[asa]oden
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Everything posted by [asa]oden
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PipeBomb with scope=private, Error
[asa]oden replied to cougarxr7's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Script seems to use arrays of Weapon description, Weapon classname and array of usable magazines. Pipebomb is no weapon (used with "Put" weapon) so I suggest you just add it to one of the weapons magazine arrays - actually I'd even add handgranades the same way as I see all Throw and Put magazines are missing. -
Flight Sim'ers: Lock On 2.0 Announced
[asa]oden replied to -Total-'s topic in OFFTOPIC - Games & Gaming
Free Falcon 5.3 - hell yeah! Heard they have this awesome AJS-37 Viggen 2D cockpit too. just awesome. :) -
Why are public games in ArmA II so terrible?
[asa]oden replied to Chunk3ym4n's topic in ARMA 2 & OA - MULTIPLAYER
I made this City Fight series for small fast experiences, no block buster so I guess people aren't that interested in this kind of gameplay City Fight Series But indeed, MP gameplay in Domination is more or less playing singleplayer online. Best coop is organized from you local IRC channel I guess :p -
First post i updated with version 1.1 (armaholic links too) Version 1.1 adds: Bagango, Corazol, Dolores, Ortego, Paraiso - 104 players Arcadia, Cayo, Eponia, Masbete, Obregan, Somato and Tiberia - 37 players (requires CAA1) and guard fireteams at each camp.
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Good Idea, will try'n'download that massive CAA1. I'm also considering adding a small initial fireteam att each camp to prevent "run-behind-enemy-squads-and-pick-each-camp-easily" tactics I've evolved testing these :p When more than 2 ai-squads are active there should be some that goes into defensive mode on "frontline" camps, I haven't really seen this happen ingame - can anyone confirm that they actually do? "Side"-respawn used seems to lauch some background music in MP, this coupled with less favourable respawn positions in ai-slots sometimes have me looking at an "outside-town" nearby respawn position using "BASE"-respawn instead. "Cons" with this is you lose your intended "formation" and contact with the squad. Now, seeing as I initially intended this to be no respawn at all for greater tension moving across a street BASE-respawn is still a "player-mistake-friendlier" solution. brb with version 1.1 /theOden
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Yes, thats where to edit such features. Currently AI do buy choppers (if enough funds) as part of the 3 airsupport units allowed each side though these more often show up as airplanes - look for and edit pUSMCCAS array in airport.sqf in common\config folder (can't remember the sqf filename out of my head, but you'll figure it out).
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Thats the old ArmA 1 routine, not used. In ArmA2 "Server\AI\Team\Team_Update.sqf" is used and called as "BIS_WF_UpdateTeam" from "Server\Init\Init_Server.sqf" as [_x,_template,_dedicatedMission] Spawn BIS_WF_UpdateTeam; /theOden
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42 today Happy BD Odan! :p
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Key In Use issue with Steam and D2D versions running at the same time.
[asa]oden replied to noubernou's topic in ARMA 2 & OA - GENERAL
Try running a ded.server in persistent mode, then join and do some player inputs to be verified and then restart client and JIP to see that the MP things works correct. Yes, kills the worst monster machine but thats how I do it testing and verifying edits in Warfare - total pain. -
AI exclusions
[asa]oden replied to nicko_bud's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'd suggest to let the server spawn those pilots on missionstart excluding them from mission.sqm so you can use disabledAI in description.ext. -
So what’s the big deal about MP? Wonder how many simply play SP?
[asa]oden replied to BeerHunter's topic in ARMA 2 & OA - GENERAL
haha T-Rex. My oldest complained on "Cowboy 1 3 enganged defensive" and such. One just need to remember to close their bedroom doors. :p To stay on topic, yes I too prefer SP but more as Solo MP hosting myself a passworded server, mainly due to irrational behaviour from online players. I guess MP only comes golden in a closed community. -
Yes Gutm@sher, battery gets stuck. I hope I fixed it in version 5 (see first post) but I'm not 100% positive in my beta testing. I did manage to deplete my mortar battery using all 5 fire missions and then buy a M119 battery, but I bet something will bug sometime :-) Also in version 5: Airports, all three active (no matter running reduced region) UAV at airports (terminal outside hangar, get UAV like you buy an aircraft). buggy as hell but a start - see note in first post. Ded.server packs removed.
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Anyone managed to port any ArmA1 vehicle and succeeded to add the "flat tyre" effect? Would like to have that for "my" Strykers so any hint/direction for model and config would be appreciated. /theOden
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I removed the save event but each time you suspend it should save - haven't tested though :-).
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hi Moose, parameters are only accessible running latest 1.03 beta patch. Otherwise version 4 should have fastTime off as it's usage of setDate[] induced severe lag every 15 seconds.
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Not intended for player use. Let AI fire through arty module and just lase the target like you would directing one angry A-10 or Harrier.
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Config info of muzzles (like base class)
[asa]oden replied to charon productions's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi again. Didn't notice you added another question :-) I tried this in a radio Alpha Trigger un Utes: base=inheritsFrom (configFile >> "CfgWeapons" >> "M16A2"); player globalChat format[">> %1",configName inheritsFrom (configFile >> "CfgWeapons" >> configName base)] base will be M16_base class and that one comes from Rifle, paste and try and you'll get the picture (you're just about correct in your code just replace format with configName). /configOden -
if you actually have a file "mymission.Chernarus.pbo" in MPMissions folder check if it requires any addons and if so see to that server.exe runs "-mod=@addonfolder" in shortcut. Else, comment out all "class Missions" section and let players choose upon connecting.
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change this to macheen gunner
[asa]oden replied to jamie-warez's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
ArmaTec and Dren the good ppl they are created this wonderful library, pick a "civ-men" at your wish: http://www.armatechsquad.com/ArmA2Class/ edit: gotta love that hint btw haha -
Addon funkyness
[asa]oden replied to dmarkwick's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Roger that Q. But I feel I have more than overused DM's hospitality in this thread :p Is there any good section at devHeaven for my kinda issues, the addon review maybe? -
the "Classic" dialogs and such are available in warfare2 too but I don't think anyone have activated it in a enduser edit (at least released it in public) Is alot of work to port warfare1 to Chernarus as no "template" is available but the editor needs to add every single town/camp/partytent (warfare2 automatically populates the whole map based on config data). Think one will get slapped for objects too IIRC from when I had a brief look at porting it.
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Config info of muzzles (like base class)
[asa]oden replied to charon productions's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
M203 Muzzle is a subclass of "Rifle" inherited from Grenadelauncher. so, _weapbase=inheritsFrom (configFile >> "CfgWeapons" >> "Rifle" >> "M203Muzzle"); should give you the class at hand. else, if you're just interested in the actual M203Muzzle: class M203Muzzle : GrenadeLauncher { displayName = $STR_DN_M203; magazines[] = {"1Rnd_HE_M203", "FlareWhite_M203", "FlareGreen_M203", "FlareRed_M203", "FlareYellow_M203", "1Rnd_Smoke_M203", "1Rnd_SmokeRed_M203", "1Rnd_SmokeGreen_M203", "1Rnd_SmokeYellow_M203"}; sound[] = {"\ca\Weapons\Data\Sound\grenadelauncher_1", 0.1, 1, 400}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload", 0.000316228, 1, 20}; magazineReloadTime = 0; reloadTime = 0.1; optics = true; modelOptics = "-"; cameraDir = "GL look"; memoryPointCamera = "GL eye"; opticsZoomMin = 0.25; opticsZoomMax = 1.1; opticsZoomInit = 0.5; }; -
Opps, I'd better have a look at that 18-issue :-) Result from fast'n'furious I guess haha. I've tried to add text to the markers but they are MARTA generated (or HC won't work) and as such they slap me in the head (tried to force text to MARTA just like one can force a groupicon but no joy). I could keep a 2nd set or markers running for all friendly groups but they usually lag a little making it look silly (at least from my tests). If I come up with a good solution your wish will come true but until then..
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Addon funkyness
[asa]oden replied to dmarkwick's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I just don't get this new command.. No matter how, my addon Warfare just keeps slapping me in the face.. see below from rpt. I have activateAddon["Oden"] allover the code, almost in my darn fridge even. As seen below the addon gets activated just before MHQ being script-created but still this big fat ugly error message keep on having fun. "Init.sqf Done true" "InitMission.sqf Done" "Init_Common.sqf Start" "Init_Common.sqf Done" "Init_Server.sqf Start" "Init_Server.sqf preProcess Done" "Init_Server.sqf creating HQ" "Init_Server.sqf creating Towns" "Init_Server.sqf creating HC" "Init_Server.sqf setting up locations" "Init_Server.sqf spawn gameStats" "Activated Addon" <---------- orly? "Init_Server.sqf create MHQ East" "Init_Server.sqf create MHQ West" Addon oden (entry oden_m90Stryker_ICV_M2) not found in the list of active addons. Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. oden "Init_Server.sqf create compositions" "Init_Server.sqf creating base" "Init_Server.sqf init CoIn" Should I kill myself and never ever touch ArmA ever again or is there something that can be done in a non-official mysterious way to get away from this? On a sidenote, what's so amazing good with this new "activateAddon" ruining all normal ways having addons in missions - personally I see no good come out of it whatsoever and I've been having a messy time since MFCTI getting addons[] to work with OFrP, BAS, UKF, FLK, YouNameIt and those days were piece-of-cake compared to this? /soooTiredOden (sorry DM for hijacking your lovely thread :-), I'll get you a beer at Frugals) -
Because they told you it's called T-72 and not Ural.