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Shinbusan

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Everything posted by Shinbusan

  1. Shinbusan

    Mapfact.net releases DAC

    Just unpbo some mission from WGL team, where they used DAC
  2. Shinbusan

    Mapfact.net releases DAC

    I did simply tutorial but in Polish So another vote for wiki page I guess DAC works always, but there are some easy to made mistakes, like wrong size of the zones, wrong waypoint definitions, forgeting about Server GameLogic (for MP). Most common (for me in the past). If you learn DAC carefully, it can make you almost anything (well, I did not try with cafe making :P)
  3. I didn't, but you can try to use MAPFACT's XCAM to check how it is created and then use it in your scripting. Just an idea.
  4. Shinbusan

    Mapfact.net releases DAC

    Rest Silola with you family. Good jorney And we are patient and will wait as long as needed. Don't worry. I am just gl;ad that you are going to publish patch, I did not know that you gonna do it (I was thinking that you think about DAC 2.0 only now ) About wiki page, how come? What is a problem. How we can help?
  5. Shinbusan

    Mapfact.net releases DAC

    Maybe you can publish it as a patch as DAC 1.01? And what about DAC wiki page idea?
  6. Shinbusan

    Mapfact.net releases DAC

    Very good idea. I wander which solutions is better. To check out if generated WP is too close to any element in DAC_Player element, to just to check if first WP for a unit is too close... But then it could happen that there would be no WP far enough from players, so it is going to be complicated... If someone will work on it, please make distance from players a global variable (DAC_spawn_distance or something) to make it easy to customize.
  7. Shinbusan

    Mapfact.net releases DAC

    For 1000meters ? O_O Turn off this EAX thing About shouting, you can erase it in script DAC/DAC_Config_Behavoiur.sqs by changing <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_setSay = [[],["rus6","rus10","rus18"],["rus2","rus15"],["13"],["rus11","rus14","rus19"]] to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_setSay = [] But it is crucial to erease it in the behavoiur of specific number you used for zone. Or at least in every behaviour in a file. Check out readme for Behaviour. About sounds of respawned infantry, there is no easy way. The only one is to changing inside DAC script to make more time between creating unit (close to Dummy) and moving it into spawning waypoint.
  8. Shinbusan

    Mapfact.net releases DAC

    I do not understand what noise... Did they shout something? If yes, you can turn it off in DAC/DAC_Behaviour.sqs If it is something different, then I do not know what you talking about, mate, as I do not use EAX and do not hear things for such distances (only engines of spanwed not moving MGs and ZSUs, but it was solved somewhere by Silola). By the way, as this forums are very unpractical in a matter of searching solutions, could you consider Silola some kind of WIKI page (like WGL5 one) for DAC? This is very complex and huge script where one can make a lot, but he needs info to not break open doors.
  9. Shinbusan

    Mapfact.net releases DAC

    (If infantry generation works well) Alternativly you can use Game logic waypoints method for camps / vehicles, where waypoints are not generated (and checked if there is a good place) but you can choose them by yourself. If you choose 30 places it would be the same as you would generate them in a matter of randomness.
  10. Shinbusan

    Realism, Teamwork and Enjoyment.

    Jinef, glad to see WGL 5 full released, so we can arrange battle soon (I think we need one week of time to download new version). So maybe 1st July would be good as a date?
  11. Well, unfortunetly it is not so easy with replaced islands. We had to go back to standard islands and not all of us have so powerful computers to use them, and a lot things look different on both packs of islands (WGL and BIS) and something what was clear and visible for me, was not seen by people using BIS islands, and often they saw as one INSIDE a tree. So if we are going to play in realistic manner (very detailed orders) then we have to use only one pack in MP, and due to performance, it will be BIS ones Sorry for double post
  12. Hooah! My most beloved mod at last as full release. I am really happy and regards for all WGL team members and all WGL fans like me.
  13. Shinbusan

    UNSUNG IS HERE

    Is there possibility to publish some VTE subaddons separatly to check out PolishGI Island or not? I do not want to download few hundreds megabytes for one Island, as I am not going to check out VTE as a whole pack (no hard feelings VTE team).
  14. Shinbusan

    Realism, Teamwork and Enjoyment.

    I hope you plan to publish some After Action Report and maybe conclusions. Regards.
  15. Shinbusan

    Realism, Teamwork and Enjoyment.

    Bad news. We use older version of WGL. Let's wait with this event to full release (as we do not want to change version now). Sorry for disturbing
  16. Shinbusan

    Realism, Teamwork and Enjoyment.

    Aye, my thoughts mate. This sunday is to close. ATM I have 9 people on the list, I think more will come. It means I will have 9-15 people for our battle. We can set some rules out of mission scripting, if it is better for you. After all, it is about enjoyment, not winning at all costs. P.S. I like to have some assessments like one cobra or Bradley or few mortars, as it adds a lot to cooperation, but it must be a slight force to not get all tasks from infantry... But then, in Black Death (one of our favotite missions, I am not sure is it done by ZEUS), infantry do additional role, and the workhorses are Apaches.
  17. Shinbusan

    UNSUNG IS HERE

    There is no simpler way then DAC
  18. Shinbusan

    UNSUNG IS HERE

    I did not unpbo missions... did you use MAPFACT DAC to randomize patrols / bunkers?
  19. Shinbusan

    Realism, Teamwork and Enjoyment.

    I'll ask is this sunday is o'right for most of us. I guess yes. ATM we have 30 people active on our new forums (http://szarego.webd.pl/cfog/forum/portal.php - only Polish language I am afraid) but I think on such event I can organize 10-12 people. But I'll make a list today-tommorow and I give you more precision number. But we are not a clan, so there is no some... a must in our group and you never know how many people will come. About mission. No matter, but I would like to see something in a type of your example above. Realistic mission with realistic squad tactics. For start it would be better to not use heavy equipment, as it can lag sometimes in WGL. And consider to give us a wide variety in rucksack magazines Default content in WGL rucksacks are often not the best choice. Regards, Grey
  20. Shinbusan

    UNSUNG IS HERE

    I like Highlands island, I cannot comfortably play Ghostland now (I assume I had no such problems in demo1, now fps runs down on this island). I did not test it for long time, I will do it in few days, but... well, for example you still did not fix bunkers in Ghostland... oh, no matter, I know, demo... I think we will do some coop missions with DAC in Highlands and we will test it. I really like this island, it looks awsome from the ground and from the heli. Nice idea with jamming. This is good idea for other mods. I do not know why you did not incorporate DMA leaning anims... But it is still too early to say more. I was waiting for it and I appriciate your efforts, guys. Keep up a good work on NAM theme.
  21. Shinbusan

    Realism, Teamwork and Enjoyment.

    Great. What I would like to see next is to get ZEUS community vs CFOG community in this scenario (but we do not use ZCommon pack). If this mission is possibble to cut to not use yours pack, then we can host it on our very good server with WGL5 (well, we use CoC Arty / Mines, BDM_Lorient and Sarugao Islands in addition). We can assure you that we will play in very real manner, no TDM behaviours. But I would like to play it with my team (we play together only coops for 99,99% of time), as it is much different then playing with some not known bunch of players (and there would be no language problem, as we are all Polish in CFOG). I was going to make something similar in FFUR2006, but it is not a good mod for MP (stability sucks). So if you are interested, PM me what and when we can do and we will do it with pleasure and we hope we will stand for highest standards. Regards P.S. I have some interesting mission as well, but it was not fully tested so it is not playable atm. P.S.2. Our server is very good as I said and we do not want to play without our custom faces, as they are VERY important to us (most of us have our real faces in game).
  22. Shinbusan

    DMA Army Pack: Now Improved!

    There is better thing then Locke's LA, there is DMA leaning animations, where you have more moves, like crouching and fast crouching, plus you can add new DMA running animation. It was on ofp.info and it is incorporated into new WGL5beta and FFUR2006 (but without new run I think)
  23. Shinbusan

    UNSUNG IS HERE

    Guys, you must be very borded I guess you just finished job (for demo2) and can't wait until some magician will publish it with all fireworks Isn't? OK. I am waiting too - I wasn't there for few months (in Vietnam I mean).
  24. Shinbusan

    UNSUNG IS HERE

    Stop talking about 'very close' as I boiled out some time ago We are just waiting, do not ruch.
  25. Shinbusan

    Mapfact.net releases DAC

    Not an expert but Did you try: _Unit_Pool_S = ["RHS_Cr1","RHS_Cr1","RHS_Cr1","RHS_Cr1"] and did you try same with standard BIS tanks?
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