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Thingamajig

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About Thingamajig

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  1. Thingamajig

    Warfare Updated! v1.5

    respawn times are rediculously short. it makes fast travel utterly pointless. (because of this, the change you made to the fast-travel speed - or anything else related to it - is just a waste of time and effort on your part) currently, its much, MUCH faster to just respawn than to fast-travel. Please extend this back to default values. even those i felt were too short.
  2. Thingamajig

    Warfare Updated! v1.5

    i just tried running this on my dedicated server... I noticed that the grass is missing...is this a bug?. if not why has it been removed?. it makes things more bland then what it already is.
  3. Thingamajig

    Warfare Updated! v1.5

    Its not a bug, its just when i went to get the HALO jumping out of Domination it works except when you go to press ESC you chute doesnt appear and you fall to earth and die, so i dont no.. ^^ @Civilian Life Well civis wouldnt be around doing day to day activities while a warzone was going on unless you see it as iraq etc, but i can add maybe some random civil vehicles around the map with a 20% chance that they will be there etc. yeah. thats what i was originally going to do ( i actually did this in the OGN CTI mod) by adding vehicles with a % chance of probability, also with a script attached to make them respawn if they are moved and left. But yeah, as for civillians - i was thinking like Iraq . seeing the number of towns on the island it wouldn't be unreasonable to think that some people didn't "leave" (or couldn't afford to) but this is out of my league. again i'd add this myself but i'm not experieced enough to do so XD.
  4. Thingamajig

    Warfare Updated! v1.5

    I STRONGLY second that Hellfires/Vikhr's should be removed. Ruins the game a lot to be 5000m away and lockon, fire, lockon, fire, etc and then rearm at a supply depot and repeat. I'm strongly against it being removed entirely - this is precisely what AA is for..with good teamwork, it shouldn't be that much of a problem. Making it optional, however. i'd be perfectly fine with. (i could modd it back in myself but thats not the point. lol.) I like the first idea. but the second is more opinion. and frankly is very easy to mod yourself if you feel its that necessary. I'd just love to see some civillian activity like i requested on page 4 (and a few others too). naturally i expect its too early to ask for a yes or no answer, but even if its being considered thats more than enough for me. please check my post on page 4 for more details on what i'm asking for.
  5. Thingamajig

    Warfare Updated! v1.5

    Hm. Sorry if this has been mentioned before; but any chance of incorporating any civillian activity?. I was planning on downloading your Warefare Updated mod and adding empty (parked or abandoned) civillian vehicles myself. (with a script attached to each one which would respawn them if they are destroyed, or moved and left for 5/10 minutes) I'd also love to add actual A.I civillians too - people wondering the streets, Buses and other vehicles doing thier trips..etc...but this is beyond my skills... Do any of you remember in OFP CTI being penalized for killing an innocent civillian?. or am i just imagining it?. thats another thing i'd love to see being incorporated into all this. Any thoughts?.
  6. Thingamajig

    AI Respawning

    thanks. I did come across these posts before. but it appears the links in them are still dead. Got any fresh ones?.
  7. Thingamajig

    AI Respawning

    Thanks alot ^.^ Could you, or anyone :P, also solve another problem i have?. I'm placing empty civilian vehicles in all the towns for a CTI game. but i noticed that after ive destroyed so many empty civilian vehicles, friendly A.I engage me!. I thought they would ignore me destroying these vehicles as they are empty...is there a way to do this?. Thanks again.
  8. Thingamajig

    AI Respawning

    Hi all. I'm using this nice little script here to get empty vehicles to respawn: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //***************************************************** //** //** ArmA Script File //** //**   vrs_AI_general.sqf //** //***************************************************** //**  Version 1.0 beta //BEGIN vrs_AI_general.sqf //Script by norrin March 2007 //Based upon KaRRiLLioN's original vrs.sqf script heavily modified for use with playable and non-playable AI units //Contact me at norrins_nook@iprimus.com.au //IMPORTANT: ADD A GAMELOGIC NAMED Server //to the mission to prevent multispawn //to run this script place the following code in the init line of the vehicle: // v = [this, "vehicle name", x, y] execVM "vrs_AI_general.sqf" //where x and y are the times you wish to set for the vehicle empty respawn delay and vehicle destroyed respawn delay //Note: the vehicle name must be in quotation marks eg. if vehicle name Hmm1 it must appear in the init line as "Hmm1" private ["_vcl","_respawndelay","_vclemptydelay","_dir","_pos","_type","_unit","_run","_wait","_delay"]; if (!local Server) exitWith {}; _vcl = _this select 0; _name_vcl = _this select 1; _vclemptydelay = _this select 2; _respawndelay = _this select 3; _dir = Getdir _vcl; _pos = Getpos _vcl; _type = typeOf _vcl; _run = TRUE; sleep 5; for [{}, {_run}, {_run}] do { while {_vcl distance _pos < 5 && canMove _vcl} do  { sleep 1;  }; while {canMove _vcl && count crew _vcl > 0 && ({damage _x}forEach crew _vcl)!= 1} do   { _wait = Time + _vclemptydelay; sleep 1; }; while {canMove _vcl && count crew _vcl < 1 && Time < _wait} do { sleep 1; }; while {canMove _vcl && {damage _x} forEach crew _vcl >= 1 && Time < _wait} do { sleep 1; }; _delay = Time + _respawndelay; while {!canMove _vcl && Time < _delay} do  { sleep 1;  }; if (count crew _vcl < 1) then  {  deleteVehicle _vcl;     _vcl = _type createVehicle _pos;  _vcl setVehicleVarName _name_vcl;  player groupchat format ["%1", VehicleVarName _vcl];     _vcl setdir _dir;     sleep 1;     _vcl setvelocity [0,0,0];     _vcl setpos _pos;     sleep 1;     _vcl setvelocity [0,0,0];  sleep 2;  }; if ({damage _x} forEach crew _vcl >= 1)then  {  deleteVehicle _vcl;     _vcl = _type createVehicle _pos;  _vcl setVehicleVarName _name_vcl;  player groupchat format ["%1", VehicleVarName _vcl];     _vcl setdir _dir;     sleep 1;     _vcl setvelocity [0,0,0];     _vcl setpos _pos;     sleep 1;     _vcl setvelocity [0,0,0];  sleep 1;  }; sleep 2; i also tried the above script on AI units (people) and it works. but for some reason when the AI respawn, they do not move. even though they have waypoints set to go to. Anyone know how i can get them to continue thier cycle of waypoints after they have respawned? Thanks in advance.
  9. Thingamajig

    Music player - HULK_OggPlayer

    well, it appears as though i was wrong, i really thought you'd be the type to start "sajfasjklvn jkkl kjashdfkl " on the keyboard!. Your english is definitely broken, you gotta admit that. i have a feeling this is personal for you so with that in mind i'm sorry for being so hard on you. at the time i wrote it i was very frustrated. Anyway, i'm off.
  10. Thingamajig

    Music player - HULK_OggPlayer

    wow. not only do you call me a child, but you also call me a "faggot" (seriously, grow up, how old are you?) its clear who the child is here. surely this is bannable material?. i'd apologize to you if i offended you, but after reading this, your not worth it, your response clearly shows your arrogance and i'd rather not inflate your ego by doing so. just because i corrected you, you couldn't handle it. (proof lies in the "i love to show noobs that i'm right" remark) I don't think i'm a noob either, not that i'm offended by this term, as its thrown about alot (usually by noobs, ironically ) but i should point out that i used to spend alot of time on Operation Flashpoint, and become a fan of it and its mods (Especially CTI). when i got a copy of ArmA (and till BI finally fixed the Vista64+4GB bug) i needed my memory refreshing. i was warned NOT to come here, to the official forums, because of people like yourself. but i ignored them and did so anyway. If your going to behave like an asshole, go to hell. why am i not surprised your not banned yet?. don't BI have any sense of decency?. or is this behavior just a very rare occurance for you?. Oh, technically speaking, each page is a site, but the word "site" is a broader term and not usually used in that context; compared to page. need i also remind you that its reffered to as a page on this damn site?. i think your just confused. *in the*. you prat. Â And if my judgement on your character is correct, i expect you to have a heart attack after reading this. followed by meaningless cussing and whatnot in my general direction - but i'm usually not very good at these things...but practice makes perfect. (there is no sarcasm there, honestly! )
  11. Thingamajig

    Music player - HULK_OggPlayer

    er. ok. first site?, what the hell are you talking about?. dont you mean the FIRST PAGE!?. Nerd. i hope your not serious. anyone would've been confused by that comment. enless english isn't your first languange, there was no reason for that. Have you ever heard of G.I.G.O?, if not; you should look it up. its unfortunate, and strange, that so many ArmA mod makers (and players) are not familiar with it. because even newbies to computers quickly learn to adapt to it and make a bit more effort to ensure what they type is correct.... This game really isn't very noob friendly, is it?. @ DrBobCat Thanks alot for your help and patience. its appreciated. however ive decided i'll go elsewhere for help. i'll take what ive learned from here to help me piece together the puzzle.
  12. Thingamajig

    Music player - HULK_OggPlayer

    er. ok. first site?, what the hell are you talking about?. dont you mean the FIRST PAGE!?. I think i'm about to give up. Perhaps i should say ive never modded ArmA before. None of you are making any sense whatsoever, are you intentionally trying to confuse me?. through no help from you guys (only google) ive managed to figure out where the games soundtracks are (and what tools to use) - therefore answering my own question: Which is Models_DBE1.PBO located in: C:\Program Files\Bohemia Interactive\ArmA\DBE1\AddOns Furthermore, ive also found out how to extract the Config.bin, which has produced 3 files; CfgPatches.hpp, CfgMusic.hpp, Config.cpp. this is totally different from what "riki" said, who said and i quote: Now am i going to get help, or will i have to go elsewhere?. @ DrBobcat I paid a visit to ofpec.com, the only thing i found relating to my problems was a "video tutorial" (http://www.ofpec.com/ed_depo....cat=xyz) but this just confused me further because it made referances to Operation Flashpoint and not Arma!! Ugh!, ffs!.
  13. Thingamajig

    Music player - HULK_OggPlayer

    This is because you must unpack the main PBO, place the new config.cpp in the generated folder, and repack again. Alternatively, you can also edit the original cpp and add what you wish. - dRb Which PBO would that be?. (at first, i thought you meant main.pbo...lol...please be more specific) I just looked through some of them (sounds.pbo, main.pbo )and all i found was Config.bin files, not Config.cpp no Music.pbo file exists... Why wasn't this mentioned in the beginning of the thread!?.
  14. Thingamajig

    Music player - HULK_OggPlayer

    If you want any test music to remake I can give you mine file. It's about 10 files of melodic death metal.^^ hm, thanks for the help - but unfortunately this is exactly what i did before. what about this "config" file that they talked about on the front page?. i made a config.cpp file, and, using notepad, within it i copy/pasted what was mentioned on the front page. i placed it in a folder named MusicBox, which was placed in: c:\Program Files\Bohemia Interactive\ArmA\@HULK_OggPlayer\AddOns and within musicbox, was the songs of my choice. i also edited the Config file to direct it to the songs i made. yet after doing all this, it still refuses to play my songs. only the default ArmA ones.
  15. Thingamajig

    Music player - HULK_OggPlayer

    ok. ive tried everything this thread suggests and i just cannot get this mod to work properly. Not only that, but apparently the mod ignores the games original tracks....well, not in my case, they are the ONLY tracks that it plays!. I presume its because this mod is dated, and doesn't support the latest beta patch 1.11, which is what i run. Can someone please, write a step-by-step guide how to get this mod to work?.
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