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Trapper

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Everything posted by Trapper

  1. Trapper

    Difficulty difference?

    Then you should select the lowest difficulty mode and raise the ai skills to max. Activating SuperAI would be the closest to "cheating" ai. But it just maxes the skill of every unit. Later on deactivate the little helpers one by one and you'll notice what's missing.
  2. You'll install it into a separate mod folder and create an additional shortcut to load it into the game. You don't even have to uninstall it to switch between the sounds.
  3. Trapper

    ArmA 2 vs Project reality?

    I think I should start explaining that from the OFP beginning. It came with a few small official MP missions which featured COOP, CTF, DM, SectorControl. None of them were very popular later on. So you can say the MP part wasn't covered by official content. But because of the sand box nature and the editor people created their own missions/game modes. CTF and SectorControl/C&H and basic scripting became most popular at first for PvP and of course COOPs were made. Later on scripting advanced and Battlefield replica missions were played often and also CTI came up. CaptureTheIsland was like a Command&Conquer module for multiplayer: Two bases, two commanders, every player an squad leader+ai and resource management. For ArmA2 BIS added CTI named as "Warfare" official to the game, paying a little more attention to the MP. Still every other game mode/mission you can expect now will be created by players or maybe even yourself. Not much limits for creativity. Big COOP missions named Evolution are very common public, offering an arcade game play for hours where you capture village by village and unlock better equipment. Berzerk missions are SectorControl. And some promising realism SectorControl missions system was tested a while ago, sadly I don't remember the name at the moment. That said you should look yourself into the user missions board for multiplayer missions. There you'll see what's going on by now. Just keep in mind that more complicated missions can't be played adequate on public servers because of many players behavior. EDIT: Also the whole (buggy) single player campaign is official included for COOP in ArmA2
  4. Trapper

    wow

    Synchronizing is just drawing a line from one object to another in the editor while you've activated the synchronizing mode with the corresponding function key number.
  5. There are several faction versions of this mission, maybe you can't get high command in yours. Try voting yourself as commander and try again. And have a look at the official mission boards for this mission if you like. Btw you wrote that you did start again with an old save game. Remember that you should always revert a mission when you've installed a new ArmA2 patch in the meantime.
  6. Trapper

    Saving and Loading

    I've found Bardak in a police car somewhere else than the walkthrough said. However the next time you run into the savegame problem there is a solution: 1. don't touch the debriefing screen, it's your last chance 2. alt+tab to windows 3. look into your player profile files \Documents\ArmA 2 Other Profiles\Trapper\Saved\ca\missions\campaign 4. copy all your save games (*.ArmA2sav) to another location 5. alt+tab back and quit the mission 6. restart the mission 7. alt+tab to windows and copy your backups into your profile again 8. alt+tab back, hit escape and the save games are back Though often enough my savegames in the official campaign were bugged after a few ours of gameplay but not all. Missing objective triggers, radio transmissions, ect. So even keeping them isn't always a guarantee in the big missions.
  7. It probably makes a difference if you're talking about the official campaign and other single player missions or "full" multiplayer Warfare but I didn't test it myself. It's just that Warfare features in story driven missions are likely to be reduced by the author for his scenario. At least I think you're talking about High Command in combination with Warfare as sending units doesn't seem that important without constant reinforcements.
  8. Trapper

    Manhattan - Escort to LZ

    The main camp was already cleared at this time. It seemed more like the Hind wasn't able to coordinate his FFAR attack dive with the forest line and the incline at the camp. Or he lost thrust because of the UAZ MG fire all the time.
  9. Trapper

    Ai thread

    So did you order them "Aware" + "Hold Fire" to run across this road with you, and "Stealth" or "Hide" afterwards in the forest? Because it sounds like you lead them in a slow mode (either Danger or Stealth) across the street and didn't order them to "Hold Fire" on that move. If you did order "Hold Fire" and they still opened up it was supposed to have the first shot because they noticed to be noticed by the car already. But still this detection isn't perfect in 1.04 IIRC.
  10. Trapper

    Question about raw "Fire" command

    In addition: It's only functional with a previous "Hold Fire" command. Then you've got to assign a target for your unit. Ordering fire afterwards should make the unit kill the target and remain in Hold Fire afterwards. Although this could be difficult in ArmA2 now, as the ai is able to ignore the Hold Fire command when in danger and starting to shoot will often draw enemy attention and return fire.
  11. Trapper

    what is this metal process

    The more blue parts and sights look pretty "homemade" to me. Especially because of the visible milling marks and the missing of rounded edges. Everything else looks like "original"/mass produced" weapon parts being hold in place by all of the others. Also it says in the description modular launcher, created by an acamdemy. ...ehm so probably I'm the last one who noticed finally that this grenade pistol is definitely a prototype by all means... :) Anyway I guess the black custom parts of the sights are from steel because they have to withstand manhandling and are blued like the original parts. The trigger case is made of lighter aluminum and anodized in blue because they were missing the right chemicals at this time or just want to be cool. http://www.aloxyd.ch/
  12. For sure it's the scripting. When you know about OFPEC you'll have seen the big boards over there which mostly cover mission editing, scripting and beta testing. Even most of the new hardcoded features like obstacle climbing, first aid actions, conversation options totally look like being based on scripting to me. Maybe that sounds like a contradiction with the word hardcoded but that's how I would describe it. Using that features in the engine doesn't really "feel" new. It feels like playing with top notch custom OFP addons that use heavy scripting. EDIT: Ok, thinking about the automatic bounding over watch of AIs in combat mode, that does feel new and not like scripting I would understand. The same goes for the campaign. The original OFP and even Resistance focused on missions of small scripting complexity like "Delaying the bear" now. The fun and immersion was supposed to be generated by the still new open battlefield game. Now in Harvest Red almost every mission includes massive scripting, like only a few and best custom OFP single player missions did before. And this is necessary to present a special forces campaign in an engine which without scripting is only able to simulate cold war like skirmishes of combined arms (symmetric warfare) by now. Those big custom OFP missions spent months to almost a year in beta testing on the OFPEC boards before being called final. I don't believe that a closed and pushed mission testing of BI with few participants can beat that. Although they could have known that.
  13. Trapper

    Time Bomb

    IIRC Timebomb is a satchel for scripted ai use in cut scenes so it doesn't make much sense to make it available for players.
  14. It could be just story telling about what also happens before the next mission and sadly you're not playing it out yourself.
  15. Trapper

    Manhattan - Escort to LZ

    It's hilarious that the Hind goes down from this UAZ at 100037. In my case it didn't even look like it was shot down. It started to attack it with FFAR rockets and crashed into the camp while doing so. First I thought this camp is a sentry camp which could be placed randomly and wasn't took into consideration for this submission. But the sentry camp dialog only appeared once in many reloads.
  16. As it seems to be an engine limitation since OFP I would recommend a short incoming contact request, which is then added to the radio menu so the player is able to choose the moment he'll have the conversation. Though it's unlikely all the official missions will be changed now. EDIT: @Blinkowski. In OFP the HQ radio didn't block the player completely but still it spamed the radio channels with every line. Especially tank commanding (target/fire/forward) became a pain in the ass every time.
  17. Hi there, a very solid mission. I've noticed that you're relying on the more basic possibilities of mission editing here and still this mission plays out better than the official ArmA2 content. :) Would be nice if you add a small intro and outro later. What bothered me was the weapon selection. The first hand grenade I could get my hands on was from a dead enemy. Also I missed an ACOG sighted weapon, as I didn't want to use a sniper rifle myself and the reflex scope is bad in mid to long range combat. Maybe I just didn't notice such a rifle as I'm rarely playing ArmA2. EDIT: Oh and you should make sure that the file name is identical to the mission title to make it easier to identify for users.
  18. Trapper

    Why cant it sound like this?

    Don't know if it's still present in ArmA2 but ArmA1 featured some kind of deafness after a volley of loud sounds. But it just lowered the whole sound without special "shellshock" distortions so many players thought it was a bug. :)
  19. Trapper

    Trouble with AI.

    Try radio 0-1 "Ready". Maybe your guy is kind of away. (bug)
  20. The armory count is only internal. So score there to unlock more items - or try everything for free in the editor. SP scenarios count for unlocking the few more SP scenarios. Campaign doesn't unlock anything. My assumption.
  21. Trapper

    I said "CEASE FIRE"!!!

    Good idea. I think the members of a human controlled squad are that dim or over enlighted because of their missing ai group leader. In the end he's the one scanning vague reports of one of his men and transmitting his evaluation and detections to any other group members to coordinate any action. Instead of a human leader he'll be using the reveal command to rise knowsabout nonstop. A human leader instead has to reveal by pressing a key every time. When he does, based on his graphic visuals and not on some abstract ai view, he'll be better than a skilled ai leader because of his farther view distance. When he doesn't reveal for his squad, the ai squad becomes as ineffective as if an ai leader would be far away and out of sight of his squad and it's surroundings while they are relying on him.
  22. The unit in guard mode will move to and wait at an ungarded "guarded by" trigger while no enemies are known to it's faction. Without such triggers in the mission it'll just stop moving after a skirmish until a new enemy is spotted somewhere. http://community.bistudio.com/wiki/ArmA:_Mission_Editor#Waypoints_Mode_.28F4.29
  23. Place a tank with only a guard waypoint. It'll assist friendly units anywhere on the map and idle at a trigger of type guarded by when added. You don't have much control of the tank but it's very easy to set up.
  24. Trapper

    I said "CEASE FIRE"!!!

    http://community.bistudio.com/wiki/ArmA:_Mission_Editor#Combat_Mode Hidden in the ArmA Editor pages is this more detailed info. I suspect the bug you're experiencing when the enemy isn't doing anything hostile towards you and your rambo far away in a test mission, is located in a very low knowsabout threshold. Supposed to give your AI enough reaction time to have the first shot. I could interpret this even as the early moment when the enemy ai does report something like: "Unknown man. 1000m." At this time they are already aware of your squad member but won't do anything because knowsabout is too low to identify the target as foe. Should you or your ai identify the target as "Enemy man. 1000m" that could be enough then. I think even in ArmA2 an ai group without waypoints/scripts doesn't move out to investigate unknown reports and as long as the faction is unknown there's no visible change in combat mode/animations. EDIT: Your other units will be waiting patiently for you to take HOLD FIRE back because they don't have to be detected at the same time and there will be no code to simulate the idea of immediate fire support/attack commencing. A jumble of the OFP never ever fire problem mentioned earlier and the new solution to it in ArmA 2
  25. Search for every problem you stumble across in your work separately. Tutorials for whole mission "types" don't make much sense in this open game. E.g. Ending a mission is covered in Mr Murray's Armed Assault Editing Guide Deluxe chapter 4.6 Make a trigger(s) covering the area(s) you want clear of enemy forces. Choose type End#1 for all of them, this will create an AND condition so all areas have to be cleared. Activation type has to be Not Present and the Faction/Side that has to be gone later on. Of course, the enemy has to be present in at least one of the areas at mission begin to avoid instant ending.
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