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Everything posted by [SEN]Baraban
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That's brilliant and actually very useful indeed in helping me pinpoint what the problem might be... At the moment Altis and Esseker use two slightly different methods of triggering the infected's appearance. Altis uses markers with a radius to determine where the infected are allowed to spawn, while Esseker just uses a constantly active proximity to player method based on how many house class objects are within 120m. I'll have to look at it all again in more detail once I'm back from work. Best,
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Thanks Corporal_lib, There's a few mods out there that might cause a few glitches... Stormforge has reported that apparently MCC and TPW conflict with the loot and random spawning scripts, but running with just the addons mentioned in the requirements should be fine. ACE 3 and RHS should be fine though as those were tested a lot back in beta and were even used in the teaser video I posted on YouTube, that's the one where there's zombies spawning and RHS loot in the barn in the second scene. The only other problems we've run into during testing is that sometimes the scripts don't always fire correctly when you load/revert to an earlier saved game, alt-tab in and out, or if there's a huge pause and/or slowdown caused by textures or objects loading, but that's just Arma being Arma and we've kind of gotten used to it working perfectly about 75% of the time. ;) Let me know if you come across any specific mods/addons that cause any problems with it though, and I'll try and look into it when I've got some spare time... It might be something as simple as just having to rename something in the scripting, or one of the markers/triggers 'etc'. Best,
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Excellent! Thanks for the heads-up IndeedPete, it turns out that a lot of the new conversation triggers needed to be defined as false at the beginning of the init.sqf - that's just been fixed and it'll be added in a future update, thankfully it doesn't appear to cause any issues in-game, other than spamming anyone that's got the -showScriptErrors start param activated.... Good Catch! Best,
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Island Panthera (ArmA 2)
[SEN]Baraban replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi IceBreakr, I managed to get Panthera working with Arma2 a few weeks ago, I'm using the addons from that CAA1 project that also lets you use Sahrani and a lot of the other custom community built islands from ArmA1 - the ones that need the ArmA1 objects 'etc'. Much better than just trying to copy my ArmA files into my Arma2 mod folders. The only problem is that it tends to crash sometimes with the 'device freed' error message when you switch between the editor and the game itself, grass tends to grow out of the runways and the AI aircraft can't cope with the steep mountains, but apart from that everything seems to be working fine. The only thing I needed to do to make it work was add another config file to enable it with CAA1. I can send this across to you sometime if needed? Regards, -- Archangel -
Sentinel AH-1Z Pack for Arma2
[SEN]Baraban posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi all, I'm currently in the process of porting over the Sentinel AH-1Z pack from Arma1 to Arma2, so far they're just reskins with new working rotorblur proxies but I'm hoping to be able to add the missile warning and countermeasure script to them in time for the beta release. So far I've completed the NATO Olive drab and Sentinel Low-Vis Grey versions(See the pictures below). http://www.avmg30.dsl.pipex.com/ah1s_2.jpg & http://www.avmg30.dsl.pipex.com/ah1s_1.jpg I've left out the RACS one as it no longer fits into the Arma2 universe/AO - plus the lads from project RACS have made a much better one for you all to play with, this means that I'll probably be adding another brand new paint scheme for the Arma2 release - the only problem is that I can't decide on which camouflage scheme/colours to use.... Any suggestions?? :) Kind regards, -- Archangel -
Sentinel AH-1Z Pack for Arma2
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi All, Here's a quick update with a link to a video I've uploaded to YouTube that shows the countermeasures script that's used in our Helo pack in action. (if it lets me) http://www.youtube.com/watch?v=EUBiT2kald4&feature=channel_page I've used the RH Heli Sound mod in this vid and our own Olive drab UH-1Y. All the scripting is complete for this pack, so all that's left is to fine tune and test them before I release these to the Arma2 community. Please note that these will require the extended event handlers that come with the CBA (Community Base Addons). Enjoy, -- Archangel -
Sentinel AH-1Z Pack for Arma2
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi Sam, Just seen it, no worries though as he's given a link to this forum anyway so they'll see the guy's post above mine and it'll all make sense. :) Besides I'm sure my talk on active camouflage was rather 'enlightening' to everyone, hehehehe. I've noticed a bug with the default AH-1Z model, it doesn't use the damage rvmat for the main and tail rotors when they get damaged on mine, I don't suppose you could test that out for me and compare it to the other helo's just in case it's something I've done when I messed with the models. Should be easy for you Sam - just blast the rotor blades with whatever weapon you like and see if the textures change after a while - they should become worn and full of bullet holes 'etc'. Regards, -- Archangel -
Sentinel AH-1Z Pack for Arma2
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Effective and practical light-bending and/or active optical based camouflage is still pretty much in it's infancy at the moment and wouldn't really be practical in-game unless as part of some sci-fi element. Someone did a fairly convincing Predator character for OFP a few years ago, so it's certainly possible especially using the lighting options available for the new skins, you could have a unit that is invisible but have the light reflect off it in a way which gives it a very faint wavey or bumpy effect, more noticable when moving. But that is probably a project for the far future, right now I'll be focusing on fairly realistic/plausible units for the time being. And as a bonus to the AH-1's I've also added these reskinned UH-1Y's to the Helo pack I'm working on. I'll be adding hidden selections and markings 'etc' if/when BIS release the source models to the community as I'd need to be able to edit the models in Oxygen before I can add anything to them. I'll probably release the beta in a week or two depending on how I get on with the skinning, configs, scripts and of course the testing. Enjoy. -- Archangel -
AI Dispersion Increased for more Immersion
[SEN]Baraban replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Flake, This mod is really just sitting on the back-burner at the moment so that I can concentrate on some actual units I'm working on, it was only really meant as an experiment and contribution to what the others at the beginning of the thread were working towards. As such, if anyone wishes - they may open the sen_weapons config file and then copy and paste the different fire modes along with the tweaked dispersion values onto their own mods - even the Vopsound one if they have permission to do so. Ultimately I'm hoping that someone like Thunderbird or one of the more mainstream mod teams can make use of our findings (using it as a source) then add and improve upon it to their own work in future, that way it will end up being part of something greater in the long run. If that never happens then eventually we'll probably do it ourselves and release it to the public, probably along with custom weapon models, sounds and scripts 'etc', but right now it's not our highest priority. In the meantime I'll quite gladly offer any assistance or advice for anyone wishing to add these features to their own addons. Regards, -- Archangel. -
AI Dispersion Increased for more Immersion
[SEN]Baraban replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi NilHades, I've not actually tested this with any soundmods yet, I've just used the default sounds on it so far. With ArmA1 you could set the priority of the mod loaded by moving it further to the end of the shortcut line .i.e. as in the example below I'm assuming this is still the case with ArmA2, so for ours it might be worth typing in: -mod=@sen_weapons;@vopsound Or whatever your chosen names for the mod folders are. The vopsound mod doesn't change the dispersion values as far as I am aware so they should be compatible in that order. Hope this helps. Regards, -- Archangel -
Sentinel AH-1Z Pack for Arma2
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Good news Alex, I've been experimenting with the textures associated with the new shaders and they seem to be working quite well, I've toned them down a bit for the olive paint because it tends to be matt rather than glossy, probably to reduce glare and reflection. Here's the 3 tone green/grey/black scheme. The final version will have more green and less grey in it though, this is just an example. Enjoy. -- Archangel -
AI Dispersion Increased for more Immersion
[SEN]Baraban replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Dan, Yes this affects the AI on a dedicated server and from what I've seen everyone that joins needs the file too as it wouldn't let one of our own squad join when he accidentaly put the addon in the wrong folder, so I'm assuming that should be the case with everyone else - but keep us posted if you find otherwise. Regards, -- Archangel -
Sentinel AH-1Z Pack for Arma2
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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Sentinel AH-1Z Pack for Arma2
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Heheheh. What's this Sam? A new psych-ops survival technique? - make the enemy laugh so hard that they can't shoot straight - just remember that it doesn't work on the AI. :p Cheers' date=' -- Archangel ---------- Post added at 01:48 AM ---------- Previous post was at 01:41 AM ---------- That would actually be a good idea, although I'd prefer to keep that one for a port of the AH-1F or possibly even an AH-1W to represent an older variant that was exported during sometime in the past possibly. Keep them coming, some good suggestions so far - except Shaitan's of course. :rolleyes: Regards, -- Archangel -
AI Dispersion Increased for more Immersion
[SEN]Baraban replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi folks, You can also grab the file from here. Enjoy :) -- Archangel -
AI Dispersion Increased for more Immersion
[SEN]Baraban replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ahh, yes my 100 legged friend. Please see the post on page 7 of this topic:- I'd asked him in a previous post if it was okay to post any mod/update on this thread too, as I didn't want to hijack it as you said - and he replied with the above statement. It got overwritten by an update regarding the AiDispersionCoef not having any effect so it's easy to miss. Hope this clears things up - several of us are working towards this goal and posting our results here, please feel free to contribute. Regards, -- Archangel -
AI Dispersion Increased for more Immersion
[SEN]Baraban replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi all, This is the first beta of the weapons pack I'm trying to port over to Arma2, this version just contains a config that tweaks the dispersion of the AI units to help prevent the 'Robocop' syndrome that many players were experiencing. Snippet from the readme:- ADDON DESCRIPTION ===================== This addon attempts to reduce the accuracy of the default AI by adding hidden fire modes to each weapon that only the AI can use, these fire modes have between 2-4 times the default weapon dispersion - depending on whether the fire mode is using semi/burst/fullauto and if the weapon is using optics or iron sights. As the AI isn't affected by weapon recoil these changes help reduce the ability of the AI's to inflict first round kills on both human and other AI opponents at long range using automatic fire. This not only increases the duration of firefights but also gives human players a chance to fire back without being killed outright - although this can and does still happen the frequency has been reduced to almost realistic levels, thus adding to the overall atmosphere of the game. Note that long-range scoped weapons with a zoom greater than x4 have been left alone, otherwise snipers/marksmen would miss too much. You can find the file here. Please experiment with this as much as you like and see how you get on, I look forward to any feedback. Enjoy. :) -- Archangel -
Post you most annoying bug !
[SEN]Baraban replied to Blueshift's topic in ARMA 2 & OA - TROUBLESHOOTING
Hi Tony, Unfortunately not, it even happens on flat runways with only 4 AI's in my team. As fate would have it, it just happened on my mates machine for the very first time about 2 minutes after my last post, but it's still a rare occurance for him. -
Post you most annoying bug !
[SEN]Baraban replied to Blueshift's topic in ARMA 2 & OA - TROUBLESHOOTING
The most annoying bug that I still get is the random AI deaths whenever they disembark from a parachute or helicopter. About 33% of them seem to jump out from too high up, hover in the air for a few seconds in a cartoon-like fashion then fall a few feet and get injured - or in some cases even die. One of my friends that's just got Arma2 has never had this happen at all, but his machine is far more powerful than mine so that might be a factor, as his rig is an Acer Aspire Predator G7700 quad core (absolute beast of a machine), whilst mine's an ageing AMD 64 3700+ which still runs Arma2 fine with the modest settings, probably thanks to the 512MB Graphics Card. -
AI Dispersion Increased for more Immersion
[SEN]Baraban replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi all, I'm still experimenting with the accuracy of the vehicle/static weapons, but I'll see if I can release this as a mod fairly soon so you guys can test it and see what you think. -=New=- Just found out that setting the AI's skill to maximum overrides the aiDispersionCoef settings, thus lowering it back to 1 again regardless of the value in the config, will have to experiment with making different fire modes for human and AI, with AI having higher manual dispersion. I don't want to edit the AI skills themselves as it has the adverse effect of making the AI marksmen/snipers ineffective, will keep you posted. Cheers, -- Archangel -
Personally I prefer it off - it's just eye candy and only serves to reduce your frame rate and obstruct your view when prone, the AI can see through it and so can players that are outside the range that it's drawn at. Yep, that means that even though you're lying in the middle of a nice thick patch of grass with several huge plants swaying gently in the breeze right in front of you and can't see a damn, to your mate who's taking aim at you from about 100m on the other side and just outside the grass/vegetation draw distance, you're just lying in a nice featureless green slab - nicely exposed to the world.... and very shortly a 5.56mm round from his M4. :) Same applies to barley fields, which is a bit of a shame as those would have been good ambush spots in small team vs team firefights. Regards, -- Archangel
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AI Dispersion Increased for more Immersion
[SEN]Baraban replied to Thunderbird's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi all, Yes, the accuracy can be tailored for each weapon by editing the aiDispersionCoefY and aiDispersionCoefX for each one, at the moment it's set for 6.0 for rifles, 21.0 for HMG's and 17.0 for LMG's, vehicle coaxial MG's are also set at 21.0 for the most part. I've tweaked these values in mods for both VBS1 and OFP and have begun to experiment with this in Arma2 by making the default value for rifles at around 10.0-12.0 and so far it's working quite well, with firefights lasting longer and becoming more intense. Best of all is that you can leave the value as 6.0 for the scoped weapons so that Snipers/Marksmen don't lose their effectiveness. I've tested this on LAN with a few mates and so far there's been a huge reduction in the 'Robocop syndrome' in the AI units, and the human players in our team now tend to suffer similar casualties to the AI's instead of being consistently wiped out. They're still fast and can see you through certain obstacles, just not super-accurate anymore. Suffice to say that this has swung the opinion of a friend of mine who was about to take his game back, he loves it now and feels that now it's a challenge as opposed to a lesson in frustration. Hope this helps anyone who might be interested in modding this into their own game? Regards, -- Archangel -
Hi Crazy Nutta, I had the same problem as you too, so I went into the options -> controls and deleted the mouse from being used in the 'Car More Left' and 'Car More Right' and I applied it to the 'Car Left' and 'Car Right' controls instead, this method makes steering the car the same as the original OFP and ArmA and I find it works much better with the mouse. The default setting would be great if you were using a Saitek Steering Wheel controller though. ;) Cheers.
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Hi all, I've had a quick search of the forums and only seen one reference to this in the section regarding the Evolution MP gametype. Basically there seems to be a bug whereby when any of the AI soldiers disembark from a Helicopter or parachute, they sometimes stand about 3 feet in the air for about 3 seconds, then they drop down and fall over dead. This seems to be happening to well over half of my men in the singleplayer and Multiplayer scenarios and is a bit of a mission wrecker, but I've not had this happen in the Campaign yet, so I'm wondering if this is really a bug - or is there a module or init function I'm supposed to add to the mission to prevent this from happening? Kind regards, -- Archangel
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AI Disembark Helo/Parachute Death
[SEN]Baraban replied to [SEN]Baraban's topic in ARMA 2 & OA - TROUBLESHOOTING
Hi Ryan, I've tested this out in other missions and it seems to be happening with those too, not just Evolution - it looks like it could be an AI issue. Even had it happen when I went into the mission editor and put myself and about 9 AI soldiers into an AI controlled Mi-17 which was also under my command, just to see if it made a difference. Strange thing is that I've seen units being popped out of helo's and chutes about 1m above the ground in the past with Arma 1, but usually they just drop down to the ground gently and keep on running. I guess the soldiers in Arma2 just have some form of AI-brittle bone disease that screws them up when they fall a few feet or something, lol :P Cheers.