Second
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Everything posted by Second
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Yes, they need exact ammo-names to work, just like ArmA version's east and west versions. But that isn't big thing... OFP just seems get more stress from scripts than ArmA. I'm trying to optimize them more. I can't say about release dates at the moment. For ArmA's version or OFP's version.
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Isn't 3rd person view quite stable? ...Or... ... crawling ....Or just stading there Sorry, couldn't resist
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What do you mean will AI use it? AI already knows where they're aiming, this thing is only an aiming indicator, they have no use for it. It's nothing more than a cosmetic feature. Well, then if it's only meanigle-... cosmetic feature I was aprocahing from different direction about this subject... I'll quote more from topic's first post: Unless enemy happens to have NVGs. So i was thinking like this: "Player flashes IR-light, enemy sniper, MBT, IFV spots that -> player is dead"... i can see many problems with AI routines of how it traces IR-light beam etc... But AI should be most likely to be left out from IR-light usage, as it would just get itself killed by messing around with that IR-light (like vehiclelights now )
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Problem solved. This topic can be killed/deleted, thank you.
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I'm making mine addon. It should play couple of sound files (.ogg) by using 'say'-command when disarming mine by script. here's example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class LW_defuze_s { name = "LW mine defuze"; sound[]={"\LW_AP_mine\LW_defuze.ogg",1.000000,1.000000}; When script says like 'guy say "LW_defuze_s"' it doesn't play that sound. But if i first use command 'playsound' (playsound "LW_defuze_s") to that soundfile, then 'say' command starts to work for that specifig sound file aswell... Can someone suggest that what is wrong in here? Adn same happens when playing that sound by trigger of waypoint or what ever... 'playsound' has to be used to that sound before 'say' command plays it.
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Hate to, or then not, interupt this, but does AI use all this and how? Or is AI once again left out?
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As soon as we get realistic protection values vs. realistic bullet specs... Ordirarry ball-round isn't same as wolfram round forexample. Otherwise it would just merge new questions and whining, so system should be quite perfect. And how would be busted trauma plates modelled? And ofcourse as russian titanium plates don't get busted, those should be modelled aswell? "armor is strong, but bullet is stronger" was said in article which was about newest russian AP and enchanced AP rounds.
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Doesn't this thing trace back to OFP? Atleast that sounds same. Try out by setting mine's dammage to 1... If it's same as in OFP then they aren't affected by dammage.
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Blank Fireing Attachments
Second replied to Xtreme Serb's topic in ARMA - MISSION EDITING & SCRIPTING
What do you mean? Players or all units? For certain units by following KyleSarnik's example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 addEventhandler ["fired",{deleteVehicle (nearestObject [_this select 0,_this select 4])}]; man2 addEventhandler ["fired",{deleteVehicle (nearestObject [_this select 0,_this select 4])}] Or by using 'foreach'-command for certain group (haven't tested, but should work): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x addEventhandler ["fired",{deleteVehicle (nearestObject [_this select 0,_this select 4])}]} foreach units player Or certain trigger conditions: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x addEventhandler ["fired",{deleteVehicle (nearestObject [_this select 0,_this select 4])}]} foreach list trigger ... Or by many ways that doesn't cross to my mind. -
I worship you, that almost the same what i would have typed. I play the game mostly in SP... Well, about half the time i'm making missions to entertain myself. And ArmA's mission editor it quite easy to start with. If any one is that kind of person that he enjoys of fast mission making and instant "test drive", then ArmA is enjoyable for a long time. And ofcourse ArmA is suitable for those who like to create their mission for days/weeks/mouths.
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Well i think that lying target even 400 meters with current zoom-level is possible... I'm playing with Predator's ModWar, which has more like OFP's zoom level: Spotting lying target from 200 distance is quite hard. And hitting it...
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Well. They are converted to OFP. And I'm adding things from OFP's version to ArmA's scripts. Plus i finally found way to get proper bullet and leader directions for northern-bearings. As with current public versions it's done bit illogical way, which could cause suppression when it shouldn't.
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Seems to work that way... Never crossed my mind (you can tell who is genius and who is not) EDIT: Ofcourse after this every change have to be done by that file. Also changing difficulty level from regular to veteran. EDITII: But ofcourse if slider values are left to be custom, and they are not moved than values stays as they are set... Brains are full of slime -> Brains are not functioning
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What do you mean? I'm in fever and my brains are filled with slime etc... which is bad for braincapacity. Do you mean that beta versions doesn't require reactivations, but non-beta do?
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The problem is that the AI then does the "oh noes. we're being shot at. time to stand up and run around a bit before shooting at the enemy." I would prefer if AI had 2 sliders. One for accuracy and another for intelligence. That can be changed too, as like walker said earlier. They can be changed. Here's my settings at regular difficulty: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> skillFriendly=0.902859; skillEnemy=0.902859; precisionFriendly=0.454698; precisionEnemy=0.454698; Now they shoot unaccurately, but react fast. I favor this. Here another line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> skillFriendly=0.454698; skillEnemy=0.454698; precisionFriendly=0.902859; precisionEnemy=0.902859; Now they react slow, but shoot accurately. I hate this. Lousy thing is that every time i go to difficulty menu, settings are overwriten by values in slider
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If so, then: Thanks
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Super aim can be corrected by changing difficulty (i play at cadet difficulty... Lost my manhood there). I don't like sniper shooter AI, and in ArmA i don't have to play against sniper shooter. There are few fundamental rules when fighting against AI. AI isn't and can't be like human, but what i know of ArmA's AI: It does damn good job. Only thing is that ability to "see" thru bushes and stuff, when player is too loud or sticks in one place. This is expacely ugly thing when fighting in dense forest. Here's couple of things, which applies to OFP's forest fights as well: 1. use single and accurate shots (enemy wont detect you so easily) 2. Each time you shoot, move to next cover (if enemy detects you, you aren't in same spot anymore) 3. But move with stealth (enemy won't notice you moving)
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Enemy had no NVG... That means that enemy had natrual night vision, while you lost yours by using NVGs You happened to shoot, by any change? Used auto fire or bursts? If yes then it's no wonder that you got killed.
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Are you sure? I mean, i've lost one activation-time during patching game to 1.05... Anyways i just sent email to Morphicon conserning that.
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Are scripts affected by CPU stress ?
Second replied to william1's topic in ARMA - MISSION EDITING & SCRIPTING
That is true, after script get polished and brainfarts corrected, i haven't had issues with 'em. I have 99% (everything is somewhat uncertain ) faith that ArmA wont mess scirpts, if scripts are flawless. With respect: I doupt that. Some buggy scriptcommand (i haven't run up against), bug in AI or brainfart of scripter. -
Yes i agree, but... Road to paradise on earth is very rocky and long nowdays, when comparing to time when OFP was fresh and only of it's kind. That belongs to life: My wife isn't as parfect as few years ago when we were fresh couple... But i'm not changing my wife (i could, but i'm too lazy ) I hardly ever get exited in OFP now days... Well last one was when i looked to barrel of (enemy) tiger tank just couple days ago without any weapon to take it out (i was dead short after that )... WW2 setup is great even nowdays, But basic OFP kit with AT-lauchers and stuff is mild because everything that i run upagainst is "been-there-done-that"-experience. And same applies for ArmA... But ArmA sort of lacks WOW-experiences, because they were experienced in OFP already and that is reason why many sees OFP better than ArmA, because of great memories. Players usually are moaning for "never-seen-before"-experiences. And i think that even Game2 can hardly offer new sensational feelings comparing to good-ol'-OFP-times... I atleast was expecting new WOWs from ArmA, when OFP started to feel old and too familiar. And ofcourse mods have great affect to this: "ArmA is step back from (insert your favorite mod)" statements are quite common.
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They had "invented" manuver for that... only way you are going to evade shell's impact and fragments is to press your groin to soil and keep it there, which is also called as prone position. mixed with another "manuver" called rushing you get your ass from actual impact zone... I think that even CoD I had them already (Prone&sprint)
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More Offtopic: Yeah! I as a NCO was one with priviledge of restoring disipline, which is the best part in parading "Company! ... Incoming!" How to get cover from mortarfire and artilleryfire in middle of paradetraining on asphaltfield. (well it's mix of parade- and combattraining) @Jakerod: That is nice chart, i could start to use it as a base of SLA's mechaniced forces. But one thing i'd like to ask: Is idea in this that those infantry squads, which i underlined, are moving on foot or by truck and they are not mechaniced? And they belong to mechaniced company by default (minus that one platoon)? I think i start to use it like that as SLA most likely is low of vehicles, which would explain those non-mechaniced platoons. As SU-37 and other high-tech stuff costs lots of money and it's short from somewhere else. Btw... How about militia- and other (local) light infantry formations in SLA's ranks? Mountains expacely at west are most likely left to local defenceunits with few or none armored vehicles. East parts of NS also, exept that airfield in north-east, which could be seen as vital strategic target. Or has SLA consentrated only to mechaniced forces? RACS... To me RACS feels bit too much to be "right hand of king" and not defender of people. Yes i'm SLA-positive and RACS-negative.
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Drop their skill level. Magic trick is that weapon has to used a new way and with few new rules. To me, it's improved alot. Toggle grass off by setting terrain detail to very low.
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I was thinking same thing... Basic training on the road to S. Sahrani, advanced training during advance to Paraiso and final training and skill-tests when pulling back to N. Sahrani. After that troops have complited their training and are ready to fight... Those few who are left