rekrul
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Everything posted by rekrul
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How do you get glare like that on curved glass?
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Bunch of newbie questions about everything (long)
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, I might have done this too complex. I noticed two things. I put an USMC rifle squad out, me as civilian with a gun. If I kill 2 marines, they all open up on me. Now this is what I want, only I want it to happen after I kill 1 (or even injure someone). How do I do that? The other civilians in my group are not touched. I also noticed that if I had the first aid modules sync'ed to squad leader I can kill all of them without any of them reacting. Bug? Edit: Make that 3 things I've noticed. I can slaughter an entire russian rifle squad with no repercussions, but for USMC two is enough (if the first aid moduled isn't present and synced). -
Bunch of newbie questions about everything (long)
rekrul posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Disclaimer: I'm completely clueless when it comes to mission editing. I've been studying the Armed-Assault Editing-Guide Deluxe Edition, these forums and the wiki, but there's an overlaying logic here that isn't really explained anywhere so it's kinda hard to know what I should search/look for so bear with me. Also, there's nothing logic about the syntaxes even though they're listed in wiki, and I often struggle to figure out where I should place these commands. Usually when I'm completely clueless to something I always try something so advanced it would make the designers themselves cringe. This might be one of those situations. :) I tried putting all the questions at the bottom so it's easier to read as I suspect this post will be pretty unorganized. What I'm trying to do is to have the players playing as civilians and when they enter a "forbidden" area with a weapon other than a pistol, the player (or players) are shot by OPFOR. If they don't have a weapon (or only a pistol) they will be shot as long as they are in the area, but safe once they're out. This will only be a 4-player mission so nothing big. At this point I have made a BLUFOR colonel with 0% presence and I've grouped my character and my playable AI (both civilians) with this non-existent colonel, and I've set both player as captives (1). I placed 3 OPFOR AIs in the forbidden area and I made a trigger defining the area. The trigger is as follows: Activation: Any group member, repeatedly, detected by OPFOR, Type Switch (2), On Act I've put a titleText just as a debug tool, and setCaptive false on myself and my AI (3). On Dea I have another titleText and I set us to captives again.(4) 1) I tried setting the group as captive but this doesn't seem possible? 2) What does "type" do? All explanations just list the various choices with no real info about what they do. I sat for hours with type "Guarded by OPFOR" and didn't understand why On Act was never executed. Setting it to None made it work. But later I found out that On Dea didn't work, and I had to set it to Switch which was less of a logical leap after the None-incident. 3) What I want is the person who was in the trigger-zone to be setcaptive false (as opposed to all of us), so I think I have to use a command to make the AI dump the player(s) name(s) he detected into another variable, then use that variable with the setCaptive false statement but this has several complications (5) I think. And I have no idea how to do it. :) 4) I noticed that if I, in the On Dea-field, set the setcaptive to true again and then put a titletext, it would take a while for the text to appear and sometimes not at all. If I had titletext first it would come much faster, why is this? 5) The complications I see is that for the trigger to trigger again, it has to be deactivated, right? So that means if a player is detected in the zone, then other players can enter and still have setCaptive true as the trigger for the 1st guy detected is still running (given that he is still in the trigger-zone). Is this correct? Do I have to make one trigger per player/AI in my group for this? 6) Is the deactivation also based on detection or immediately when I'm outside the trigger-zone? 7) I figured for the weapon-check I can use the hasWeapon command under condition, but do I really have to list all the weapons I have in the mission to check this? Or are there "groups" of weapons like "rifle", "pistol", etc? 8) If the player has a weapon other than pistol in the triggerzone, how do I avoid the On Dea-field to kick in? I want him to have setCaptive false even when he leaves the zone, making him permanently a target for OPFOR. 9) If a player only has a pistol is there a way for him to holster it, e.g. carry it but not in his hand? 10) Is there a way to make the civilians speak english? -
Bunch of newbie questions about everything (long)
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmm, another issue I experience is that I went in to the zone and killed all OPFOR, but the trigger keeps firing with no OPFOR to detect me, even when I'm outside the zone. Bug? -
Bunch of newbie questions about everything (long)
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Tournesol, that did the trick! I do see some strange behavior though. Like I send the AI in and then me after. I have some text so I see that the trigger is going off and on all the time, and I see that the AI goes from invincible on the map (since he has setcaptive true) to green, but it's like 50/50 whether they shoot him or not when he's standing there. I'll move on to more absurd things ;), but is there a way to make "my" civilians speak english (instead of russian or whatever it is)? -
Bunch of newbie questions about everything (long)
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Great! So if e.g. 2 persons run into the zone at the same time, I should use "{_x setcaptive false} foreach thislist"? Also, what happens if person 1 is detected, the trigger fires and then another person is detected. Will the trigger still fire for #2 or does the trigger have to be deactivated first? Edit: Ok I just tested and the trigger will not fire for person 2 entering triggerzone. Do I have to make one trigger per player or what? Edit2: To elaborate a bit. I locked the OPFOR in position, I send the AI into the triggerzone, out of line of fire. The trigger kicks in. I run in, and my setcaptive is still true. I send AI to OPFOR and after 30 secs or so, they shoot him (why so long?). I'm still in the zone and no trigger on me. I run out of the zone and the trigger deactives. Now I could set a condition with "{_x != alive} foreach thislist" (is that correct?) I guess, but I really would like the trigger to fire when #2 enters as well. -
Why doesn't AI use "Step Over" and why sometimes NPCs can run through obstacles?
rekrul replied to otrebla_snake_ita's topic in ARMA 2 & OA - GENERAL
Well this bug has been around since OFP 1.00 so I wouldn't hold my breath. -
Bunch of newbie questions about everything (long)
rekrul replied to rekrul's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For now, yes. I'm learning as I go along, so I'm sure there will be some external script-files eventually. Anyways, to focus on the most pressing issue now - when a player and/or AI enters the trigger zone and is detected by OPFOR, how do I know who he has detected? Is there a command/function where I can retrieve the name of the person that was detected? My goal here is that the player or AI that enters the triggerzone gets setCaptive set to false (as opposed to everyone in the group). -
Ambient Civilian/Civilian Vehicles
rekrul replied to Z-Nine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
After further testing, I see that it works in bigger town. I sat the number to 250 to really make an impact. When I go into Cherno, it takes a few minutes and then suddenly people pour out the doors. For whatever reason, people die in doors and I guess inside the building as well and the those who did make it outside panics. Some run most crouch and a few lay down. And they stay like this. I guess new people spawn inside the building to replace the dead ones and then die again in an endless loop, or the module just dies cause no more people are coming out the doors and there's perhaps 20-30 people outside (crouching or laying down). I sat down (I was a civilian as well) and 4x'ed for a few hours of gametime and nothing happend. -
When I got A2 I had a Intel dual-core 3GHz, 2GB RAM and GTS8800 and I got around 20 FPS with settings on normal/low and ~2km VD. Edit: And some stuttering from time to time.
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Ambient Civilian/Civilian Vehicles
rekrul replied to Z-Nine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Did anyone figure this out yet? I saw this in the wiki about ALICE: In the example it says vehicleRarity, but the paragraph is about civilianRarity so I'm not sure if it's a typo? I don't find any driving civilians atleast and I would like tons of civilians, both pedestrians and vehicles. Also, setting the count with e.g "10" doesn't seem to work. This is what I have in the init-field of the Ambient Civilians module; BIS_alice_mainscope setVariable ["civilianCount","100"]; BIS_loc_acityc_kozlovka setVariable ["ALICE_populationCoef",1]; (The last one is to get them out of the houses.) I see no civilians at all... ---------- Post added at 10:42 PM ---------- Previous post was at 10:33 PM ---------- Edit: Ok this is weird, it works in smaller villages like e.g. Gorka. They're all in wild panic though, probably because someone spawned dead. It doesn't work in the bigger cities though, they are empty. Any idea why? -
Yes. They're increasing global warming by releasing methane-gases. They're in cahoots with the pigs and birds which primarily focuses on killing us. Unless we seriously increase the intake of steaks, pork-chops and KFC, they will take over. USA has been fighting this war by increasing their intake of these enemies for over a decade already. ;)
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My argument was based on the SSD's lifecycle not efficiency. Meaning your SSD will live longer with pagefile on another disk, however I don't know the actual impact (to lifecycle) this has, so if it reduces the lifecycle from 12 years to 7 my entire point is moot. :)
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My RPG guys refuse to fire at anything armored almost always. There's the occasional time when they run out of forest, across clear ground either to Hulk-throw the armored vehicle away or fire at it from 50m. I don't know which cause they always die.
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Badlands bug: Protect Vyshnoye
rekrul replied to Spudgunner's topic in ARMA 2 & OA - OFFICIAL MISSIONS
They're always on the hill across the road from Malek's farm (south of city). The equipment they had when I encountered them was: -
Well mine works every time for me, but apparently not for everyone: http://forums.bistudio.com/showpost.php?p=1382576&postcount=71 As for the dog tags, if your teammate has them - that's good enough. The guy with the balaclava has them and it's on the ground and a olivegreen square. His body is sometimes over it though.
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ArmA II: Operation Arrowhead discussion thread
rekrul replied to Tonci87's topic in ARMA 2 & OA - GENERAL
And that's good, but the core engine looks like it could do with a complete overhaul so you actually utilize the monster rigs that your userbase is shelling out for. The core engine was quite awesome when released with OFP1 but the current engine can't be used for 10km VD. Not because there isn't machinepower enough, but because the engine doesn't utilize it. I think that's the main concern we have. And it's obvious that it's too complex at this time since jumping tanks from OFP1 is still present and we were promised an item weight system for "game 2" as it was called back in the day, but this has obviously been scrapped. -
Dogs of War - Island Radio Transmitter task
rekrul replied to jeffroland's topic in ARMA 2 & OA - OFFICIAL MISSIONS
There's a boat by the shoreline there, that you might want to blow up. I always did so I never know if he actually tries to escape. He has his golden AK and blue sweatshirt, so you should be able to spot him atleast. -
I assume you have read at least one of the walkthroughs here?
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UAV Will we ever get one that works like this?
rekrul replied to Dangerdog's topic in ARMA 2 & OA - GENERAL
Who the heck says roger wilco?! -
UAV Will we ever get one that works like this?
rekrul replied to Dangerdog's topic in ARMA 2 & OA - GENERAL
Am I the only one who can never see any enemy at all using FLIR (not counting vehicles)? -
Need an address in Manhattan please.
rekrul replied to GavMcleod's topic in ARMA 2 & OA - OFFICIAL MISSIONS
If the car explodes, the body is ejected from the car so the body should still be there. -
Win7 doesn't need the flag for my part. From the previous ATI betadrivers I got xfire automatically, and the -winxp flag does nothing for me. Anyways, it doesn't matter much if you have xfire running or not as Arma2 doesn't support multi-gpu (very well) anyways.
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Trying to join MP games turns my ISP OFF
rekrul replied to DeltaNovember's topic in ARMA 2 & OA - TROUBLESHOOTING
No problem, glad it worked. :) One more thing. I'm not sure if it survives a reboot (of the router). If it doesn't let me know, and I'll tell you how to make it permanent. -
Trying to join MP games turns my ISP OFF
rekrul replied to DeltaNovember's topic in ARMA 2 & OA - TROUBLESHOOTING
Ok, you need to telnet into the router. If you have vista or win7, telnet isn't installed as default so DL putty instead (google it). Telnet to the router. Default it's 192.168.1.1 admin/1234 but the ISP might have changed it. Once in, if there's a meny there typer 24 - enter - 8 - enter. If you only have commandline when logging in, you're already there. Type: ip nat session (enter) NAT session number per host: 1024 Your count may vary. Try doubling it by entering a number after session, e.g. ip nat session 2048 (enter). To ping, click the start button in Windows, for XP -> Run, for Vista/Win7 -> search, enter cmd and enter. You'll get a black window where you type e.g. "ping arma2.com -t". Then open another cmd and type "ping <routers IP> -t". The ping will run forever until you hit ctrl+c or close the window. Finally, the easiest way to check if router has rebooted is to log in to the router through e.g. IE or Firefox and check the uptime on the main screen.