Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Second

Member
  • Content Count

    1432
  • Joined

  • Last visited

  • Medals

Everything posted by Second

  1. Second

    Default models too thin

    It would be nice to have loose sleeves in jacket and pants... When hit to them means that you will get wounded or dead. When you strip soldier from his clothes there's usually slim guy beneath... They are average joes, not body builders, after all. EDIT: Now i understand why shooting enemy in Ghost Recon was so easy ... Comparing to ArmA or OFP it was turkeyshooting...This ofcourse applies vise-versa too.
  2. Second

    Suppressionscript-pack

    Only quickly tested, had to redo everything as my own pbo used an older version, but it seems to work fine now with the latest version. Link I added that link to first post. Thank you. To latest discussions: Intresting converstions in here, i see. I will read this stuff more carefully... At the moment i don't understand even half of it. Been thru exhausting querilla and recon exercise and my mind and body is a mess. @lecholas: New version is almost same. I made it bit lighter (removed one suppression level and two example missions), corrected one bug and tweaked suppression levels. If you have played with v1.25 then it's not very different. If you have played only with earlier versions then you might not know that they have now 'take cover'-routine (ArmA's default sucks), which works in certain levels of suppression. I think (i'm not expert) that scripts take cover method is quite powerful, yet not perfect.
  3. Second

    A.i. skill.

    In properly planned defence positions and good guidelines of "rules-of-engagement"... Give me a break Sure if they are supposed to be just targets, then it's not problem. As they just stand there without any guidelines of what is expected them to do. Or behaves in complitely wrong way.
  4. Second

    Suppressionscript-pack

    Although you would lose MP compatibility then. (Unless you add them by hand into the mission) Dunno if i could just release this PBO, after all second made it. If you Ofpforum see this, then go ahead. Don't have time to put it for download right now.
  5. Second

    M16A4 questions

    Ooop. yes, bolt-action was what i ment. Lee-Enfield had that bolt which enabled rapidfire, unlike in other ww2-era rifles. Seen picture of how to use it in "rapid-fire" mode. Was it's rate-of-fire about 1-2 shot per 1 second? Quite good.
  6. Second

    M16A4 questions

    I would prefer handgrenades, then it would be swiffer's turn to clean. Today tossed handgrenades to house with 6 enemy soldiers inside it... Mess was guite okay. 20 round mags are must! FN FAL, G3... All the good stuff uses 20 round mags! I actually take my time to aim with those mags... And even better idea would be to add boltlocked M16 and AK... mmm-mmm (don't care that there isn't one, just do it! )
  7. Second

    Did anyone notice

    I'm backing up Clavicula_nox4817 0.001% of my gametime with ArmA is used in MP. Overall i play ArmA too much... Far too much But then again ArmA is too good not to be played What else i could do? TV... No way.
  8. Second

    What Addon do you use?

    I run my ArmA with default units. I've always have been fond of using the default stuff: OFP's Original BIS units were more to my taste than forexample FFUR's units... Can't say what is the problem with me. Maybe i just prefer minimalism
  9. Second

    What Addon do you use?

    I run my ArmA with default units. I've always have been fond of using the default stuff: OFP's Original BIS units were more to my taste than forexample FFUR's units... Can't say what is the problem with me. Maybe i just prefer minimalism
  10. Second

    AI Suppressive fire

    That is usally the case. In OFP giving them engage at will and removing their ability to engage, gave AI very good way to seek cover... I remember once having tough firefight with attacking enemy. After a while i thought that enemy was destroyed as there was gunshots anymore for several minutes. I went to scavenge enemy corpses (enemy allways carries better weapons that me ) found machinegun and *BANG* i was dead. Several enemies were hiding behind bushes and trees in jungle, they stayed still and silent for several minutes. Sometimes Ai in OFP manuvered to closest covering spot if they were in open and enemy was spoted. Take cover routine seemed to quite complex. In ArmA this is thing is wasted. Some how they receive every second order to 1. hide and 2. move to waypoint... It's stupid and generates bad behaviour: go to cover, Stand up, take step to waypoint, hit the dirt, go cover... and so on. But i think that we will see ArmA's AI to get very expected features in future from BIS. I just have that kind of feeling when looking at not yet implented scripting commands.
  11. Second

    Suppressionscript-pack

    New link added There's one thing to be mentioned aswell: If using that modded version (character.PBO related) you might end up getting error messages displayed. It's not too severe, it's about adjusting skill levels of some units to correct level (now it is left undone). I don't have idea why is it there and what are the circumstances which leads to it. It seems to be mission related: Some missions are whining about it constantly. @Blanco: Thanks
  12. Second

    Special Service

    Yeah, this i know, with lappknife many trenches and forests (in dark nights) have been cleared as well as POW-capturing patrols killed. Even now days lappknife is most valued knife in our army for it's multiporpuse use (basically only thing it can't replace is pickaxe and shovel). Well nothing more, offtopic as this is. I quess i start to understand what is the difference between combat knife and ordinarry knife.
  13. Second

    The Cause Campaign

    This is one super campaign Starting 4 mission and this far i share opinion of dialupsux complitely. About 3 mission and respawn. My system is Athlon +2800 with 1.5 gb and ATI X800 and at some point my fps were hit down (had to shoot alot of enemies to get fps up again ), though i played campaign with modded config (adds some scripts to AI groups) ... So my opinion and hardware should be left ignored Nice amount of info in map. Divisions and such marked on map gives good spice and feel of something bigger... But how can there be atleast 5 divisions in front line... Which isn't much longer than 2-3 km (catched my eye) Voice acting is truly great Altough hard to hear sometimes.
  14. Second

    Special Service

    Intresting... What are the things required from top class fighting knife? I've always seen knife as tool for multiple porpuses and using it as weapon is only small role. I've always wondered what is the difference with combat knife and ordinarry knife... like Lappknife, with broad and from 5 to over 10 inches long one side blade. @Col. Faulkner: My grandfather used Boys AT-rifle during Winterwar
  15. Second

    xyz

    I don't get this post either, but: This displays players coordinates at sea level: hint format["%1", getposASL player] To my knowledge you can't see coordinates directly when in editor.
  16. Second

    Mortars

    Hmm... I'm not sure, but can it be made by using tweaked AGL's configs with extended shell's timetolive? I've used them as poor-mans mortars, but relatively flat trajectory and small range makes their use complicated (and not possible always). But they do fire over hills and such. Using them in traditional way of mortar should require script (atleast for AI). Which isn't very hard to construct (i think! I don't know for sure!... I use plenty of dynamic FO-scripts written for AI, those could be tweaked to use actual mortarpieces. Also those scritps should be tweaked bit more too, as i'm starting to understand the job and possibilities of reallife FO: My computer's HD has FO's guide-booklets and artillerry/mortar officer's guide-booklets in finish... It good to have something to read before going to bed EDIT: Bounce is customizable. I made bullets (or was it grenade?) that won't bounce but drops down to the spot where they hit if hitting a wall.
  17. Second

    by the U.S. most feared weapon

    No prettier sight than T-72 camoflaged with spruces Still now days AT-monkeys in some brigades (atleast Jaegerbrigade) receive short training in using those improvised ww2 weapons against enemy armors. Most likely because of psycological training... But in ArmA my worst nightmare is D-30. It wipes out infantrysquad with one shell and if they are consentrated to one area, then they form formidable barrier to very big units. And they also are quite invisible (small and blend into background mostly), i've atleast been in optics of one, received several shells to armorplates and i didn't have even smallest hint of it's where abouts.
  18. Second

    Do I suck at leading?

    Nonsense! Can you detail two men in your section to attack and clear the landing and stairs in a building? Can the ArmA AI retards actually assault a building at all? Do they exhibit even elementary knowledge of fieldcraft? Sometimes I get so aggravated by that "One...engage man!" poop-shit that I shoot the little dumb-fucks myself when they jump up to execute Corporal AI-Microcephalic's orders. I was refering to basic things like: "keep this position and look there and shoot if you see enemy". Even this is no-no in many games as AI is made so "wise" that it ignores this order and goes goofying to different position, looking to different location. Then again you wrote few things that AI is not so shiny or easy to lead (instruct)... Which your right. What inholds word "fieldcraft"? Is it using of terrain shapes and features so that one becomes harder to spot and be killed? EDIT: Once again stupidly writen
  19. Second

    Environmental factors and AI skill effect

    Night does work as in OFP... But ArmA's nights have more light. There is small part of time (depending of month) where visiblity iwth plain eye is very poor, but not comparable to OFP still. In OFP's nights were pitch black... No summer nights were present... There was always fall/winter nights (in light conditions) in OFP-land... ArmA has stepped big step in this EDIT: Oh. I live north so i might not have the right picture of southern nights. We have long and black winter nights (days are gray and sun doesn't rise atall at mid-winter) and then summernights when sun doesn't fall at all.
  20. Second

    Do I suck at leading?

    Ah i'm happy that i can atleast babysit AI... Ghost Recon has always been poor game in command-level: You can't trust AI-teammates even a bit. Order one teammate to cover you back and soon you notice that guy has moved to spot where it can't provide cover! So basically i can't trust them. OFP/ArmA is another case: In OFP and ArmA i can reach the level of command what i can expect in real life. I want that i can pinpoint exact location of man's firingposition and direction so that my squads killzone is as perfect as possible. And i can trust that they do that.
  21. Second

    Environmental factors and AI skill effect

    I think that AI is affected by enviroment, fog reduces AI's skill to see (it's worse than players), but then happens the classical OFP thing: When they have target, fog doesn't affect anymore in their vision... But about raining affecting to hearing i don't know, feels like it affects, but is it related to hearing or seeing with AI? And ability to reload saved games can be bit... (too much variables, arrays etc...). OFP had this and ArmA seems to have the same limitation.
  22. Second

    Do I suck at leading?

    Understanding how AI squad should be lead is quite long road. Baddo's post is good one to read with thinking... I do things in almost same way (when not too lazy ) and it's effective... One thing i usually leave out are target commands. I trust to AI's skill in selecting it's target on it's own. I also agree with Stewy. They have saved me from loading too many times to count... But only when actually leading (instructing ) them & not ramboing. Yes sure AI leader can give lots of orders (if enough high skill-level), but it doesn't have brains that human do. And with experience human can issue 1 or even 2 orders in second... Knowing command-menu like own pockets and having experience and insight makes it possible to actually issue order to one AI and be already thinking about next AI's order. Mandrake5 spoke wise words. This is my way too when facing enemy and not having plan for them. They don't waste time in moving and so they just shoot. EDIT: Oh and Celery: Engage at will don't have much effect, before you issue a target to AI... Then things gets hairy (your AI dies when engaging )
  23. Well i'm beginner in addon making, so most likely it's just me... I didn't even know that it's possible (or easy) to override stuff
  24. Funny thing that i tried that 'destrtype = no' earlier... But it didn't work (they went down with explosion). but most likely i just douple hazzled or something as it seems to work now did Raedor's/Suma's trick consist something of changing class of fencewalls to something else... from Civilian to strategic or something else?
  25. Second

    Suppressionscript-pack

    .CPP should work fine. But did you rename it to correct form. I use plain suppression_pack.PBO so i did write like this in config.CPP: Are you sure that you did pack suppression scirpts to PBO? these are only things i can figure out you did wrong (either config has wrong filename or you didn't pack suppression pack to PBO)... or 'class eventhandler' is in wrong spot? in that place in my example it works fine Attention to everyone how tries this trick! Make sure that script has this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? (leader group _grp) != _grp: exit Here's where it should be in scirpt (just after _grp = _this select 0): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~random(1) _grp = _this select 0 ? (leader group _grp) != _grp: exit ?(format ["%1", sup_unitarray] == "scalar bool array string 0xe0ffffef"): sup_unitarray = []; sup_skillarray = [] ?(typeName _grp == "OBJECT"):_grp = group _grp ?(count _this >= 1):_det = _this select 1 ?(count _this >= 2):_multip = _this select 2 Or you end up having one script for each soldier and civilian in mission... It's not big thing (they just mix up sometimes and result is odd behaviour of AI) but might cause severe lag, as if mission has 100 units then there are 100 scripts running on background and savegames might end up working. However there is way to check this: 1.Create squad (bigger is better) and set one of them as player 2.create trigger (radio alpha forexample) than put into it's OnActivation-field this: disable_suppression_scripts = true 3. Activate trigger (radio alpha) 4. Now if you see only one this kind message ("Suppression scripts have been disabled!") in groupchat then your okay... But if you see more messages, then there has been more scripts in that group. If you see none message, then something is wrong... They didn't have that script running in the first place.
×