Provac
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Everything posted by Provac
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ha ha ha, this brings back memory of a recon mission me and a buddy made that we were testing out. After the target had gone through our checkpoint and task force moved in on a target town we were tasked humping it down and clear the checkpoint and cover it in case the targets tried to flee. Well we got engaged by some silly fudgers and my buddy got hit so I drag his sorry ass down the road. And then he screams about 3 targets in the tree line. I managed to put 2 of them down and had to start fixing him up. And then we hear the freaking snappers coming in and im going oh fudge. I cant do shit while treating this bastard, if I could do a split second abort on that animation I could have popped him but instead I was grabbing my friends virtual crotch and then got a whole freaking magazine emptied in me. It was some tango coming down the road and not the guy in the treeline. Its so stupid you just have to laugh, in the end I died and he kept bitching and moaning on the road because the AI didn't finish him off. So I pecked on his sorry ass as a crow until he bled out. Stuck in animations is your enemy!
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Well actually the file that 3d editor saves is allready a sqf file. All you need to do is make a init.sqf containing if (isserver) then {execVM "3DEditorScript.sqf";}; // Now "if" you werent aware of this allready, if (isserver) then {} means that the code thats run inside {} is only run by the server and all other clients do not. So it doesnt matter if its singleplayer or multiplayer. That line of code ensures that the script is only run on the server. This avoids silly events of things spawning multiple times because without it you might end up having all connected clients running the spawn scripts and you would have script * clients crashing your server. and thats it, now when you run your 2d editor mission with that init file it will spawn everything you created in the 3D Editor.
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in your init.sqf if (isserver) then {execVM "3DEdScript.sqf";}; in your init.sqs (if you decide to have one) ? isserver : call compile preprocessfile "3DEdScript.sqs"
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Ambient Combat Module
Provac replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When u save a file in notepad you should have 2 lines. Filename and filetype, filetype is a rollout menu. Usually you have 2 choices. Save as TXT or All Files. Choose all files and put .sqf at the end of your file and it will be a sqf file. -
The 3D editor doesnt make a mission file, it just creates a spawn scripts for everything youve placed in the map. I suggest making your units, waypoints and some other stuff in the 3d editor then open the folder and check your saved mission. It contains a mission.sqf file. This is the spawn script for all youve done in the 3D Editor. Now open up regular 2D editor and save the map, place the SQF from the 3D editor in there and run that SQF from the init file. Now I suggest deleting the player code from that sqf and place a new one in the 2D editor part of your mission. Now when you run a preview it will spawn everything you made in the 3D editor in the 2D editor. If you check the campaign missions thats the way BIS has done it for their missions. Might sound complicated but its really easy and it adds so much to mission design making this thing pure gold. GOOD LUCK! :D
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Control List so far ive found: Selected Object: Hold left mouse to move object Hold Alt (Move UP/DOWN) Hold Shift (Rotate Unit) CTRL+C to copy selected, CTRL+V to paste. View: Move camera up and down: Middlemouse scroll or Q and Z Move camera: Hold right mouse button or WASD Slow down camera movement speed: Hold CTRL + WASD Controll like FPS at current level: HOLD Right mouse button + WASD Note! When rotating your object it will snap to the closest surface, at least this is my experience. Say you want to place 2 containers up on eachother. Copy or make a new container put it on top of the first one as close as you can get then hold shift to rotate and it should snap to a nice height ontop of the other. Probably more but here some of it is in one post. BTW thanks BIS this 3d editor is awesome. Its so simple to use to :D
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I have to disagree with this one. A soldier utilizing a sidearm in the first place has probably been drilled in the art of transition to the point where drawing his sidearm is second nature. His transition a pure situational reaction, if he hears the click and sees an enemy pop up in front of him within range already calculated by his brain sending signal to his arm to pick up that gun and fire. Chances him fumbling his draw in anyway so minimal its a cookie cutter reaction. That transition will happen so fast you probably wouldn't believe it. A regular gun nut on the shooting range might mess it up more but a soldier perfected to the art would probably be much more proficient. Usually symptoms of stress comes after a fight when his adrenaline has gone. Now im of course talking a little more elite than the regular army grunt who's probably not carrying a sidearm anyways. I rarely draw my sidearm in game if ever, but its a feature that should be simulated correctly to be effective. The only reason you would consider drawing a sidearm now is if your rifle is out of bullets.
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This is true, regular army doesn't carry sidearms (at least none that i know off) because they usually operate in bigger groups and at longer distances from time to time. Clearing towns and rooms is perfectly doable with rifle only. I don't see much use in carrying a sidearm in a long range engagement either as its kind of pointless and you would probably go for changing a mag rather than pull a sidearm at longer ranges. But since its arma2 and you can choose to carry a sidearm on any soldier they should really make the transition from rifle to sidearm realistic. In a quick transition 1 second might sound fast and sure for most it might be unrealistic. I guess it would be a random 1-2 seconds depending on your situation. Anyways here are some transition videos on youtube (not the best but it shows how it should be done weapon hanging pull sidearm for those vital shots) http://www.youtube.com/watch?v=ngBHTzRJZvA&feature=related http://www.youtube.com/watch?v=bSfjT5-P65g&feature=related http://www.youtube.com/watch?v=MFn7eIwIxFg&feature=related http://www.youtube.com/watch?v=-xPKslgoa44&feature=related And I agree on some of the reload times as well, at least the heavier guns.
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Secondary Ops Manager Module Discussion
Provac replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This happens rarely if you have a active host, it happens every time you're playing on a dedicated server. Going to be nice once its patched as dedicated is much smoother than active hosting. -
ok now it seems like they are grouped correctly under our name. doMove doesnt seem to be working though. We have tried a few move commands to get taskforceone to move at all but although they are now grouped (have checked) they arent reacting to any move commands. EDIT!!! We found one way of making it work hope this helps people out there :D more additions will be appreciated to expand on the knowledge of these functions.
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Creating group with BIS_fnc_spawnGroup
Provac replied to MiXeR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
all the BIS functions is why I really want a developers reference guide. So much goodies, so little information :D -
Normal jumping soldier, not just side jump
Provac replied to PostaL's topic in ARMA 2 & OA - SUGGESTIONS
I like the setup in Arma 2 to a degree, but the transition in animation isnt good. A speed step comming from motion running away from someone or chasing is just plain silly when reaching low obstacles. Idealy: Run up to fence, time it press jump to get over obstacle goes from a running pattern into a timed jump all in one transition. Now: Run up to fence, while in jog or full speed come to a complete halt then do a jump animation, wait for finish then continue running. -
The invincibility big is probably because the mission is using both respawn and the 3 medic modules. Doing this after you are killed you will be invincible because to the game you are actually dead until you get healed by a medic. But by the time you respawn its to late. You can only use 1 of them, disable modules or disable respawn.
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How do i make stupid soldiers stand still like good humans?
Provac replied to koroush47's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As said above it also depends on what you are going for. If you want to be a non enemy to the soldiers and speech giver then all you need to do is ungroup the soldiers. If you are making it so that you watch them through binoculars from long range or something but dont want the soldiers to react to you being there then you do the one two posts above me, the post above me will disable their ability to move but they will still shoot at you if they spot you as an enemy. When soldiers are in a squad they will form up on the squad leader in the default formation. -
How do I setup the UAV?
Provac replied to The Masta's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh man that gave me a silly idea. using the new attach feature and place the UAV terminal on a vehicle that you can drive around :p -
Arma II Officially Better Looking Than Crysis?
Provac replied to walker's topic in ARMA 2 & OA - GENERAL
So there we have it, ArmA2 officially better looking than Crysis and Killzone2 ;) Best looking game ever in terms of artistic vision and graphics technology a definite "no". Best interpretation of a realistic picture, as far as I know "yes". Everything else visually like animation, effects and physics "definitely not" Killzone 2 and Crysis are very different artistically than Arma 2. And the technology in Killzone 2 and Crysis is way ahead of Arma 2. -
Never thought about it like that before but I have to say you opened my eyes and are absolutely right. I think to most realism is slower game play, the longer things take the more realistic it seems. Since arcade shooters base themselves on speed by cutting unnecessary animation and actions they seem less believable in a realistic setting. Its basically comparing 2 action movies, one with dual wielding maniac never having to reload his gun and a war movie based on true events. In the end you can place that tag on both and say none of them are realistic, but one of them are more authentically accurate than the other. I guess for true realism you really have to be there yourself or start watching movies that lasts as long as the actual event :D But you clearly point out the fact that no game is realistic, some are just more believable than others in terms of realism. Great post il keep it with me when looking at realism vs authenticity, cant really argue with that.
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One of the few positives in upcoming ARMA 2 is being able to move while reload. BI also said they have made alot more animations than they had before. From the latest videos ive seen I like the new feel of running around in 1st Person with a tiny sways and the way the body moves. BUT! there was one thing I noticed that annoyed the crap out of me. Weapon transitions! The reason you have a sling around your body and connected to your weapon is so that its faster to transition between rifle and whatever else you are doing. If you need to have the front of your body clear for doing something you could take the muzzle of the weapon and just pull it and the gun would basically worm its way to the back in a split second then you had no frontal obstruction of the gun. If you need to transition to a rocket launcher or sidearm you just let go of your rifle and it will stay connected to your chest. In ARMA and now it seems ARMA 2 (based on the PREVIEW COPIES) they have the same mundane fling the weapon on the back animation which is very unrealistic for modern day handling of transitions. It takes time to do something like that and forces today just lets go of their weapons because its attached to their bodies. Anyone else find this a little annoying or is it just me, you can cut seconds of transitioning if they had followed real life in that action. And its that action that determines professionalism and speed.
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At least in the Norwegian Army the sling is something you get with your rifle. But im pretty sure if you're a member of USMC Force Recon that its something your issued. Considering the very simplistic nature of it. In very rare cases have I seen a soldier take the time to put the weapon on his back and then do something else when you can just simply let go of it and in a split second or less you can be on your way to doing something that could potentially save your life.
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ArmA II release date discussion thread
Provac replied to Misfit Leader's topic in ARMA 2 & OA - GENERAL
I doubt that BIS is doing major features on this game now. As you said considering the footage, videos and amount of previews the game is just about finished. What they are probably doing now is hardcore play testing to find game breaking bugs and looking at the response from the previews. Even if OFPDR would be delayed BIS wouldnt (in my mind) start on some new features and extend their release (and I dont believe they have rushed it so far). The advantage BIS has is that they are working in an upgraded engine which they are very familiar with. That shortens development by miles, im still guessing we will see a GOLD announcement soon. -
ArmA II release date discussion thread
Provac replied to Misfit Leader's topic in ARMA 2 & OA - GENERAL
Considering all the previews out and the writing on top of the screen saying Preview Copy it pretty much tells you that the game is done. Usually when preview copies are out and about there isnt a lot of change between that copy and the full game. So if they removed the date from the official sites then its probably gonna be out before June or earlier June. Be prepeared for a gold announcement :D -
Hi there, just spent all night yesterday figuring out how to make a custom script for my clans CQB training. I thought id share it with the community if someone needs something like this. Im not a scripting guru so dont expect anything fancy like the pros make Its partially tested in MP, it works but not perfectly. If the script isnt activated by a trigger the host has to trigger it (as I use addAction in my cqb mission to start and reset the course). Here is the initial code to place units at random positions in a building. And here is the rar with all the scripts and my CQB mission. Addons used: ACEmod Scripts and Mission File: http://www.asylm.se/aim/downloads/AIM_CQB_Training_Hotel.SaraLite.rar hope it helps if you need something like this, next im gonna try and make it a little more server friendly. Enjoy! Â
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Il make a easy setup with just the things thats needed for a good solid understandable preview of getting units randomly into a building. Il post it up later today
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the AI should be active with this script, the only thing that is disabled AI wise is their ability to move. Because they are connected to a squad leader they would try to move back into formation and move away from their building positions. Each building has a set amount of positions. You have to find out how many positions are in the building you want to place units into. The SpawnInBuilding.sqf is the original script with some explenation. Its the same as easy, medium and hard.sqf in the mission folder. To correct the spawn position for your building edit this line. The number that represents your positions is the one highlighted in bold -1. For your error in expression make sure everything looks correct, not missing any "," or "[]" It is also important to get the spawn names right, if they arent right the script wont function properly. I usually make 1 marker called "MarkerTSpawn", then I make a enemy soldier which I usually call "LogicSpawn". Place these two in a location outside of your action areas. If youre LogicSpawn gets killed the script will fail if you want to use LogicSpawn more than once. If you still have problems post your edited script and il have a quick look.
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Next time announce it gold and make a fake gone gold article somewhere. And dont reveal it as april fools in the first post