should but you can already see a significant lag in the Maverick camera menu (A10). If I create even more units, ArmA spits out the message from before with the eventhandler. For testing purposes I also did the same thing with 30 manually placed editor units and the camera didnt lag at all! There must be a correlation between number of dac spawned units, mmas hud and eventhandlers. Im too far of a noob to grab deep into your scripts to be able to understand what the reason could be... At least I could determine a specific area to investigate this issue :\
  8. well guess you are at the point where I was some weeks ago... :D I did the same thing as you and came to the conclusion that the AI isnt capable of successfully aquire targets beyond 5-6km. Even on a perfectly flat map like Sand from GNT. Guess its some kind of enginge limitation. The only way I can think of is forcing the AAA to look at the direction of the target, force it to shoot, delete the missile via eventhandler and creating a new one (with mando missile?)... Hope anyone can prove me wrong as I dont like this bruteforce method very much ;) EDIT: Sorry overread the fact that you are doing it for aircrafts. But well its basically the same idea just the opposit place of the missle´s direction *g*
  9. Perfect Dark

    Mando Missile ArmA for ArmA 2

    Hi there! After seeing that you are writing your fingers off while trying to help, I get a bad conscience for disturbing you with another problem... :( But I guess its rather more a bug than an explanation request. Well to get to the point: I´ve tried to implement your MMA-script-suite into my mission together with Silola´s recently released DAC. DAC is initialized by default at the beginning of a mission, so I wanted MMA to be initiliazed after DAC, to avoid any conflicts. Therefor I´ve changed the init.sqf this way: Silola implemented a variable to determine wheter DAC has finished loading or not -> DAC_Basic_Value = 0/1 Everything works perfectly fine: DAC fires up and after its completion I get the Activating-Mando-thingie but suddenly this error message plops up: After that, the big circle misses in the HUD and the rest of the HUD laggs terribly. The funny thing is that if I start MMA withouth DAC it works perfectly fine... :confused: I just can´t make any sense out of it. Maybe you know why MMA has to be started at the very first to work properly or how to overcome this issue? :confused: EDIT: I´ve also tried the sleep command instead of the DAC value to be 100% sure that DAC has finished loading but same result here too. It must have something to do with MMA not startint at the mission start...
  10. Thanks Silola for your enlighting explanation on the radio values! :) Well but here comes the next little thing... *sorry* :( I´ve used your "waituntil{DAC_Basic_Value == 1};" command in the "init.sqf" to avoid conflicts with other scripts but ArmA tells me at the beginning that this variable isn´t defined. I did write "DAC_Basic_Value = 0;" at the top of the "init.sqf" and then it worked properly but I still wanted to ask if the init is the right place to define that variable and if it does interfere with the initialization process (as the step with DAC_Basic_Value = 0; isnt mentioned anywhere in the manual)? Thanks in advance for your effort :bounce3:
  11. small question: Where can I change the value of the ai´s max. requesting distance for backup? Btw small report on my experience so far: I´ve had the most immersive firefight ever in A2 just now with AI+DAC. I was traveling with a 3 truck convoy full of marines through enemy territory. The last truck in the row fell back (due to ai driving skills -.-). Well to their bad, a russian patrol located them and engaged them while calling for backup. The backup came from our front direction and ran into the 2 other trucks including myself. So that was the situation: 1 truck fallen behind and cut off from us, 2 trucks furhter ahead against an APC and several infantry groups. As I´ve also put some respawn camps nearby the AI kept respawning and calling for reinforcements and finally completely surrounded us in a small village. The fight went over approx. 30 minutes. It was just so much fun fighting wave after wave :D Well in the end they pwned us all... :rolleyes:
  12. I thought Christmas was on the 24th of December... but guess it´s today! Thanks you so much Silola!!!
  13. Perfect Dark

    Cloud shadows like in Red Dead Redemption

    Heres the real deal: :D
  14. Perfect Dark

    Mando Missile ArmA for ArmA 2

    Hi there, just a quick question: Is there a command to enable radar lock warnings? Or isnt this kind of feature simulated? For clarification: I don´t talk about the incoming missile warning, I want to know about a "target lock" warning. Thanks in advance :)
  15. Perfect Dark

    Next ArmA - WWII Themed

    Let the whole WWII up to the modders. Noone wants another WWII clone (especially as maintheme of our beloved modern warfare ArmA). Every player is just plain sick of the millions of WWII shooters out there... If you want some kind of WWII battlefield go try Red Orchestra
  16. Perfect Dark

    Recommend a flight stick

    stay away from this stick!!! There are hundreds of complaints about a calibration error which cannot be fixed (due to a simple construction error but no one at Logitech gives a shit about it) I personally just bought the "Thrustmaster T-Flight Stick X" and feel pretty comfortable with it ;)
  17. Perfect Dark

    DAC V2.1 (WIP) discussion

    loool I showed this link to a friend ten minutes ago and now it is here again.... he takes over i-net and then the world!!! :eek:
  18. Perfect Dark

    Improve framerate limitations with AI

    so the fps issue has a name now! The things we need now is an official statement and hopefully some kind of fix or tweaking! :eek:
  19. Perfect Dark

    Binoculars don't work (ACE). And MP issue

    its not a bug... its a feature! :p press the button for aim (standard V) :rolleyes:
  20. Perfect Dark

    OFPIP preview

    mhm I don´t get it... downloaded the ACEIP_1.13 version but I guess this is just for ArmA I right? So is there a ArmA II version available anywhere? :confused:
  21. Perfect Dark

    long lasting mission concept

    I´d suggest you wait for DAC 2.5/3.0 -> it covers all the features kronzky´s script has and also adds a tremendous amount of others...
  22. Just read through the whole thread... man there is no better way to say: "Look at this Codies: this is how you wanted your game to be but failed! haha" From the looks of some OFP: DR vids the terrain is very wide and flat (except some hilly parts at the coast and center of the island). I guess it would even be possible to play at a much greater viewdistance than on Chernarus as the vegetation does not seem to be as dense... -> Massive tank and jet combat at long range! Just imagine a fullscale Russia vs China CTI with 64 players in multiplayer! Guess I should stop otherwise I wont be able to sleep anymore ::p
  23. Perfect Dark

    Mando Missile ArmA for ArmA 2

    Thanks Mando! I managed to make it working but now there are 2 more things I noticed: 1. There are no tracers for any of the ammunition I used and 2. can you explain how to use this option in the mando_gunattacker.sqf and how it affects the turret? Thanks! :) PS: Any chance of a manual or anything compareable for all the functions you have in mando_missile? :bounce3:
  24. Perfect Dark

    DAC V2.1 (WIP) discussion

    thanks for the links! :)
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