Tactician
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Everything posted by Tactician
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The TACTEvents heartbeat error is caused by a conflict with any other improperly configured addon. When any addons uses cfgSounds and defines the following: class cfgSounds { sounds[]={ . . . }; }; It will break any other addon that uses cfgSounds. In TACTEvents (and the replacement WGLEvents), the heartbeat sound is defined properly. Isolate the units from other addons and you won't get the error. If you use the WGL mod by itself you will not receive the error, however we can not guarantee it won't happen if you have other addons memory-resident. If this is particularly troublesome, I suggest you dePBO some of your other addons to find the culprit and inform the author so they can fix it. One known culprit is CoC_UA v1.0, and they've already fixed it for 1.1. See the CoC_UA thread on this board for better instructions on fixing it. So that's why it's not on the list of changes, because it never was a problem with us to begin with ;)
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It takes a perfect mixture of leadership and trust to get tactical play going with strangers. Â The leader has to make good decisions and the other players have to trust the leader's judgement. Â I think the biggest problem with public tactical play is trust.
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It's not only the developer's job to stop cheating. In fact, it's generally impossible to prevent 100% of cheats in a game (e.g. any popular first-person shooter game). The rest of the responsibility lies on server admins and trustworthy players, that can inform themselves about how to detect a cheater and not just scream it at anyone that kills them over and over. A banlist is the only tool you need to stop cheaters. You have the power.
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The "bloodmod" won't work out of the box with these units because the MAP eventHandlers override the config.bin mod. You could probably add scripted EH's to the MAP troops though.
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I've never seen a soldier change from one model to another ingame. Â If you can figure out how to do this with a script, please show me.. otherwise not much we can do for you =/
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Happy Holidays folks, enjoy the Marines. We will torment you no longer
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I was just trying to please the fans..
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Because someone asked for it: ;)
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Most of what you described is impossible in OFP. That's probly why people aren't eager to help. First problem is detecting whether the player is prone or standing. I personally don't know any way to do this, maybe someone craftier can correct me. Second problem is limiting movement while prone. Won't happen unless you use an entirely different approach to this. The approach I'm talking about is a deployment approach. The soldier carries the MG as a secondary weapon that can't be selected, replacing the AT weapon spot. When triggered by an action, the weapon is removed from his body and a new vehicle is created on the ground, a stationary .30 with tripod. He or anybody else can get in and use it. The stationary vehicle can have a userAction attached to undeploy it, which deletes the vehicle and adds the weapon to the undeploying player's inventory. See FDFmod or WG addpak configs for examples.
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If you're carrying a bandage, you can use it on yourself with a 50/50 chance of success at stopping the bleeding. Â If someone else needs bandaging, you can drop one for them. Â If you visit a medic, it stops the bleeding and heals you.
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You keep leaving out Jocko Flocko, he does sounds and missions And for the record, I don't find this criticism frustrating. Some of it's been pretty handy.
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The TACTheartbeat thing will be fixed in the next version. That's a conflict with other addons, i.e. CoC_UA's first release. So try playing missions with only WGL addons, and it might work. Or just don't get shot ;)
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Not me.. I was planning on sneaking some addons on there too ;)
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Haven't bothered searching back through the 35 pages of this topic, but would a magazine reload delay for the UH60L's door gun be considered for a 1.92 re-release? And a new sound, of course :P
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Bas ah-1w source code release
Tactician replied to Tigershark_BAS's topic in ADDONS & MODS: DISCUSSION
I hate you BAS, you give us too much! *checks out the cobra* -
Note that the ingame editor's skill slider ranges from 0.2 to 1, not from 0 to 1. Starting ratings follow: Private = 0 Corporal = 500 Sergeant = 1500 Lieutenant = 2500 Captain = 3500 Major = 5000 Colonel = 7500 Rating increase for killing an enemy: Most soldiers = 200 Sniper, Blackop, Spetz = 500 Officer = 1000 For further reference: Most cars/trucks/light vehicles = 200 T72 = 1000 Rating penalty for teamkilling: Most soldiers = -1400 Sniper, Blackop, Spetz, Officer = -3500
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Relevant functions: unit handsHit (returns true/false, dead returns true?) unit canStand (returns true/false, dead returns false) someAmmo unit (returns true/false, false if unit has no ammo, good reason to give up) fleeing unit (returns true/false, true if unit is disengaging) skill unit (returns 0-1) rating unit (returns integer) Rating is generally the "score" you see at the end of the mission, it applies to all soldiers. Goes up when you kill the enemy and down when you kill a friendly/civilian. Based on rank I think. Decent measure of experience. Event handlers: "hit" [victim,shooter,damageAmount] "dammaged" [victim,partOfBody,damageAmount] Parts of body for dammaged EH: "hlava" - head "ruce" - arms and body "nohy" - legs
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You don't hear those retorts from American patriots because their numbers are dwindling, as they realize they were conned into supporting a war. Exhibit a: The disappearance of WMD in Iraq. Exhibit b: President used false information publicly accusing Iraq of trying to buy nuclear material. Exhibit c: Iraqis don't seem very happy to have us in their country, now that choreographed scenes of Iraqis waving American flags have left our minds. I get the feeling things will be extremely hot in the next few years. Tensions are rising on multiple borders, systems are failing in multiple places, people are losing security and looking for ways to lash out.
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CTI took over because the C&H mappers got lazy :P
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Looks like all the coders don't care about public MP.. or they're too busy cheating :P
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What is the best cargo/transport plane?
Tactician replied to sanitystream's topic in ADDONS & MODS: DISCUSSION
Makes sense.. I wouldn't try to get in an A10 or Su25 with the jets running. -
Can you create groups without an known existing group name, though? If you were using createUnit from a plane's init field, for example. If so, why aren't we using createUnit as the universal answer to public init EH?
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Have you tried using simulation shotRocket instead of shotMissile?
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The only thing keeping you from using createUnit to disperse public init events on vehicles is the need for an existing group name. You can camCreate and createVehicle game logics all day long, but none will return a group name. Can't be done without mission editor intervention. Boo. They were just teasing us when they made init EHs private. However, this is a decent way to make arrays and strings public on a mission-by-mission basis.
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Better damage system for vehicles
Tactician replied to SilverBullet's topic in ARMA 2 & OA - SUGGESTIONS
In the default BIS config, you can already lose functionality in tracks, turret, and barrel. Â Different sections of the tank have different armor values, and when one of those sections is depleted, it stops working. Â Tracks cause loss of mobility. Â Turret causes loss of horizontal aiming. Â Barrel causes loss of vertical aiming. Â You're asking for features already in OFP1 :P But yes, it could go further.. and should.