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AdmiralKarlDonuts

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Posts posted by AdmiralKarlDonuts


  1. It's the SetIdentity command.

    The description.ext file in the mission folder is where you punch in the specifics. See here.

    So, in the unit's init box use: Guy1 setidentity "billybob", and then in the cfgidenties section of the description.ext you actually fill in the options for billybob. I haven't messed with it in a long time but if I remember correctly you can just punch in a name and all the rest will be randomized as normal.

    For clarity it looks like this

    class CfgIdentities

    {

    class billybob

    {

    name="Billy Bob";

    face="Face20";

    glasses="None";

    speaker="Dan";

    pitch=1.1;

    };

    };

    Where the face, glasses, speaker, etc can probably be left out unless you want to customize those, too. Be warned that the voices, etc, in the Biki are for OFP and Arma 1. Dunno when they'll add the arma2 voices and glasses.


  2. You mean placing a static MG in the editor, or ordering one of your men up there in-game?

    To do it in the editor, place the tower bunker on your map. Now place a static M2, for example, on top of that. In the 'init' box of the M2, type this:

    this setpos [getpos this select 0, getpos this select 1, 2.7]

    If I remember right 2.7 is the height you'll need, but you'll have to enter the game yourself, climb up and look to see if it's sitting there or floating a bit off the floor. In english that code says: set the position of this thing at [this thing's x-coordinate, this thing's y coordinate, and 2.7 meters off the ground] x is east-west, y is north-south, and the third one is actually the z, or height, coordinate. So the code leaves it where it is in 2d but lifts it up 2.7 meters in 3d. Like I said, play with that 2.7 to get it where you want it.

    You'll also need to jiggle it's position by dragging the icon around in the editor to get it exactly where you want it.


  3. I don't want maps that are designed by everyone and their mother. Give me a map that clearly shows 1 mission, like the ones found in BF1942, BF2 and BF2-Project Reality. Once in these maps, you knew exactly what your mission was. The only drawback with these maps were, they got old after awhile...but that's when I looked forward to new map releases.

    Then you're playing the wrong game. The whole point of releasing the game with an editor is to encourage "everyone and his mother" to create their own stuff. Make your own mission if you're not satisfied with what the community creates.

    BIS does not release 'map packs' or anything like that. They never have, dating back to 2001. A few new ones might have shipped with the expansion packs but they intentionally left it to us to create MP content.


  4. You could make yourself a squad leader and play with the settings yourself in the editor to find out more about the various states.

    DANGER means they will move slowly and usually go prone when stationary. New in Arma 2 is bounding overwatch...some move while others cover. They have no problems following but if you stand up and run full-speed for a good distance you will leave them behind.

    AWARE means they stand fully upright and run at the normal pace. If they engage enemies they temporarily go into DANGER mode but when the threat is dealt with they revert back to AWARE.

    Doesn't seem to be any difference between urban and open areas.


  5. For clarity's sake I'll point something out that I didn't realize because I'm stoopid:

    Even though briefing.html no longer contains any information used in the actual briefing, if you don't have at least a template of it in your missions folder, the pre-mission briefing won't display.

    I was testing out the new tasks and notes system and creating a mission that would sorta serve as a template for later use. I put all that stuff in and I figured I'd put a placeholder gear selection in just to have all this stuff ready to roll when I need it for a real mission. I figured that if briefing.html only contains the de-briefings, I could take care of it last. I fill out the description.ext, hold Shift + "Preview" and I'm standing on the map...hmmmm. I pasted the briefing template from the OP in, tried again, and voila, there was the pre-mission briefing and gear selection.

    So, even though briefing.html doesn't have anything to do with the briefing anymore, it must be in there for the briefing/gear selection/tasks/etc. to show up. Hopefully that saves somebody a few minutes of head-scratching.

    And for new players, hold shift and click "preview" in the editor to see your briefing in-game.


  6. My point was really that you can handle any weapons you want and that they weren't locked by class like those other games. Whether or not you're helping your team by doing that is another matter.

    And this 'so-called realistic' game is much better in that regard than, say, BF2, where if you have an AT weapon you're given no body armor and a BB gun to defend yourself with. What's wrong with M136 + M16A4 Acog? Nothing, because that's what real Marines carry. Certainly not all of them do but it's not like they can't.


  7. Admittedly it's been a while since I played Berzerk or Evolution, but don't they have briefings that explain everything?

    As explained there is no BF2 role switching, what you join the server as is what you are.

    However that only matters for medics (they get medic abilities), snipers (they get ghillie suits) and specops types (they are stealthier by default). Weapons are not restricted by 'class.' If you start as a rifleman feel free to pick up an M240, a sniper rifle, or a SMAW.


  8. Example: If you want the civilians to engage playerside (like west), group them to EAST soldier, and make him COLONEL (as long as the EAST side man is higher in rank than the civilians you linke them into), and the east sodliers precense to 0%, so he will dissapear instantly. Now, once players are in sight of those civilian,they are on EAST side and will engage the WEST players,if you have put some weapons to them =)

    Should work

    Yep, this is the easiest way to do it. Of course it also means they will be gunned down by Marines or CDF as soon as they are spotted. Unless you use setCaptive on them to prevent that.


  9. Not to mention the fact that that poster couldn't figure out that if he wanted to mess around with weapons and units he could just use the editor and not have to unlock anything. I think I spent three minutes total in the armory in Armas 1 and 2.

    The references to RPG elements reveal a lack of even a rudimentary understanding of how to play this game.

    There. That feels better.


  10. I think the accepted way to express your disappointment is to use one of the existing feedback threads and not to start a self-important smartass topic like the last one.

    You already said you were returning the game in a huff, so why are you still here? Go do that and go back to BF2.


  11. I went into an EBGames in Providence RI today and they didn't have any idea what the hell I was talking about when I asked for ArmA 2. It wasn't in their computer system at all and the guys weren't familiar with it in the first place. Only later did I realize the date was pushed back for in-story copies.

    So, I'm downloading it via Steam although I would prefer to wait for a boxed copy. A friend of mine bought it yesterday and I can't wait two more weeks to play.


  12. I don't see many bugs on your list.  I see:

    - things that would be so infrequently used, they weren't worth spending time implementing (meelee).

    - things that are basically extra features you want in an 8-year-old game (jumping, leaning).

    - things that are patently unrealistic (enemy location indicators, satcheling tanks, shooting from vehicles - when's that ever effective?).

    - minor annoyances you learn to play around after 8 years.

    - hardware issues on your end.

    OFP was designed to be a wide-open battle simulator allowing you free reign of an entire island, and not little BF battleboxes.  With that in mind, they didn't focus on little things like leaning around objects, jumping over things, or throwing satchel charges.  They didn't focus on perfect flight physics. The only valid issues, I think, are the two points you made about enemies detecting you. But that system works exactly as intended, because they designed it to be simple. So it's not really 'bugged,' is it?

    I'll invoke the most overused line of the last 5 years: it is what it is. You can change that with addons, mods, and scripts, which are plentiful


  13. Hmm, GRAA could be causing it. I don't remember how much (if any) AI "enhancement" Sanctuary included in it. Take a look at the readme. If the AI is tweaked in that mod, that's probably the explanation here.

    As far as random waypoints, yes that's possible but this is an official mission built on OFP 1.0, so it's probably not an issue.


  14. Taking casualties might have something to do with it. If a squad is losing men the leader will actually retreat to the previous waypoint and attempt to move to the next one again eventually.

    However, it sounds like your squad leader is seeing the enemy in those woods and is intent on killing them. The problem in this case, particularly with the target box problem, is that he sees them but then loses sight of them. When the AI loses line of sight on a target, it will "guess" and predict where the target is going to be based on last known location and direction of movement. Sometimes the target doesn't continue going where the AI thinks it's going, and in that case, you chase down the target box and there's nobody there. If a squad member sees the target again, the box will jump over to that location. Tends to happen near buildings, forests, etc, anything that can block line of sight.

    But, are you playing the 'vanilla' game or are you running any mods like SLX, FFUR, etc? Those run a whole bag of ai-scripts that pretty much render the traditional waypoint system useless once combat starts.

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