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Everything posted by wolffy.au
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Looks great - will see if we can give it a test run for you! Well done!
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developing missions with Unsung mod and ALICE / ambient animals modules
wolffy.au replied to eggbeast's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, briefly mentioned this to Sgt Savage a couple of months back - I think the house models don't have the AI spawn points. Will need to get UNS team to confirm. Not sure about this one - you might want to check that the UNSUNG_C faction is defined in CfgFactions. You gotta hack the FSMs. I recently added black and brown goats - here's the commit link, although its gonna be difficult to read. Use the FSM Editor to modify and add another branch for other animals. https://dev-heaven.net/projects/mso/repository/revisions/6ce15c639a3c0aeefaebac7eaa9806f3c93f43e1/entry/BASE_MISSION/CA/modules/Animals/Data/fsms/Animals_spawn.fsm -
Cold War Rearmed² - Public Beta
wolffy.au replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good to see another release guys - and those campaigns! w00t! Congratulations! -
Multi-Session Operations v4.5 released
wolffy.au replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
To add to that, the main thing stopping us from releasing v4.6 is its dependency of commands only available in beta, which is why we are waiting for official patch 1.63. -
Multi-Session Operations v4.5 released
wolffy.au replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
Try ruuning it with; 1 - CBA only first 2 - then add Arma2Net if you're using PDB 3 - then ACE, ACRE 4 - the rest of your mods 1 by 1 -
Cached Units with Vehicle Support - v2.0
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
BI have written their own one but I am yet to try it out. One of the MSO devs, Highhead has been looking into it was quite happy with how it operates. I'll see if I can get him to respond to this thread with his findings. -
Multi-Session Operations v4.5 released
wolffy.au replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
Search for deleteVehicle keyword in the CQB module and you should find it. Technically, you could comment it out as the standard Garbage Collector will remove dead bodies if they have been there for 5 mins and there are no players within 500m of the dead body. -
Skirmish module tutorial?
wolffy.au replied to Fragmagnet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My understanding is POI and Reinforcements work together - I will try to work them out and post my findings on BIKI. -
How to change between stable Arma 3 Alpha versions & release candidates @STEAM client
wolffy.au replied to Nicholas's topic in ARMA 3 - BETA DISCUSSION
Great info - thanks -
Skirmish module tutorial?
wolffy.au replied to Fragmagnet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got a black screen when I did not put quotes around the marker name. -
Skirmish module tutorial?
wolffy.au replied to Fragmagnet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I worked out how to do it Drop a Skirmish - Init module using F7. Then drop a rectangle marker (using F6) and call it something, like "xxx". Then drop Skirmish - Dynamic Spawn module down (F7 again), and modify the following settings in the module: - Marker: "xxx" including the quotes - Hide Marker: Yes - this removes the rectangle marker placed earlier - Debug: Spawn Positions Last step, Synchronize (F5) the two Skirmish modules. Thats pretty much it. -
Contains 228 official screenshots in resolutions from 930x340 to 2474x1600. Download from here: ARMA3.themepack Last updated 5 Mar 2013
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Most likely final update guys - 228 high-res ARMA3 screenshots and desktop theme!
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Squint - the sqf editor and error-checker
wolffy.au replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
And we are proud of Squint too Mac - its still the best IDE for checking over SQF. Would love to see either yourself Mac pick it back up again, or someone else pickup the reins for it! Long live Squint! :) -
ArmADev Eclipse Plugin
wolffy.au replied to Alwarren's topic in ARMA 2 & OA : Community Made Utilities
Alwarren, you need to change: In the URL field, enter "http://www.friedenhq.org/ArmADev" to In the URL field, enter "http://armadev.friedenhq.org/" EDIT: That is in reference to your instructions on http://armadev.friedenhq.org/ -
Multi-Session Operations v4.5 released
wolffy.au replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
Sorry mate, as of the current development version, I've moved away from client-side ambient civs to headless client. Technically, we could rip it out of v4.55 somehow, but since its a major change from the original BIS code, I didn't want to release it stand-alone. The Modules Improvement Project (MIP) was mainly around bug-fixing and minor enhancements. Client-side ambient civilians is a significant change and I wasn't sure if it should be released as part of that project. If there is enough interest, I would consider the effort required. -
Post here all what you know about implementation of the headless client in missions
wolffy.au replied to On_Sabbatical's topic in ARMA 2 & OA - BETA PATCH TESTING
We had reports of AI anims being frozen (civilian ice skating bug) and bad performance using HC, both resolved through the use of Dsly's arma2oa.cfg settings mentioned earlier. The one bug we haven't been able to resolve is AI on HC will strobe lights on searchlights and all vehicles. -
Multi-Session Operations v4.5 released
wolffy.au replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
Bear in mind your arma2oa.cfg settings will affect your performance also. I recommend using these settings as they have been proven in a large community, especially if you're using HC. -
Have you looked at MSO? http://forums.bistudio.com/showthread.php?142683-Multi-Session-Operations-v4-5-released
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Post here all what you know about implementation of the headless client in missions
wolffy.au replied to On_Sabbatical's topic in ARMA 2 & OA - BETA PATCH TESTING
Bear in mind your arma2oa.cfg settings will affect your performance also. -
Multi-Session Operations v4.5 released
wolffy.au replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
Oh I really like that idea! -
Multi-Session Operations v4.5 released
wolffy.au replied to highhead's topic in ARMA 2 & OA - USER MISSIONS
MSO v4.55 has caching in-built into Dynamic Enemy Populator and CQB modules. Use caching if you have editor placed units only. Turn it off if you are using the missions from the MSO download. CEP has the better performance, but only slightly - try both of them, see which one suits your needs better. -
Post here all what you know about implementation of the headless client in missions
wolffy.au replied to On_Sabbatical's topic in ARMA 2 & OA - BETA PATCH TESTING
Glad to see the concept worked. HC's and dedicated servers spew the same "Post process effect creation failed" error message in RPT when you drop the Weather module down in Editor - this function is going to make HC a lot easier to utilise in our MSO code. -
Cached Units with Vehicle Support - v2.0
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, MSO runs in single player. Now each of the modules generating AI look after their own caching, as generic caching caused a lot of issues when re-spawning the units and telling them what to do. There is a Players guide for MSO (https://dev-heaven.net/projects/mso/documents) - have a look through it, see if its what you're after. -
Cached Units with Vehicle Support - v2.0
wolffy.au replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry Grillob - I haven't worked on this script for years. There is somehting similar in MSO, but its not really maintained anymore either - we've moved away from caching unfortunately.