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xawery

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Everything posted by xawery

  1. xawery

    Dawn of the Yomies

    Ok, but the current fog level has a higher priority than the iViewDist variable, right? In other words, if iViewDist is set on 1000, but the fog limits the view distance to 300, the yomies will spawn at 300? Regarding the second part of your post 5133p39: as I have said before, I have managed to attach Tea Cup's zombie anims to your yomies (for private purposes, of course) and they work just fine. Would you like me to send you the modified version so you can have a look at the result? I understand you don't have the time to spend on the yomies, but perhaps if you like these anims in conjunction with your zombies you could give the modified version your blessing.
  2. xawery

    Dynamic Sound AI - RC 1.0

    Hey Wolfrug, I lowered the volume levels and everything works like a charm now! In fact, the missions are even more atmospheric now, as it's harder to distinguish speech from environmental sounds. Was that a cough? Do I hear someone humming "Kalinka"? Or is that just my heart beating? Marvellous stuff
  3. xawery

    Dynamic Sound AI - RC 1.0

    Hey Wolfrug, sorry for posting in the wrong thread. This is what you get with outdated forum software: the old thread was the first hit the search function displayed. As it turns out, RC 1.0 is the version I was already using, so my question pertains to the most recent build as well. I spent the entire afternoon sifting through the scripts in your pbo's, while all I had to do was look at the biki, apparently. Doh! If I understand things correctly, changing the values of the GENERAL_SPEECH_SOUND_LEVELs should solve my issue, right? On another note; I assume that the muffling of the speech sounds over certain distance is handled by the ArmA engine, not some variable in your addon? I guess lowering the sound levels and shortening the critical distance are the only option...
  4. xawery

    Dawn of the Yomies

    Thanks for the reply D, I'm going to give it a whirl The reason why I asked is the following: I noticed that setting the weather to extremely foggy caused the yomies to spawn much nearer to the player than iViewDist would allow. This lead me to believe that perhaps it does scale dynamically with changing weather conditions. Oh well, no time to test it, I guess I'll have to do it this way! /Edit: wrong initial
  5. Hi Wolfrug, First off, let me say how much I'm enjoying your addon. It brings healthy dose of atmosphere to an otherwise rather sterile game. Occasionally, it provides some excellent comic relief: a soldier shouting "And make sure you don't give your position away!" at the top of his lungs while the squad is sneaking through enemy-infested territory is nothing short of hilarious I have a question though, or rather, a request. Would it be possible to lower the DSAI volume over certain distances? Right now it happens quite often that troops over a hundred metres away sound like they're standing right on top of you. The volume is fine up close, but it doesn't seem to scale with the distance between the source and the receiver. I realise I could lower RUG_DSAI_TerminalDistance, but I'd rather not. I do want to hear enemies 300 meters away, but it would be great if the sounds were more muffled over shorter distances. Thanks in advance, Xawery
  6. xawery

    Dawn of the Yomies

    Hi 5133p39, I have a question regarding iViewDist. Does it adapt to changes in view distance due to increasing fogginess, poor weather etc.? In other words, if the weather is clear when the mission begins but grows foggier as time passes, will the yomies spawn nearer to the player as he enters a spawn zone? Alternatively, would it be possible to give iViewDist a fixed value (rather than connecting it to param1), and comment out setViewDistance iViewDist; in init_game.sqf? I'm making a mission which starts out nice and sunny with a good view distance, but gets dark and foggy by the time the players encounter their first yomies. Connecting iViewDist to param1 either means that the view distance is short from the start, or that the yomies spawn too far from the players when they finally encounter them.
  7. Hi all, I'm trying to achieve the following in my mission, and I was hoping you experienced types could help me make it come true I'm making a trapped-behind-enemy-lines type of mission. The player is a downed pilot desperately trying to reach an extraction zone. The island is crawling with soldiers and civilian life (thanks to the awesome DAC!. What I want to do is give the player the opportunity to hide in the back of civilian vehicles. In other words, I don't want the enemy to engage the player if he's inside a vehicle (for simplicity's sake), unless he comes in close proximity of an enemy soldier. I imagine this will involve manipulating the knowsabout value. My first approach was as follows: create a trigger that sets the player (s1) captive if he's in a car and his knowsabout value relative to enemy e1 is below a high number, say 3.5 (off the top of my head). That way, unless the player passed right under the enemy's nose, he would not be engaged. Naturally, this didn't work otherwise I wouldn't be writing this post Even if it did, I wouldn't be able to use it on all the enemies on the map. Well then, oh knowledgeable types! Any suggestions?
  8. Thanks a lot sq33z3, I'm beginning to understand how this would work I also noticed the problem with the player killing the driver. Wouldn't it be possible to solve this by adding (player != driver _veh) to the initial conditions?
  9. Ah yes, I was considering isKindOf already. If I understand this correctly, I should be able to attach this eventhandler to all vehicles of the "car" class by adding something like this to the init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (vehicle player isKindOf "Car") then {(vehicle player) addEventHandler ["getin", {(_this select 2) setCaptive true;(_this select 0) setCaptive true}]; (vehicle player) addEventHandler ["getout", {(_this select 2) setCaptive false}]} Now, I'm pretty damn sure that's not proper syntax  You've already helped me a great deal sq33z3; my gratitude would reach new heights if only you'd tell me how to add this to the init properly Â
  10. Hey Squ33z3, thanks for the tip! I hadn't even considered event handlers. Would it be possible to apply an event handler to an entire class of vehicles, e.g. cars? The problem is that all the vehicles in the mission are spawned using DAC, so I don't really have the opportunity to add an event handler per vehicle... Regards, X.
  11. Hi all, I'm looking for an ArmA island with a more Central European/Scandinavian feel to it. I'm not a big fan of all those banana republic themes... My question is thus: are there any islands like that? I know about Schmalfelden of course, but its beauty also makes it nigh unplayable on my pc... I'm looking for something with a size/level of detail comparable to North Sahrani. I would appreciate any suggestions! Regards, Xawery
  12. xawery

    European-themed island?

    Hey, great find modEmMaik! Thanks, that's exactly the kind of stuff I was looking for. Yanutha and Sarve look very nice, but are too small for my purposes. North Sahrani looks amazing with these trees Thanks again!
  13. xawery

    European-themed island?

    The ACE CWC island pack is nice, but it's still of OFP quality - small, few objects, homogenous terrain. A standalone version of North Sahrani would certainly be nice, I don't know why they didn't do it once South Sahrani was introduced. However, I would be most interested in an island not only with European terrain, but also European city/landmark names. I don't know, the Spanish theme really doesn't do it for me. I have always associated OFP/ArmA with a cold, rainy, desolate setting. In short: autumn in Eastern Europe Having revolutionary billboards in every town and umbrellas on the beach really kills the immersion for me. I'll give Yanutha and Sarve a whirl, thanks!
  14. xawery

    European-themed island?

    Hehe, indeed, as Opteryx pointed out, I do. But as has been said, it's too laggy for the type of mission I have in mind. So, are there any other islands you would recommend? I'm really growing tired of the vacation resorts turned war zones...
  15. xawery

    Quarantine

    D.Murphy Man, I found a somewhat different solution for improving camp survivability. I moved the MG's backwards a bit, while creating a kind of corridor using barbed wire. This creates a kind of killzone and actually gives the mg's a chance to engage the zombies before they come too close. I also placed a searchlight behind each MG: not only does this increase the atmosphere at night, but it also enables the mg's to acquire targets after nightfall. Given these changes, it took the outpost 45 minutes to fall without reinforcements. Looking forward to seeing the mines in action
  16. Hello all, We, the good people at SU:BAM, are creating a certain exfil mission. I won't betray all the details, but I can say that the main purpose is to escort a certain person to an escape vessel. We want this escape boat to spawn at various random places. Being the noobs that we are, we're not quite certain how to go about it. We need a specific boat with a specific name spawning at a random spot every time the mission is started. Any and all suggestions & tips are most welcome!
  17. Ah, please disregard, solved already.
  18. xawery

    Quarantine

    Argh, frustration deluxe! The soldiers at the outpost still insist on shooting us when we bring the convoy truck. I thought the v. 2.4 and the hotfix fixed this..?
  19. xawery

    Quarantine

    The last reason does ring true. If I stay in the area where I found the survivor, nothing out of the ordinary happens. If I move out on foot, the survivor diseappears from my group as well as the face of the world. If he's in a vehicle, he disappears from the group but remains seated. The question is: why is this only happening to certain players? Karma? Scary facial hair? Custom faces??
  20. xawery

    Quarantine

    Great stuff man! We'll be organising a proper testing session this evening on a dedi server, but I'm afraid it can't take too many players... BTW, in the previous version, I've been getting a very strange bug. Once I've rescued a survivor he would join my group, but after a while he'd simply disappear from it. He would still be around and the rescue option would come up again, but not if he was already sitting in a vehicle. The other players didn't have this problem. I thought this had something to do with who was hosting the session, but we checked for that and it didn't matter; the survivors would still un-join my group after a while. Any ideas on what might be causing this?
  21. Hello, my name is Xawery and I'm a noob missionmaker. I need your help! I'm making a coop mission about freeing captured soldiers. They are kept within an improvised compound with two guards assigned to them. There is also a full squad resting inside the compound, which makes a frontal assault rather difficult. I want the players to be able to create some kind of distraction so the squad exits the compound leaving the captives under minimal scrutiny. I tried using the Guard waypoint, but this doesn't work as it should: there's another fight going on in another city. As soon as the shooting starts the squad embarks on a 3 click hike. Yes, that is a diversion, but not exactly what I had in mind I want to do the following. I want the squad to move out as soon as a nearby fuel station is blown up. I found the triggerattachobject command in the comref; I imagine that this allows me to activate a trigger if a certain object is e.g. destroyed. However, I can't figure out how to get this to work. In short, I want the destruction of a building to trigger a move command. Any help..?
  22. xawery

    Dawn of the Yomies

    Hi 5133p39, in reply to your post in the Quarantine thread: the zombie animations were made by TeaCup, and can be found in this thread. There are two types of animations: zombie_frantic.rtm and zombie_stagger.rtm. The first is used for class AmovPercMsprSnonWnonDf : SprintCivilBaseDf, and the latter for class AmovPercMwlkSnonWnonDf : AmovPercMstpSnonWnonDnon and class AmovPercMrunSnonWnonDf : AmovPercMstpSnonWnonDnon. As I said in the Q thread: your zombies are amazing, especially since they enter buildings and climb ladders. Properly scary animations are the only thing missing Regards, Xawery
  23. xawery

    Quarantine

    Hey D.murphy man, you're absolutely right about the pathfinding, it's great! At one point during yesterday's session we needed to find a safe spot to study the map and plan our next move. So I suggested climbing into a watchtower. "You sure zombies can't climb ladders?" "Sure I'm sure, let's go!" So there we were, on top of a watchtower, safe and sound, studying the map. Suddenly I hear this familiar metallic sound, tic-tac, tic-tac... My first thought was "why is my teammate climbing down?" As I turned off the map I stared directly into the disgusting face of a zombie which had just climbed the ladder Incidentally, I did manage to integrate the TCP anims into Sleeper's Yomies. Given my complete lack of cpp knowledge I'm actually quite proud of this; all hail induction, haha! Naturally, this is for private use only, seeing as I haven't asked anyone for permission. I must say though that these new anims do marvels for the immersion. I sped them up a bit so you can't just run away from the zombies, and the result is decidedly freaky and disturbing. Especially when they decide to gang up on you
  24. xawery

    Quarantine

    Hello Mr. D., I've always been a great fan of zombie-missions. OFP boasted quite a lot of those (ZOS, Nogova Virus etc. etc.) and I'm happy to see ArmA has been graced with them as well. Yours is particularly good. I especially like the fact that Quarantine has a STALKER-esque feel to it. Venturing into forbidden territory, strewn with dangers of all kinds, scrounging for equipment and just trying to survive. As you can imagine, I'm a great fan of STALKER, but Quarantine brings something STALKER lacked so sorely: the ability to team up with other players. Driving around desolate South Sahrani while the other player navigates is great fun and very immersive as well. Yesterday, I played my first big session of Quarantine with some friends and we weren't bored once in the 400 minutes of it all. Even dying wasn't exasperating, as it forced us to locate our corpses and retrieve our hard-earned weapons. Rushing to a town on the other side of the island before the sun sets was very exciting Having played the mission for quite a while and explored all its aspects, I have a few suggestions to make. Undoubtedly some of these have been made before; I don't have the stamina to read through 24 pages, alas 1. Animations. The zombies are scary all right, but they use the same anims as the civilians. Not only does that diminish the immersion a bit, it also makes distinguishing survivors from zombies very difficult. I'm sure this has been mentioned before, but would it be possible to incorporate the TCP anims? They make the zombies even more zombie-like than they already are, and we would actually be able to tell the alive apart from the undead. 2. Rucksacks. It would be great to be able to tote more stuff along. I can imagine this would conflict with your 'leveling up' idea, but perhaps as a toggle..? 3. Money transfers. The ability to transfer money between players would stimulate cooperation and enable teams to buy expensive vehicles together. 4. Survivors screaming for help. This has been mentioned before too, I believe. Right now the only way to locate survivors is by listening for gunfire. Thanks for a great mission. I'm looking forward to the next version! Regards, Celery
  25. xawery

    S.T.A.L.K.E.R

    IIRC all the patches are incremental, so you'll have to install one after another. Where are you getting the game from? Chances are it's already patched to a certain degree.
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