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Provac

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Everything posted by Provac

  1. Setting up the dynamic transport through the SOM module is simple, I went through the list of BIS functions to see if they had any for dynamic transport to get something like in RazorTwo campaign mission. I found BIS_fnc_transportService and tried to figure it out. My brain has blisters, been trying to wrap my head around this for a few days now. Such a cool function is not really talked about in here. So if anyone has been trying to get this thing to work please share your knowledge as now im really stuck. I guess my main problem is figuring out how to pass the right variables to the script that starts the whole scenario. DnA has been browsing the forums alot lately and I would be forever greatfull if I could get a few pointers so I can at least start in the right position rather than mess it all up in my head. Id post what ive tried so far but its so much with no luck so il settle for a small comment in the right direction if possible. EDIT! Ok after some testing and crap we found a sollution that works for us. Here is the code to use: t1 is player h1 is vehicle name the SOM module and name it, in this case we named it SOM This works on choppers, cars and possibly other stuff. So there you go, a good way to add your very own transport service ingame. :D
  2. Provac

    Arma 3 Community Alpha - Announcement!

    They got my money, I would suggest going with the P&C model (I simply dont want to see the community get flooded by kiddies complaining the game isnt working like a retail release).
  3. Provac

    Singleplayer with epic plot

    If people want over the top action I agree they should seek it elsewhere in games designed for that type of game play. If people want the ultimate in realism they should look elsewhere as well as this this franchise does not represent real life. This is a game like any other, it just has its own concepts. I think if you want to push more realism then even before being able to operate it you should go through proper training. If you want to fly a plane, operate heli's or tanks. Use a certain rifle, you need to be licensed. Then when you have gone through months of acquiring licenses to even operate on foot you get assigned realistic military tasks like watch a road for a week or so. Then huff to a new forward area and watch another road for a set amount of time. Do this for a year, and listen to some action down the road that by random chance. There are soldiers in wars that hasn't even been able to be in the shit, just doing mundane tasks. The argument against what I just said is that this is just a game, which proves my point exactly. This isn't realistic, its just a game. So saying you prefer realism over well planned stories doesn't really present your case well because this game isn't real. The concept of AA3 is already based on events and branches into a time we haven't experienced yet. Makes it unrealistic already even though they have their own predictions they aren't seeing the future. It doesn't hurt to have a well developed campaign to enjoy, of course it has to be well made and not just some action junkie killing machine title. But its not impossible to create engaging stories. This is just a silly opinion so don't take to much heed to the words above, I usually don't know what I am talking about 90% of the time :D Edit note! I just re read my post and I didn't really make much sense of it, teaches me to post when i'm sick. Should be a funny read though so I will let it stay haha :D
  4. Provac

    Stealth Kills?

    Ive been posted on guard duty before specifically for bases and base like areas and you would be surprised about this. Each post is usually manned by one person so one being killed silently wouldn't alert the base for at least a little while. Normally you have roll calls so to say in certain intervals or there is a patrol going from section to section making sure everyone is where they should be. But time varies a lot. Usually guard spots only have 1 person and the patrols going their rounds to each spot has 2. Its about how many people you have available, because soldiers have to sleep too so you can't have everyone guard 24/7. That being said a breach would eventually always be discovered, but sometimes its just too late. If the enemy is proficient they are long gone by the time you find out, and good operators scout their targets for a long time before commencing their tasks to learn guard patterns etc.
  5. Provac

    Stealth Kills?

    Yes I agree, I don't want the ability to run around knifing everyone. I'm talking more about the element of being able to go around undetected even in close proximity. I know its somewhat possible already but nowhere near as well implemented as it can be. When it comes to mods adding realism, yes they add more immersion to the game making it better for us that like more realism I agree again. But its far from making it real because its still limited somewhat by the foundation that the game is built upon. Buts its a big addition to the game making it better. The odd knife kill of a single lone soldier I wouldn't mind having, but taking out a base just sneaking around doing knife kills is unrealistic because someone would eventually notice that there is a lot less guards around. But taking out 1 or 2 to make an opening to plant a bomb or something unnoticed shouldn't be to unrealistic.
  6. Provac

    Stealth Kills?

    @Metalcraze Of course, I would hope I am not a total retard. Considering human view angle is much wider than perceived in those games. But the way it is implemented is not stupid nor is it bad. Taking the example and tweaking it would create a more realistic awareness interface. If one wants to be picky about every single realistic or real life counter part then you would never have a viable game to present, there are too many individual factors like some are more aware than others, some have better sight and hearing etc. if you want to account for every single little thing it wont be a game anymore. You are not playing a war simulator, you are playing a game, using methods that works well tweaking them to your preferences is better than implementing systems that don't work well. Your objective is to create well functioning representations that comes close to realistic but keeping it fun, engaging and interesting. At least that is my personal opinion, and I don't necessarily drag 100% accuracy and reality into it every time because its just not viable. None of Bohemias games has never been a close to a perfect representation of reality even though its based on realism. As I also stated I do not know how the current system in arma works 100% as I have not yet seen any proper documentation on how it is implemented. I'm basing my comments on experiences with the engine and its AI. And sneaking around is not that difficult if you are properly trained to do so. Spec ops can be right under your nose and you wouldn't even know, and I am talking from experience not just grabbing that from thin air. Its amazing what they learn when it comes to hiding their presence, how do you think special surveillance teams manage to go deep behind enemy lines and come back and as far as the enemy knows they were never there. To put it into perspective, a special forces unit under training had a task for a certain period of time they had to stay within a certain meter radius of a house. The house contained soldiers that went out on patrols. The result was that the unit was never found, as if they were not there. But they had detailed reports about sleeping habits, what the officers ate and was even inside the house from time to time to report on various things. Battlefield ghosts is not unrealistic or Hollywood. And the reason you don't fight wars like that is because it takes several millions to train and develop one spec ops soldier. And they are designed to operate in small teams. Wars in themselves is a show of force, and you need big armies for that which makes use of special forces of today not very viable for these large scale operations. You can't occupy and take over a country with spec ops, that's not in their design. Although nowadays they have been put into more infantry based use.
  7. Provac

    Stealth Kills?

    I have no clue how the vision for AI works as of A2 but I think the AI awareness needs to be tweaked a lot. By taking examples from other games with heavy stealth elements put into it like Splinter Cell and Metal Gear Solid guards have a set viewing angle and can react to noise etc. How about setting up proper viewing angles in A3. If you move silently around these viewing angles you are undetected. If you make to much sound you will be heard and the soldier will turn around to investigate the noise (how they do this should try to be original instead of just going to noise and look stupid, maybe make soldiers more suspicious when something actually happens around them that is not in their natural space.) This way you have basically inserted stealth elements into your game without needing to think about it anymore (at least too much). So in short add a better awareness system where soldiers have more realistic awareness. Make this awareness be affected by night, day, weather etc. I know the Arma series has some kind of range system for awareness because if you do missions at night you can sneak around somewhat. During they day it is possible to a certain extent too. It just seems that range is a factor and what stance you are in that affects if they spot you or not. And not so much direction of facing. I don't know though, but if I would implement a system for awareness I would go for tested methods that works in other games and just use that. No reason to try to reinvent the wheel when you have methods that already works really well in other franchises.
  8. Armed Assault 3 Keeping it Real If there is one thing that Bohemia Interactive has done right, it's to break away from the norm and make something that they can truly call their own unique military experience. But that does not mean that their efforts are flawless, there are many good/great things to say about their Armed Assault franchise but there is that little something missing every time. This is a short post about my "personal opinions" directed towards the developers rather than the community, although community input to these thoughts would benefit the entirety of the post. The feelings of freedom The feeling of freedom in movement and animation, the lack of physics have been amongst the major issues that has not taken this game into the big times. And when I say big times I do not say that they need to be in the big times, or sell out to major publishers. But when you make something, you should at least aim big. Arma3 new features states new better animations and with added physics now. Not much to say beyond "bravo". Just make sure to make it fluid, responsive and attractive. A trained soldier is a quick, agile and responsive combat machine. This feeling has never been represented well in the armed assault series because of the animation system that has been in place, let's all hope that the animation system they are implementing now will be a significant improvement to the feeling of movement. Artificial Intelligence Bohemia Interactive has always prided themselves in their hard work on implementing realistic AI. But in all honesty if you really look at the system, the AI system is so complex that it becomes unrealistic. The AI behaves in ways that does not make sense, having soldiers go prone, crouch, stand every second because of someone shooting on the other side of the map gets relatively unrealistic and annoying. Bohemia should tear down their entire AI platform and rebuild it, make it simpler and more basic and make it more open source to edit and mod for your community to tailor to their own needs. Have a AI that is more responsive and faster, it does not need to reconsider everything around it. It should be constructed with a soldiers brave mentality and getting the job done. Not constantly look for small rocks to prone behind. A soldier is fast moving, shoots you without hesitation or having to do 1000 checks to see if he can shoot. Many people argue and say that Arma AI is the best out there and nothing can compete, but most of them are mistaking complexity with a strong well made foundation. In closing so this does not become something out of my head that I eventually don't even understand myself I would of course add that Armed Assault in my mind has always had the potential to be the best of its kind in the whole world beating any top tier arcade/semi realistic warfare shooters out there. It does not need too trade realism to achieve this either, it just needs to be more responsive to its audience. Good luck Bohemia! I really hope you guys do a homerun with your next release. It looks king so far, and the new features looks really appealing. This was my 2 cents, my mind is subject to change so don't go and get upset over it. I probably don't even know what the hell I am talking about anyways but felt like posting something as 2012 is a long way away.
  9. Provac

    AI CQB Idea

    Check out the way Dynamic AI in CQB areas work in Half Life and work from that. Basically mark obstacles and area of free movements and create a AI that can deal with the environment and there is no reason ArmA 3 cannot have efficient CQB game play.
  10. Provac

    Armed Assault 3: Keeping it Real

    Usually soldiers tend to stay alive by doing their jobs correctly. Training, training and more training makes a soldier a reactive force. You are not trained with survival in mind, but your training will keep you alive. That's why drill sergeants (instructors) hassle their recruits to weed out people who cant perform their tasks because it gets people killed. Its not about brave heroics either, Hollywood style rush in and get killed. But a soldiers fears of death makes him more alert and this will also save his life. But a soldiers fear of death does not make him prone every second as if being pinned by constant machine gun fire. It slows the movements of the group in a unrealistic fashion I think. But in the end, would be nice if they open up the AI more for editing by the community.
  11. Yet another function me and my group has some questions about. We aren't super scripted but were learning more day by day and these functions are very nice to have around. But alas we have hit some questions again. Now this time we actually manage to make it work. To spawn a unit using this function here is the execution line for those that wonders. getMarkerPos "markername" position where the unit spawns. west side the unit belongs to the next part you can decide if you want a random ammount of spawned units by just putting in a number, or you can decide which unit the function spawns by adding classnames. so instead of ["FR_Miles", "FR_Cooper"] you could just put 8. ranks should be pretty self explanatory. now [0.3,0.6,0.3] is the randomization of skills for the units. 0.3 = lowest skill 0.6 = highest skill 0.3 = value between lowest and highest skill the code it executes takes the lowest skill + the value between the lowest and highest skill to get a random skill between 0.3 and 0.6 so 0.3, 0.8, would be 0.5. Thats what we know about it so far. What we want to know is how these groups are named, because we want to spawn them and move them to a marker like triggers for ambushes etc. Right now we have no clue how to give the group a command after spawn as it seems the group spawned gets no identity. Any help here would be appreciated.
  12. "Contact armor, north, 300m." flip up compass, find north. Easy as pie :D
  13. Only reason I say its important is because I think it is. I don't know if a plan is in motion to change this at 505 release (doubtfully) but weapon transition in ARMA 2 is horrible! When in a active combat situation does a soldier take the time to put the rifle on his back then draw his sidearm. Some may say why use sidearm, tactically its used to draw when you don't have time to change a mag in your rifle. Say your team mate is also out of bullets you have to have a quick access backup. That's why a soldier every considering carrying a sidearm. As it stands now its faster to reload than do a quick pull of your sidearm. Now a quick fix to this is possible mainly because the transition animations needed are already in the game. Me and my buddy noticed the transition between main weapon and binoculars where the soldier drops his rifle leaving it hanging at the chest then pulling his binos. THAT'S IT! we were so flabbergasted that you didn't just use that system for weapon transition in the first place. 1. Step one, change the transition animation for rifle to gun with the same animation from rifle to binos. 2. Cut the animation speed of the transition by alot. A skilled soldier should be able to draw his sidearm in about 1 second. 2-3 frames on the drop and whatever frames on the sidearm pull to make it a total of 1 second. problem solved, realism heightened and everyone is happy. Thanks for reading and make it happen :D edit! oh yeah, make it possible to do while moving as well... thanks again. Now get to it :p
  14. Provac

    Legal question

    If you want to pay someone for their work then that's your business, as long as you don't sell the game content you create its ok.
  15. Provac

    hand to hand combat/knife mod

    Could do knife kills as like an addaction kind of deal with several pre animated knife takedowns randomed. In the case of having to get a new weapon you hide and leap out and knife someone. All you need is a good knife model, an animator and a scripter wanting to make it happen. Il provide the knife models if anyone wants to try make a knife takedown addon.
  16. A professional soldier who happens to have the expertise enough as to get equipped with a sidearm (its the military you serve in that decides what guns you carry (except for the real spec ops)) then that soldier has probably the knowledge and expertise to store his equipment correctly. This isnt about player reaction or run and gun super switch never run out of ammo kind of thing. Its just aimed towards more realism, im not talking about having someone drop his rifle and pull out his rocket launcher in record time. But the simple fact that when you're transitioning from a rifle to a sidearm you generally don't put your god damn rifle on your back like you're going to school with a packed lunch. Sidearm is your miniature backup, in a team scenario if your using good tactics you do check drills etc. Pulling your sidearm to keep a constant fire on your targets so that your team mate could reload. The sidearm at best is just buying your time, sometimes you do need it. And it isn't realistic when going from rifle to sidearm that the soldier you are controlling spends more time putting the rifle away than he does reloading his rifle rendering any sidearm useless in ARMA2. Might as well just not make sidearms if your not going to have realistic transitions. It has just baffled me that they already have the animation state of having the rifle slinged to the chest and not use it for the sidearms as well. As for times, that's based on experience and realistic averaged transition times should be different for every weapon as well as their reload times.
  17. Ok so this is basically not a individual competition. Its for whole groups to enter? How many modelers now can do a complete package at a good competent level? Modeling, Unwrapping, Texturing, Coding and Sound? That was the sole purpose of suggesting to split it in parts. Other than that im definitely going to take part.
  18. Definitely agreed, with a normal map and textures that is gonna look good. A finished mesh isn't even halfway in a complete model. Lots of work to be done but that's a solid mesh for sure, gonna be cool to see the end result we definitely need more civi cars. Im looking into making some civ cars as well. As for model comments (personal suggestions), you could remove the middle line on the wheel as well as the wheel cap. Normal mapping and good texturing will round that out. id try to work out the tris on the model, but that's just me. Its more important in organic models anyways to keep it quads but I always try to set that as a standard. But solid model for sure :D
  19. Also remember that not all modelers has the skills to get things put ingame. I could make some good looking models but I have no clue about putting it ingame and let it have cool features. How about a compo forum section. You have modeling comps, that would add to a general pool of models. Texturing comps, that would put textures on the better models in the pool from the modeling comp. Scripting comps, that would add to the features you see in the fully modeled and textured models from modeling and texturing. In the end you have a really awesome pool of awesome models, with awesome textures with awesome features. There is a reason game development studios have different departments. At the end all the best models from the final pool gets put into the yearly Choice Awards Mod package released to the community. Its the unrestricted, choice of participation modding group of ARMA 2. Not a specific group for one goal but a free environment where you take part in what you want and have time for to create new material for the whole community. All based around the fun of competition :D You can be a great modeler and a average texture artist, you can be a great scripter but have no clue about either modeling or texturing. This will bring the community together. EDIT I have to put in a good example MODELING COMPETITION #1 Create a new rifle for ARMA 2 Rules: No more than ????? polygons, model has to be unwrapped. Top 3 models gets gold, silver and bronze award. Top 3 models gets packaged and hosted on a site TEXTURING COMPETITION #1 Choose one of the models from MODELING COMP #1 Rules: No more than ????x???? texture size. You cannot change the model but can edit the unwrap. Top 3 textures gets gold, silver and bronze award. Top 3 textures gets packaged and hosted on a site. SCRIPTING AND FEATURES COMPETITION #1 Make cool features to the assigned model/models of your choice from TEXTURING COMP #1 Rules: blablabla I have no clue really Top 3 finished assets gets gold, silver bronze award. end of the year. All winners gets their assets in a complete ARMA2 COMPO ADDON PACK with recognition and their names on the list of top workers.
  20. Its unlimited until the assigned unit or chopper is dead.
  21. You should read the previous posts a little more carefully, it clearly states that the sqf file that is generated from the 3D editor is a spawn script of everything youve made. It doesn't create a mission file. Here is a quick step by step, for more information look at previous posts in this topic. 1. Open 3D Editor 2. Do your thing in 3D Editor 3. Save your stuff in 3D Editor 4. Open regular 2D Editor 5. Save 2D Editor Mission 6. Go to the folder with your 3D Editor save name 7. Copy mission.sqf to your 2D Editor mission folder 8. Rename mission sqf to whatever you want 9. Create init sqf in 2D Editor saved mission 10. Put in if (isserver) then {execVM "3deditorcopy_of_mission.sqf";}; 11. Open 3deditorcopy_of_mission.sqf and delete bottom 3 initiation lines. 12. Preview the mission from 2D Editor. Voila all your saved stuff from the 3D editor should now spawn in your mission.
  22. That is strange, never had the chopper plummet to the ground before. You have to initiate the chopper by commanding it where to go once you are inside.
  23. As far as I know the module gives a residence based on houses in the area. I think there is some code you can give it to increase the count of presence as well. Not all the civilians decide to come out of their houses all the time. Dont have any significant answer for you though, I suggest checking deeper into the subject of the ambient civilian module.
  24. I know this doesnt help your current topic of inquiry but Armed Assault 2 has a dynamic transport function. Here is my thread about making it work. http://forums.bistudio.com/showthread.php?t=74166 in case you hadnt seen it of course. I mention it because since your all players this is a really nice function. You have an assigned bird to pick you up wherever you choose and bring you to wherever you choose next. So it will land on your location, and not take off until you order it to. This function works with other vehicles as well. No need for invisible H's and it makes it more realistic because now you have to clear your LZ and call in a chopper. Just a suggestion to make your mission that much more dynamic :D Other than that, ive struggled with your same problem countless times and never really gotten it to perfectly execute what i want it to do in Arma 2. So I desperately tried to find a good way to get it right and the bis transport system works perfectly for this.
  25. Thats true, I had this happen to me before and I checked it out. As long as you remove the fishy shit in the bottom its the best method for me at least. Its also a really good feature to create custom spawns at any time during a mission.
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