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-)rStrangelove

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Everything posted by -)rStrangelove

  1. -)rStrangelove

    I am a boob

    Whatever you do, dont buy ArmA2 in Steam and ArmA2: OA from Sprocket, get everything from 1 source. I'd prefer cold, hard DVDs too but thats personal taste. ;) And yes, i vote for 'Threadtitle of the month' [tm]. :D
  2. -)rStrangelove

    Crime City - RPG - WIP

    I want to rob gasstations or hack accounts on ATMs. Put that in. :D
  3. -)rStrangelove

    Help with detecing a shot

    You need an eventhandler. Read the introduction here (http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers) and then jump down to the eventhandler 'Handle damage'. Should be what you need. :)
  4. -)rStrangelove

    Ghost Recon - Island Thunder campaign

    :dance1: :m: :icon_eek: i'm good 2 go
  5. -)rStrangelove

    A command-based AI cover system

    This either means 1. all buildings (not only enterable ones) would needed to be remodelled to add these 'outside' path nodes or 2. somebody models invisible addons which consist of only a pathlod with 2 nodes. a script would be needed to place those around buildings in a way these nodes lead around the any building on a map. and finally the AI needs to be redone in order to understand how to use those outside nodes. Either way, very complicated imo.
  6. -)rStrangelove

    Ghost Recon - Island Thunder campaign

    Will have Lingor 1.1 very soon, so beta sounds very interesting. :)
  7. -)rStrangelove

    Jungle Wars: Island of Lingor

    Gonna download when i'm home. Perfect entertainment for the WE, thx a lot Ice :)
  8. -)rStrangelove

    Improvements I believe a decent number wants

    /me realizes beer & popcorn are up and goes back to enjoy ArmA2 MP
  9. And that's what he does - adding 2 arrays into 1: ;) foglist = foglist + ["a_" + format ["%1",i]];
  10. -)rStrangelove

    addaction problem

    [player, "JAVELIN"] are supposed to be the parms the script gets, so as a test i'd rewrite the script to show you if those parms are correct: if (!isServer) exitWith {}; _unit = _this select 0; _strLoadout = _this select 1; player sidechat format["%1 %2", _unit, _strLoadout]; And did you see the Biki for addaction?: The script gets its arguments inside another array, hence the info Muzzleflash gave you. So what your script gets is: [target, caller, ID, [player, "JAVELIN"]] (_this select 3) would be [player, "JAVELIN"] and ((_this select 3) select 0) would be player
  11. -)rStrangelove

    A command-based AI cover system

    Sounds to me as if the AI has the right FSMs, but the environment is not easy enough to navigate. Maybe something like the paths inside of buildings would be needed for the outside walls too?
  12. -)rStrangelove

    Ghost Recon - Island Thunder campaign

    You surely need a thought out concept before throwing in dynamic scripts. Just putting in tons of features and then looking what comes out of it might yeld frustrating results.
  13. 1. Mission makers love the open possibilities by the scripting system. Big missions have a 'ton of code' working behind them because the designers love to use many different features in their missions. Automatism is mostly a bad thing cause automatic things tend to add a lot of headroom to your stuff without being needed and like murphy knows will fail at the moment where you need them most. 2. Ok diving would be sweet, underwater battle even more. But to compare ArmA2 to DF Team Sabre is just plain laughable. Cmon lets be serious. 3. .. ? 4. Yeah, a magic button which does everything you want is far better than to read & learn tutorials i give you that. Uhm now we're at it, where's the motivation button when you need it ... 5. BIS is a company. Companies need money to make products. We like BIS products. We pay money. See how it works? 6. If an AI soldier cant do much inside a tiny house will he do better in a big house? Ok CQB could be better in ArmA2 (in comparasion to which simulation btw?) but seeing that ArmA2 is coming from an open field conventional war mass army battles simulation its understandable that CQB is not a focus of the engine (yet).
  14. -)rStrangelove

    Longer grass distance-possible by DX 10 now.

    No. But i think we're in luck. Currently the PC games gfx armsrace has stopped, most publishers are waiting for the next console generation before fully using all features of Dx11. Which (in theory) could mean that - since the gfx department has less to do - developers could concentrate more on dynamic stories, gameplay fun and replayability of their games.
  15. -)rStrangelove

    Asymmetric or conventional warfare?

    Underdogs ftw. It's so much more enjoyable when you can see all their tech couldnt help them gaining an upper hand.
  16. When changing brightness you manipulate the whole color palette. Almost white things will be completely white (white-out) when going higher and black will become grey. If you go down almost-black things will disappear in the black areas and white things will become grey. When changing gamma you manipulate the comparison between the lowest black level colors and everything above that. In other words you can change how clearly colors stick out of the black level. If you see colors disappearing in the black areas your gamma is too low. If colors stick out of the black areas too sharply your gamma is too high. Make it so colors inside black areas are about to disappear. Change brightness after you have your gamma set right.
  17. Search for 'depbo user mission': http://forums.bistudio.com/search.php?searchid=1520095
  18. -)rStrangelove

    Ghost Recon - Island Thunder campaign

    There are several decisions need to be made when dealing with dynamic groups imo. You'd need to check the player numbers several times in a mission since ppl can connect / disconnect at any moment. Worst cases would be if 1 player triggers the spawn scripts resulting in small enemy groups and then suddenly far more players connect and engage the same zone. Same problem when lots of players result in big enemy groups and then suddenly 99% of all players are disconnecting. :D On the other hand you can't update the enemy groups once they're in combat with a player. That player would see units appearing / disappearing into thin air and that would break atmosphere. I guess you'd need a script which only updates the enemy numbers when a player is not 'watching'. Thats a bit tricky but could be done.
  19. -)rStrangelove

    Please....Stop the intervention

    I want war in a big city like Mexico city in GRAW1. That was cool and a nice change from russian woodland. :P
  20. -)rStrangelove

    Ghost Recon - Island Thunder campaign

    Could write you one. So you dont have any spawning scripts in your mission yet? All enemy groups are set in the editor? You could spawn groups when one of the players is near an objective zone. Yes, you could control where the units spawn.
  21. -)rStrangelove

    Ghost Recon - Island Thunder campaign

    Nice. :) Btw you could use scripts to spawn more units in each enemy group depending on the player numbers. No need to do several versions imo.
  22. Guys, i had the exact same thing when i had my soundcard in the wrong PCI slot. IRQ sharing is the devil i tell ye. I put my soundcard in the last slot all the way down, that worked.
  23. -)rStrangelove

    Running Arma2 from SSD

    Haha thats a good one. Actually we ArmA players buy SSDs so we only have micro stutters ingame. ;)
  24. -)rStrangelove

    What's Your Age Group?

    Jesus i was 29 when i joined these forums. How time flies when you're having fun. :)
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