TaskMaster
Member-
Content Count
30 -
Joined
-
Last visited
-
Medals
Everything posted by TaskMaster
-
Hi Guys, Love this mod but have found that bazooka shots can somtimes go pass right thru the germann Sd.Kfz 222. If I set up a simple mission in the editor and shoot a bazooka from 20m or more, somtimes it passes thru the 222 and lands in the distance. We have the mod installled on several computers and they all have the same problem. Has anyone notices this?
-
Cold War Rearmed² Discussion
TaskMaster replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yes, it is the mission where you have to rescue 3 hostages in Entre Deux and then clear an enemy camp.- 1308 replies
-
- cold war rearmed
- cwr2
-
(and 1 more)
Tagged with:
-
Cold War Rearmed² Discussion
TaskMaster replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks for explaning that W0lle. AS I mentioned previously I have converted one of the orignal OFP MP missions: 2-5_COOPERATIVE.Eden. It runs on the Island Everon2010. I would be happy to contribute it if that would help you? I could modify it based on your feedback so it could be included in this mods release. Would I be able to download Mikero's compatibility pbo file which allows to use the old classes? This would at least allow me to get mission into ArmA2 with less work. Also, I was looking out ways of automating the seaching and replacing classnames. I know there are find and replace programs that can replace multiple strings in one search (ie update all classname in one go). Obviously you have to create a search string and corresponding replacement string for each string you would like to be modified. Do you use a program like this?- 1308 replies
-
- cold war rearmed
- cwr2
-
(and 1 more)
Tagged with:
-
Cold War Rearmed² Discussion
TaskMaster replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yes, forgot to mention that I did that as well for the mission I converted. I was just wonder if when the mod was release if they would have defined the old classnames so that these would not have to be converted? I was considering making a small mod that did this just for the men and giving them standard ArmA2 weapon as close to those used in OFP. But then where do you stop? Vehicles? ammocrates ? weapons? ammo?- 1308 replies
-
- cold war rearmed
- cwr2
-
(and 1 more)
Tagged with:
-
Cold War Rearmed² Discussion
TaskMaster replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
We have 40+ missions that we made for OFP and were hoping to be able to play them with this mod installled. This question may have been ask before (and answered but after searching I could not find the answer): If we have made a mission in the OFP editor and had no extra scripts etc. what will we have to do to get these mission working in ArmA2 with this mod installed? We were thinking of starting to convert the missions now and then releasing a mission pack. we had such a great time making and playing these missions that it seams a waste not to allow other to see if they enjoy them as much as we have. They are all coop missions usually up to 12 playable soldiers. the mission were meant for fun. I have previously converted the original ofp coop mission (rescue the hostages) that came with the demo as this was this mission that got us hooked on OFP multiplayer. To do this I had to change all the vehicle names (in the mission.sqs) and then I could load the mission using everon2010 island. Then I added weapons loadouts in the init field of each soldier. This was time consuming. I had to modify the mission slightly to account for a few bugs on the island but it was worth it to be able to play this mission again.- 1308 replies
-
- cold war rearmed
- cwr2
-
(and 1 more)
Tagged with:
-
Cold War Rearmed² Discussion
TaskMaster replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
My brothers and I cannot wait for this release. We loved OFP from the moment we played the Demo. OFP,ArmA and ArmA2 has been the major part of our gaming for the about 10 years now. Thanks guys for the effort as I know it is a big job.- 1308 replies
-
- cold war rearmed
- cwr2
-
(and 1 more)
Tagged with:
-
31st Normandy mod for ArmA2: WW2
TaskMaster replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Bring it on! We have been looking forward to this since the release of ArmA 2. Thanks Rip31st and all the team. -
Floating-point mouse steering for vehicles?
TaskMaster replied to Spectator6's topic in ARMA 2 & OA - SUGGESTIONS
I agree with Spectator6. I have been driving a car for 30 years but find it difficult to drive anything in ArmA2. it just not fun to drive. Games like Freelancer and redbaron-arcade use the type of stearing method suggested by Spectator6 and I think it works well. one of the great things about ArmA2 is the ability to use vehicles. Its a pity they are so hard to control. -
class Land and class LandVehicles
TaskMaster replied to TaskMaster's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Thankyou Planck. -
class Land and class LandVehicles
TaskMaster posted a topic in ARMA : CONFIGS AND SCRIPTING (addons)
I was hoping someone could tell me in which config file (i.e. folder and file name) the following class definitions are: class Land, class LandVehicle. I can only find external references to them. Thanks -
I am trying to add a machine gun to the tank drivers postion. I searched several forums but found nothing that helps. I have manage to add the gun and have the driver fire it by adding the following to the config.cpp: . . class cfgvehicles { Â class myTank: T72 Â { weapons[] = {"myGun"}; magazines[] = {"myAmmo"}; . . . Â }; }; However, the gun firs from some point within the Turret and I cannot determine what selection need to be added in the P3d to alter its firing point. Any help would be greatly appreciated.
-
Adding Tank driver Machine gun
TaskMaster replied to TaskMaster's topic in ARMA : CONFIGS AND SCRIPTING (addons)
I tried the following in config: memoryPointGun = "driver_gun_muzzle"; and added "driver_gun_muzzle" selection to memory LOD. This did not work. -
Tried using it on a computer with .NET framework installed and it worked. So it Looks like you need the .NET framework installed.
-
Maybe. The 2 computers do not have the .NET framework installed.
-
This program is exactly what I have been looking for, however when I run it I get a popup window titled "unBuildArmA.exe - Application Error:. The window says: "The application failed to initialize properly (0x0000135). Click on OK to terminate the aplication." I have tried (v1.04) it on 2 computers and get the same result. Both test computers have: XP with SP2, Clean ArmA install, BIS Tools installed. Any Ideas?
-
Thanks for the response. We would like to switch within the same group. This would allow us to play our missions even when only a few of us were avaliable to play (e.g. coup 10 when only 3 or 4 players available). I know we can use respawn= group, which we already use but on some missions you really need a real player to get the job done and when there are not enough real players a mission can be impossible to complete.
-
What respawn settings must be used in MP? Will it then work like in SP? That is, can I use the same keys to switch to different players in my group as I would in SP? Do my group members have to be made "playable" in the mission editor? What happen if 2 players are in the same group. (e.g. group of 12 men with 2 players and 10 AI? Â Is this group local to both players?
-
Thanks for the responses. I have tested these parameters again tonight setting up a dedicated server on a LAN with only 2 computers running. I know that ArmA is loading them as I can see variations in the warping (i.e. AI men warp more often or sometime completely freeze if too large a parameter value is used). However no parameter settings significantly improve the warping. Enemy soldiers about 500 meters away regularly warp 5 to 15 meters forward and then 5 to 15 meters backward every 1 second. By fiddling with the parameters I can get the distance they warp to be less but then they warp more often (i.e. may only move back or forward 5 meters but they do it every 0.5 seconds. While this amount of warping may not sound like much it makes shooting a moving target almost impossible except if you fire enough shots you will eventually hit it by luck. Such an approach is no good if you are a sniper. Given that you appear to have minimal warping it may be some other issue relating to my systems. However ArmA runs very well 40fps on high video settings and hardly ever crashes (i.e once every 5 hours of play). It would be great to know what sort of warping other people are getting at about 500 meters view distance? By that I mean how far are enemy AI warping and how often? What parameters values are they using?
-
I would also like to implement teamswitch in MP. Does anybody know how to do it? I read somewhere that setting "respawn = side;" instead of "respawn = group;" would work but i tried this with no success in v1.09b.
-
I did try it by setting up a dedicated server. The warping was still visible and altering the suggested parameters appeared to make no improvement.
-
I have experimented with altering all the suggested parameters and have noticed no significant improvements in warping. With respect to the MinErrorToSend parameter I tried the following values: 10.0; 1.0 0.1; 0.01; 0.005; 0.001; 0.0001; 0.00001. I have spent over 3 hours modifying the following parameters with no significant improvement: MaxMsgSend; MaxSizeGuaranteed; MaxSizeNonguaranteed; MinBandwidth; MaxBandwidth; MinErrorToSend. The tests were done on a 100Mbps LAN with only 2 computers connected ( i.e the ArmA server and the client). Both computers run ArmA at about 40 fps on average. Computer specs: Core 2 Q6600 @2.4Ghz 4Gb Ram 8800GT (512MB Ram) XP Home Benq FP222w monitor (1680 x 1050 @ 60Hz)
-
This appears to be a problem with the game (OFP and ARMA). We play on a LAN and with only 2 players and the non-server (ie client) player always has this problem. If you do a search in the forums using the word "warp" you will see many other threads about this problem. I have not seen a clear response on how to minimise this. If I do I will post it here.
-
Hi, I am part of a group of 4 brothers that have played OFP (and only OFP) since it was released. We mainly play coop mission with respawn "group". Below are our suggestions that we think will enhance OFP. Server options: --------------- (which inludes starting a server ingame, which how we normally play on our local LAN): Make as many parameters settable by the server before a mission starts. At least the following: setGriddetail; SetViewDistance; Respawn (eg. none, Group, place, seagull, etc); and weather. Skill??? The servers value cannot be overridden by the mission. If a parameter is not set by the server then a defualt value is used which can be overridden by the mission. Respawn comments ----------------- When respawning the player should be placed in 3rd persion view of the AI unit he will be gaining control of and be able to select the time (eg. by clicking the mouse) when he wants to takes control of the unit. This avoids the problem of taking control of an AI unit while it doing something important (eg about to shoot an enemy unit or running while being shot at). Mission options --------------- All mission even if originally design for SP should be able to played in MP. there have been many great USER made SP missions made for OFP that are great coop MP missions. At present it is a pain to convert a SP mission to MP. It it involves dePBOing the file; adding respawn = "group" to the description.ext file; altering the squad members to "playable" and then PBOing the file. We suggest allowing all units in the players squad to be playable as a default. Try not to differenciate between SP and MP missions. Join In Progress (JIP) ---------------- 1) A server parameter should decide if JIP is allowable. 2) For normal missions (eg. coop) a player should be able to take the place of a AI unit if it is designated "playable". 3) Soldiers who are killed can only respwn into remaining AI soldiers. 4) We think it is undesirable to allow the creation of new units once a mission has started. Thanks BIS for the greatest game ever...until OFP2.
-
mfcti, the mission is fantastic. Especially the fact it can be played with only one player. While playing offline I had no problems even after playing for over six hours. I have a couple of suggestion that I think may improve game play. See what you think. Would it be possible to: 1) have the leader of a team respawn into a player in his squad. this would be similar to the "respawn = group" used in many MP missions. To me this would be more satisfying as having to wait for the leader to respawn near the MCU and then get back to the location where he was killed tends to slow the game down; 2) "reveal" enemy on the map when they are detected by any team. This would allow you to assess where the enemy is staging a large attack instead of just a single soldier; and 3) allow the commander to access the control center while he is away from the building. At present being the commander means that you cannot really participate in battles unless you want to place control centers every where. I would look at it as the commander being able to radio in his commands. Any of the above suggestion could be made options that could be toggled in a menu somewhere (eg before the mission starts). Thanks for a great game. As a software engineer I appreciate the time, effort, complexity and debugging that is involved in developing this mission.
-
mfcti, the mission is fantastic. Especially the fact it can be played with only one player. While playing offline I had no problems even after playing for over six hours. I have a couple of suggestion that I think may improve game play. See what you think. Would it be possible to: 1) have the leader of a team respawn into a player in his squad. this would be similar to the "respawn = group" used in many MP missions. To me this would be more satisfying as having to wait for the leader to respawn near the MCU and then get back to the location where he was killed tends to slow the game down; 2) "reveal" enemy on the map when they are detected by any team. This would allow you to assess where the enemy is staging a large attack instead of just a single soldier; and 3) allow the commander to access the control center while he is away from the building. At present being the commander means that you cannot really participate in battles unless you want to place control centers every where. I would look at it as the commander being able to radio in his commands. Any of the above suggestion could be made options that could be toggled in a menu somewhere (eg before the mission starts). Thanks for a great game. As a software engineer I appreciate the time, effort, complexity and debugging that is involved in developing this mission.