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Rommel

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Everything posted by Rommel

  1. Rommel

    online multiplayer

    Yeah not possible.
  2. Rommel

    ArmA Photography I - No images over 100kb.

    Un-defeatable fort in Warfare, trench system completely protected against all GBU's and Artillery shells, and the MHQ was placed so well it could only have been taken out from one direction. EDIT: hahahahaha! Vultar your player unit looks like a child soldier!
  3. We do have permissions for it mate, don't worry we weren't pulling no shiftys; We have left the authors signature on it, reference the side of the scope, it looks nice anyway. In other news we've also added an Eotech, Aimpoint and ACOG variant of that rifle, with the ability to have a flashlight, working NAD and also an M203. edit: I forgot to add that detail to the picture post, but I was still a little distracted by the previous posts, and was just a way to help get topic back on track.
  4. Rommel

    ArmedZone.tv

    Where can I find the movie makers intro splash video? Also: Just wondering as its movie related, and I didn't want to start a new topic? Whats this: http://www.armatrailermaker.com/moviemaker.html
  5. Great news. It would suck if someone released yet another 5.56 system. Â On a serious side: how does the bullet cross this gap in the beggining? Or is it like with revolvers? tell you the truth mate, At the moment I have got absolutely no idea. I'll put in a word to our modeller about that... bit strange on retrospect...
  6. that's the elemental question in every game based forum that's filled up with unsatisfied male losers...it's the testosteron driven competition covered in "rational" discussions...the modern man's actualization of maleness...sad but true Modern day version of the guy who gets the spear in the Mammoth? (ref 10,000bc) OT: http://thumbnails10.imagebam.com/1997/6db7d719964585.gif They look mad, the sunnies are a little out there, but maybe some more alpha and they'd suit. They appear a bit too grey though, going to check some reference pics against them on google. And although we won't be releasing publicly, the AAF SteyrA3;
  7. Exactly. I think its better you all took your little testosterone elsewhere, and deal with it amongst yourselves. Tanks comments are hardly regarded as begging, the thread is discussing and displaying things you are working on, Tank merely complimented and then made a note of what he think would be better, which was then addressed suitable by another member with what's currently out there. If it was a request like we've already made to Opteryx, it would of been sent by PM, which it has, and we were replied promptly and nicely too. Unlike [Plantiffs,Lt_Ponchos] attempt to flame the thread with egregious comments and attempt to start a debate on something so petty. Go rally elsewhere. Mods: Should possibly clean this up, as they are clearly attempting to start a flame war. Regards, Rommel
  8. Rommel

    ArmA (MP) Scripting

    Interesting notes I've found: <ul> [*]Server can't removeAllWeapons _unit on a player (_unit = the players unit); however it can move the unit around via SetPos and change almost all other relevant player statistics. [*]Server can't addEventHandlers to players.
  9. SQF is far superior and easier to use if you just spend 5minutes with it. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> while{damage cc > 0} do { cc switchMove "ActsPpneMstpSnonWnonDnon_Injured1"; cc say "wounded"; sleep 30; };
  10. Rommel

    AI settings - how to strike a balance?

    Where can I find more information on those settings? Â I have never seen it laid out like that, is tha tin the arma.cfg file? Â Thanks Its an addon, all you need to do is compile/binarize that config.cpp, and its only required server side or client side if single player.
  11. Rommel

    ArmA photography - Questions&Comments

    Ahahaha! Modul that picture made me laugh hard, but the watching of the video just re-instilled that even harder. Great work mate! http://au.youtube.com/watch?v=f1XAi9wVatA
  12. Rommel

    Hardware and settings for ArmA

    I've noticed a lot of people here and on the general forum complain about 1.08 FOV and the current one, I never noticed any difference since I have always run my own custom FOV. But just thought I might share it with people and see what the problem is aswell. Heres my comparisons (I'm running 1600x900 @ 1680 x 1050): 16:10 (Standard Ratio) 1.6:1.0 (Custom Ratio/UI Zoomout) You can notice the UI is lightly stretched, however this does not effect the actual game ratios. Heres my UI config which can be found in the Username.profile in your documents. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> fovTop=1.000000; fovLeft=1.600000; //UI Positions must be changed to 0 and 1 respectively, otherwise you'll go into map editor with black vertical borders. uiTopLeftX=0.000000; uiTopLeftY=0.000000; uiBottomRightX=1.000000; uiBottomRightY=1.000000; or what I run a lot for enhanced FOV <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> fovTop=1.25; fovLeft=2; uiTopLeftX=0.000000; uiTopLeftY=0.000000; uiBottomRightX=1.000000; uiBottomRightY=1.000000;
  13. Rommel

    AI settings - how to strike a balance?

    Instead of using scripts, my clan and I use skill re-defines and they improve the ai greatly in how they fire at you. Increased spotting distances/times, with accurate, but not pinpoint headshots every second accuracy. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class AAF_IA { units[] = {}; weapons[] = {}; requiredVersion = 1.14; requiredAddons[] = {}; }; }; class CfgAISkill { aimingAccuracy[] = {0, 0.2, 1, 0.2}; aimingShake[] = {0, 0.27, 1, 0.27}; aimingSpeed[] = {0, 1, 1, 1}; courage[] = {0, 1, 1, 1}; commanding[] = {0, 1, 1, 1}; endurance[] = {0, 1, 1, 1}; general[] = {0, 1, 1, 1}; reloadSpeed[] = {0, 1, 1, 1}; spotDistance[] = {0, 1, 1, 1}; spotTime[] = {0, 1, 1, 1}; };
  14. Yeah the gears already been swapped... edit: Apparently my wording was politcally incorrect, so I'll just let you lot read TC's post below... Romm out.
  15. Rommel

    ArmA is too hard

    Q. Over-Accurate AI A. Find a AI accuracy mod, there is plenty out there that lowers the AI accuracy. Or make your own. Q. Stupidity of Missions A. Mission Editor.
  16. Rommel

    Persistence

    make the player respawn to an island, have a trigger around the island so when someone is in the trigger they have an option to go into spectate mode. When all players are dead on the island end the mission maybe. <span style='font-size:11pt;line-height:100%'><span style='color:#ee4a2d'>New (scripting, but still related to this thread) problems:</span></span> - Player doesn't can be killed, push escape, re-slot and he won't re-execute the init.sqf. How can I detect/enforce this? - Why is it, that if the respawn is 200 seconds, the player can re-slot in any slot on the server, and the eventHandlers on him won't kick in until after that 200 seconds is up. (Example: I joined a server, pushed respawn, 200 seconds to wait, pushed escape, re-slotted, pushed respawn, and it was now only 170 seconds to go (took around 30 seconds to do the re-slotting). :blink: EDIT: New evidence suggests against the above conclusions, with the idea that when a player re-slots, he does execute the init.sqf but the following statement <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">vehicle player != player occurs while the previous players body is deleted. So I'm thinking a delay or waitUntil will fix this problem. Â EDIT2: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">globalChat format["VP: %1 /n P: %2 /n AVP: %3 /n AP: %4 /n NVP: %5 /n NP: %6",vehicle player,player,alive vehicle player,alive player,isNull vehicle player,isNull player]; The first line is after re-slotting, the second line after mission begin. The second line also occurred after I quit the server and rejoined (JIP). Only posting this here to either a) help others, b) log what I'm doing... c) maybe get tips on some easier solutions rather then testing this all myself. d) Confirmation of these theories. I think the solution could be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">waitUntil{!(isNull player)};... Note, maybe this should be moved to the Scripting forum now... Â edit4: Yup, the solution code above (waitUntil) worked a beauty. I can actually do things to my player now that its there, because in the 0.1seconds that all the code runs in, the server/client is still joining the player into it, hence player was null.
  17. Rommel

    Persistence

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // INGAME SETTINGS disableVoN=1; // If set to 1, Voice over Net will not be available vonCodecQuality=0; // Quality from 1 to 10 persistent=1; // If 1, missions still run on even after the last player disconnected. // SCRIPTING ISSUES onUserConnected=""; // self-explaining onUserDisconnected=""; doubleIdDetected=""; regularCheck=""; // some ArmA specific stuff - signature verification onUnsignedData = "kick (_this select 0)"; // unsigned data detected onDifferentData={}; // data with a valid signature, but different version than the one present on server detected BattlEye=1; //Server to use BattlEye system I'm trying to get our server to run games "persistently", however no matter what happens, the second the last person logs off the server stops the mission and leaves the server blank.
  18. Rommel

    Persistence

    Thanks mate, that was the problem... bit of a dud solution, but I guess I'll just have to script in a way for players not to come back alive.
  19. Rommel

    Persistence

    Thinking it may have been the server hosting company, but using the same config on the server on my own private dedicated, it came with the same results. Is there perhaps a minimum time for a server to have a mission to become persistent? In any case, if you could show me a demonstration config with that persistence working (maybe your servers?) so I could a) test it privately, then if it works compare it with our server config and see how it gos. EDIT: <span style='font-size:16pt;line-height:100%'>It works! But only on Warfare, perhaps its mission based... and I didn't know? Â </span>
  20. Rommel

    ArmA Photography I - No images over 100kb.

    A: Same as above, except completely new models by myself and Monty.
  21. Rommel

    ArmA is too hard

    I have to agree with you here, I can do up to a 4 hour patrol in ArmA and still feel the love, but I do enjoy a regular kickback in CSS for that fast paced action. I found both games have improved my: strategy, reaction times and adaptation to situation and situation awareness. I find myself both in ArmA and CSS, catching people off-guard and ability to "sneak" a lot better then I would a while ago. EDIT: I work with my team on a system of something a lot of WoW players would be familiar with: agro. The more you shoot, kill, the higher your cost goes up in ArmA, which is effectively ArmA's version of "agro". You'll notice all the ai (if known) will begin concentrating on that one player, so we even out: a) The killing b) If someones got all the "agro", they will remain in cover with the rest of the team covering them. This process is part of the Ai target selection when given a choice, so naturally you want them to be evenly spread amongst the team, or you'll go down very fast.
  22. Rommel

    ArmA Photography I - No images over 100kb.

    Australian Armed Forces Mod (ADF Re-textures/Model Fixes)
  23. Rommel

    Hippie Funland

    Very extravagant, never seen such a diversity in architecture.
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