Rommel
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Everything posted by Rommel
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RMM_VoiceQuiet, RMM_AI_Range and RMM_BloodSpray
Rommel posted a topic in ARMA - ADDONS & MODS: COMPLETE
Description: AI_Range simply increases the AI effectiveness to its maximum capability, with its only decreases in the AI's super accuracy in game, to give a more instinctive and enjoyable firefight. VoiceQuiet sets all Voices to "nullsound" which is a 1kb sound file that I found somewhere and stops all AI and player Radio noises. This also improves the AI response to orders as they no longer experience that 'delay'. Bloodspray was a lot of fun to make, and I was just generally interested. Its not to over the top, and very CPU light with the script run, all comes down to personal taste. Note: Bloodspray won't run on dedicated servers as no visuals are needed (but obviously works for clients), and all these ad dons are made with multi-player in mind; especially the voice quiet. Contents: rmm_ai_range.pbo rmm_voicequiet.pbo rmm_bloodspray.pbo Dependencies: Only extended_eventhandlers.pbo by XEH, which is needed for bloodSpray only. All ad dons operate independently of eachother. Installation: Simple installation; drag and drop into the mod folder of your choice; or simply ArmA\Addons. Possible issues: Voicequiet *empty sound* may get replaced by a beep in certain sound replacements/mods, but it is still better then having the full ArmA voices clogging your radio. Bloodspray should be sweet, but it may look a bit gorish with other blood effect mods; personal taste really. AI Range may be over ridden by other mods, such as ACE and TrueRange, but its a beaut none the less. Bug Report: If you find anything, just post here or send me an email rommel@australianarmedforces.org ... or forever hold your peace. I included the source files for you all to play with if you want. Author: Rommel Date: 3/05/2009 Revision: 1.1 ChangeLog: Fixed blood spurt, wasn't directional. ------------- DOWNLOAD ------------- Size: 11KB Type: 7zip | .7z Unpacker: www.7-zip.org Mirrors: http://www.4shared.com/file/102987061/fff410da/RMM_Pack1.html http://rapidshare.de/files/46995511/RMM_Pack1.7z.html -
http://img14.imageshack.us/img14/315/descam003.jpg >100kb http://img10.imageshack.us/img10/8939/descam004.jpg >100kb http://img12.imageshack.us/img12/1323/descam005.jpg >100kb AUTHOR: TankCommander (currently lost his password) ADDONS: AAF Mod + Opteryx's Avgani
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What's the first thing you are going to do when you get ArmA 2?
Rommel replied to L!nk07's topic in ARMA 2 & OA - GENERAL
Well considering I'll download it from sprocket / IDEA games etc, computer will already be on. So I guess install it, then I'll immediately email the server hosting company to get it installed; try it out in the mission editor. Play some of the SP campaign and hopefully not leave second mission in. Test ad don compatibility, and mostly script compatibility. edit: Amen to that. -
Any official word on what this namespaces will actually entail; any chance BIS could ease our minds and give us a small example? Come on Ondrej! :P
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I've recently discovered ArmA has no limitations on its boundaries for execution. This was discovered accidentally when trying out this (curiosity): execVM format["%1",__FILE__] Which worked wonderfully, now that would be all good, but the path for __FILE__ is: "D:\Documents\ArmA Other Profiles\ ... etc" So then I wondered, can I execute scripts completely out of the way of anything related to the game, and proceeded to execute a script in my documents. execvm "D:\Documents\test.sqf"; This completely shocked me as to the possibilities; especially in real time editing for missions; where you could patch missions or even change them via having a remote folder to the mission being played. For me at least, this enables a whole new kind of live debugging during missions; thought only previously capable on privately hosted servers. Naturally these would only work server side, as the client cannot update the scripts from the server. Does anyone know about this already? If so are their any restrictions or boundaries?
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Operation Flashpoint references in Arma2?
Rommel replied to quicksand's topic in ARMA 2 & OA - GENERAL
Is that the ending where Victor's robotic - unemotional fantasy girlfriend dies (and consequently Victor aswell). Yeah that was a real heart breaker . Yeah I've got the discs near me, so tempted to reinstall and play it again... even if just to see Guba and the run for the gun behind the house and then running over the soldiers in their own Ural. -
Vehicle ratios seem a bit off? 5:14 West : East
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Wheres the <span style='font-size:17pt;line-height:100%'>M113?</span> Vulcan Variant as well (not to mention maybe a Ambo or the SA4 variant). I love those old pieces of crap. Â Loving the new BMP-3 too. "More to come" Is that for tracked or just Vehicles in General. Â NOTE: More content is better, even if you port some of them from ArmA, just get lots of content. Means the community can focus more on enhancing content; rather then making it from scratch; and makes generic missions more expansive anyway.
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They look like the hands from Counter-strike: Source... Great pic tho mate.
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Is there any way to disable lights so the player can't use them at all on a vehicle? By scripting and not by config.
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A.C.E. Advanced Combat Environment Public Release!
Rommel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
I keep all my medical gear in my backpack, and when I need it I just grab it out. Pictures speaks a 1000 words. -
A.C.E. Advanced Combat Environment Public Release!
Rommel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Ditto. Â Size does matter when many users have a limit of maybe 2GB a month? And ArmA itself has a huge bandwidth take up anyway. Also a bug report, is you can't put in any addons that are based off SoldierWB or any of the base units, they just don't appear in the menu in the editor. However can be placed via the 'mission.sqm'. -
Website: http://www.australianarmedforces.org Forums: http://australianarmedforces.org/forums/index.php Registrations are open! Who are we? The Australian Armed Forces (AAF) is a tactical based squad for the ArmA series. Formed in 2008, AAF is commonly regarded as one of the most active Australian and New Zealand squads in the AusArmA and Battlegroup communities. We play several evenings per week, and often congregate on our teamspeak server (ts.australianarmedforces.org) for smaller games. We have several scheduled mission nights per week and frequently participate in joint-operations with other local squads. So you’re interested? Awesome! To set the scene before we go onto how the AAF operates, here's some pre-dominant factors in becoming a member. You are mature when the games rolling, a bit of fun out of game is never shy, but you must put your serious face on when playing or you won't get far. Don’t get us wrong, we love a laugh, but we despise immaturity and generic “Pub Playâ€. You must also be highly teamwork oriented; cooperative and are Australian or within approx 5 hours of (GMT +10). There is no minimum dedication within the AAF, however a regular check of the forums to show your still with us is required at least weekly unless you apply for leave. The AAF has a relaxed attitude and we enjoy chilling out and talking smack in the forums or TS, but when we jump ingame, we always switch on, enjoy what ArmA 3 offers and have a good time. Ok, so how do we operate? The AAF is a squad that focuses on the realistic aspect of game play, whilst sometimes those two terms can be contradictory, we get the best balance possible. We spend at minimum a few hours per month training and completing exercises, making sure we are up to standard, and have our own written doctrine for new recruits to learn upon entry. Don’t let this deter you, it’s not pages of a PDF, rather some small and important information the AAF has written up over time to most effectively complete missions in the ArmA verse. What does our training consist of? Our training is a very enjoyable and an excellent learning process. We don't expect our new recruits to sit through tedious hours of recruit training, so we break the training up into different elements to be taken over various nights. Some of the recruitment training modules that you will learn consist of; Navigation Cam and Concealment Patrolling Formations Target Indications Contact Drills Fire and Movement Basic Section Attack Break Contact Drills Obstacle Crossings Ambushes Great, where do I sign up? To become an AAF member, you must first place your entry application through the webpage below and then register on these forums and PM Antipop or Scarecrow informing him that you’ve applied and ready to go. An easy way to get in contact with the clan is via TeamSpeak (information below). Upon processing of your application, you will be contacted a senior member on our team speak channel on the Battlegroup Teamspeak server; after meeting and assessing your personality, you will begin the selection process, and from the information provided in your application you will be assigned to a unit, a relative position and begin the training. During your application, all are welcome to play with us during our games, however, if we have a scheduled mission night, we require members only to be a part of these. If you complete the training without any serious problems, and we are happy with your performance, you will be slotted into your unit and will began playing where they may be deployed. Upon completion of entry, at any time without posting for official leave you will have 4 weeks maximum inactivity, before you are deemed inactive and removed from the team; to re-deem yourself you will have to speak to the CO and be granted special permissions to re join; unless under specific circumstance. Microphones are required for any communications, and mandatory; a moderate internet connection and good 3D performance is also recommended for solid game play. We haven't set an age restriction, but if you are below 18, you will be judged on maturity and ability to become part of a team in the ArmA game world. If you are interested in AAF, then please, fill out this Google form below and one of the senior members will contact you. **AAF APPLY PAGE:** http://australianarmedforces.org/apply/ Don't forget to register on the forums and Private Message Antipop or Scarecrow stating you’ve filled out the above document and what your Forum Account is. If you have any problems during the recruitment process or have any queries, feel free to email;matt.hurley91@gmail.com , contact on skype (theantipop91), give me a yell on TS3 or PM me on the forums. Some other points of call are; Monty (Skype: montybravo – Email:monfries@rocketmail.com) or Rommel (Email:Admin@australianarmedforces.org) The AAF Use use Teamspeak 3 and Skype to co-ordinate games most of the time, download these below. http://www.teamspeak.com Our teamspeak is: ts.australianarmedforces.org (Hosted by The Battlegroup, we reside in the AAF channels, if the redirect does not work for any reason the IP is currently: 27.50.70.145) For more Information please visit AAF's Website: http://www.australianarmedforces.org or Forums: http://australianarmedforces.org/forums/index.php AAF Forums recruitment thread:http://australianarmedforces.org/forums/viewtopic.php?f=11&t=39
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<span style='font-size:13pt;line-height:100%'>Australian Armed Forces</span> <span style='font-size:11pt;line-height:100%'>Celebrating 8months of duty, and the New Year!</span> Notes The Australian Armed Forces began in June 2008, and with the celebration of the New Year can proudly pro-claim itself a incredibly successful and active co-op squad; with its life time enduring up to 8 months of activity. The previous months have seen an interesting turn of events within the AAF; with August came a large boost in AAF numbers. But due to the lack of infrastructure at the time, AAF was unable to sustain this enormous influx of up to 12 members, and many became inactive. In late September we began various projects engaging in the enhancement of our training, the AAF MOD and our own rented server. We also began the Multi-Session-Operation project. More information on these projects can be found on our forums, to keep this post as brief as possible. By December we have re-ascertained a large member list including the following members: DK Ando Antipop Azza B-C Bullman Duke Nukem Kris Marty Monty-B Rommel Tank-Commander TheDoctor Vass WhiteWolf Wiggles With training exercises for the 6th and three more recruits signing up on New Years Day; 2009 looks to be a promising and exciting year within the AAF. Happy New Years!
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A.C.E. Advanced Combat Environment Public Release!
Rommel replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
That's a portion of the server config, any ideas why DeathMessages are still showing? Don't think there's anything wrong upstream because we can set maxPlayers. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">version=1; blood=1; viewDistance=3000; terrainGrid=50.000000; volumeCD=7; volumeFX=7; volumeSpeech=7; singleVoice=0; playerVoice=0; gamma=1.000000; brightness=1.000000; fovTop=0.750000; fovLeft=1.000000; uiTopLeftX=0.000000; uiTopLeftY=0.000000; uiBottomRightX=1.000000; uiBottomRightY=1.000000; sceneComplexity=300000.000000; shadingQuality=1; shadowQuality=1; soundEnableEAX=0; soundEnableHW=0; class Difficulties { class regular { class Flags { Armor=1; FriendlyTag=1; EnemyTag=0; HUD=1; HUDPerm=1; HUDWp=0; HUDWpPerm=0; AutoSpot=0; Map=0; WeaponCursor=1; //Using mod to remove crossHairs, but allows FriendlyTAG AutoGuideAT=0; ClockIndicator=0; 3rdPersonView=0; Tracers=0; UltraAI=1; AutoAim=0; UnlimitedSaves=0; deathMessages=0; netStats=0; allowSeagull=1; suppressPlayer=1; realisticFatigue=1; }; skillFriendly=0.650000; skillEnemy=0.650000; precisionFriendly=0.650000; precisionEnemy=0.650000; }; class veteran { class Flags { Armor=1; FriendlyTag=1; EnemyTag=0; HUD=1; HUDPerm=1; HUDWp=0; HUDWpPerm=0; AutoSpot=0; Map=0; WeaponCursor=1; AutoGuideAT=0; ClockIndicator=0; 3rdPersonView=0; Tracers=0; UltraAI=1; AutoAim=0; UnlimitedSaves=0; deathMessages=0; netStats=0; allowSeagull=1; suppressPlayer=1; realisticFatigue=1; }; skillFriendly=0.650000; skillEnemy=0.650000; precisionFriendly=0.650000; precisionEnemy=0.650000; }; }; Is what we have for our server. Make sure you have it in the server profile settings. It appears you it in the server.cfg similiar to this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hostname = "Hypernia.com | AAF - Operations"; BattlEye=1; voteThreshold=0.33; voteMissionPlayers=0; persistent=1; disableVoN=0; vonCodecQuality=8; VonID=1; maxPlayers=16; ... etc etc -
Frigin awesome sounds, sound bloody realistic from my own experiences from Air shows and gun ranges. Dunno about those cursing sounds, but it was quite funny when you hear "SHIT! is Down"
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This was on 1.14 mind you, can't wait to see how 1.15 handles and improves things. Should blow my mind. Â EDIT: New record: 6.7625days
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5 and half Days and still running. Our own mods plus the allowance of DMSmokeEffects/FX mods and Sound mods. Around 400 Ai spawning on and off during gameplay. I reckon thats pretty bloody good.
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Hahaha, I can't imagine how many Santa addons are going to come out this year. Half expecting Gnat to release the whole set of presents, Sleighs and the Jolly big fella' himself.
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ROMM_Flashlight_Redux, AAF_Aslav Refer to this thread for more pic's.
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ROMM_Flashlight_Redux
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AAF Mod ASLAV
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Best thanks from me to (off the very top of my head): - Sickboy and the 6thsense. - Red and his awesome fix. - Rellikki for his wonderful units. - MaddMatt for his effects.
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Edit: Interesting storyline reasons here, makes a lot more sense now, great work on the conspiracies there Spokesperson. Â Edit2: Why do so many judge this game on its SP? Its crap for SP personally, play online or go home.
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Spawn creates another instance outside of its scope., while Call stops all code within its and outside scope to run the code.