-)rStrangelove
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Everything posted by -)rStrangelove
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Is triggered waypoints broken?
-)rStrangelove replied to nightwisher's topic in ARMA - MISSION EDITING & SCRIPTING
Also, the 1st waypoint is always at the pos where you put the unit in the editor. This waypoint cannot be used though, except via scripting. -
I'll def buy it. From the vids i think it's safe to say it'll be as much fun as CoD4 was, which i really enjoyed back then. That, and so i can tell all those fanboys here what it really is like and what's just speculation. ;)
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Btw: R6 Ravenshield had great ragdoll effect files in a dir called "karma". Those files were compatible with the files in Brothers in Arms. Copy those files over to BiA and you get dismemberments & different style of drops. Much cooler than the original BiA deaths. Try it!
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Is there a way to make third person similar to arma2
-)rStrangelove replied to WYZe1's topic in ARMA - GENERAL
There was an addon by somebody to 'fix' zoom settings in 1.14. Can't remember the name now, but maybe that's what you want. -
You're in the wrong forum i guess. I'm not an expert for ArmA2 but for the script to work you need a return value which ppEffectEnable doesn't give you. Taking a quick look into the ArmA2 comref, i think maybe ppEffectCommitted effect does the trick. Gives you BOOL as return value. http://www.arma2.com/comref/full.html#ppEffectCommittedNumber So to check the return value you'd do: if (ppEffectCommitted ppInversion) {...} (Wild guess here) :)
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Activating areas by players in MP
-)rStrangelove replied to -)rStrangelove's topic in ARMA - MISSION EDITING & SCRIPTING
Ok :) 1. I want the server to know if any player is inside a 500m radius of a zone. 2. There should be no limitation how many zones were placed by the mission designer. That's why i was thinking NOT to use triggers. I'd like to do this via SQF functions that i can finetune how much cpu resources they need. I don't have this level of control with triggers. 3. The info whether a zone is being visited by a player or not can be used in many ways. I was thinking about usual stuff like spawning / deleting civilians, enemies, structures on the fly. That's all. Without stressing the cpu at all, no matter how many zones are in the mission. -
Make Arma series under subscription ?
-)rStrangelove replied to EricM's topic in ARMA 2 & OA - SUGGESTIONS
If your company can no longer afford developing modern games without subscriptions then it's your management who has an issue, NOT your customers. Subscriptions are nothing more but a new trick to spread financial risks of development onto customers who will in turn be bound to a certain product. No thx. One thing i've learned during the last years: You can't simply buy a game because it's coming from a specific company - you always have to check reviews BEFORE buying anything. I simply hate to pay 50Eur without getting something of equal value back in return. -
Obvoisly we want some gore
-)rStrangelove replied to Chumbuster's topic in ARMA 2 & OA - SUGGESTIONS
Dismemberment won't look realistic if you don't change the death animations too. Loosing a leg from a grenade explosion should also push the whole body into the air. Wouldn't be a problem if we had dynamic Ragdoll fx in ArmA2, but BIS chose to leave that out for whatever reasons. -
Activating areas by players in MP
-)rStrangelove replied to -)rStrangelove's topic in ARMA - MISSION EDITING & SCRIPTING
Thx mate, i'm happy with any answer i get. Triggers seem to be the only way how to do it without the pain of heavy scripting. I'm looking into ways how to save performance. I want to cover the whole island with areas that can detect players and i figured if i can come up with a way to sync scripts that work with local and global markers it would be better performancewise. I agree my way of thinking might be a bit weird. And maybe i'm totally off target. :P Another way would be to have every player creating a marker for himself. Could be invisible for players, but all scripts would be able to track players by their markers and then check if spawnzones are near any player. That would be the other way around, might be easier to script. -
Nice vid. I still remember i spent countless hours using ingame debug options to get coordinates for different positions in every room of every R6 map. Then i put them into the mission files and ended up with a totally random environment. (1st R6 game btw) Anyone remembers CovertOps ? Man, the crashed airplane in the jungle was so full of snipers, it felt like the AI was cheating. Ripped my hair out while fighting through that map. Now that i think about it all, why don't they make a remake with todays gfx? Instead of whining about the video game crysis & stuff. :P
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AI acts differently in MP and SP?
-)rStrangelove replied to LibertyBull's topic in ARMA - MISSION EDITING & SCRIPTING
You can define parameters in the server cfg, maybe the server uses other difficulty levels than your local game. -
AI strategy for various game modes.
-)rStrangelove replied to 5133p39's topic in ARMA - MISSION EDITING & SCRIPTING
Some general rules i used to go by: - amount & types of resources at the flag. Factories are more important than medic tents for example. - Nr of neighbor flags (less neighbors -> this flag is more important) - Attack/defend decision: Nr of friendly neighbor flags vs Nr of enemy neighbor flags - Send recon units to enemy flags to determine amount & types of enemy forces. Multiply flag importance with force type via Stone, Paper, Scissors gamerules: -- Airvehicles have advantage over groundvehicles -- groundvehicles have advantage over infantry -- infantry have advantage over airvehicles :) Airvehicles are somewhat special though. It's not too realistic to 'bind' a chopper to patrol over a single flag. It makes more sense to make airvehicles a special sort of force that can be called in IF the flag has communication equipment to do so. Which would make ECM signals coming from an enemy neighbor flag a countermeasure against com towers. Also commandos can be used as a small hit & run group against com towers. Other decisions that could be made at a flag: - give up flag when enemy onslaught is coming up (tactical retreat situation) - give up flag to lay mines (trap) - call in long range artillery (same com problems as call air support) via forward observer - use snipers on high mountain near enemy flag. maybe make flag commander a special unit ? - attack a flag you dont need to, then fall back shortly afterwards. then attack your real target. -
ArmA1 is far away from being abandoned. In fact I have the feeling many ppl who bought ArmA2 and have problems with it (99%) are buying the ArmA1 Gold version atm to enjoy all the great addons and stable gameplay for hours. You simply can't have that with ArmA2 atm. ArmA2 will eventually take over, but (wild guess here) not before next year.
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Satchel's Dynamic Range Sound Pack v1.75
-)rStrangelove replied to GD Mast's topic in ADDONS & MODS: DISCUSSION
Mmm ok i don't have it anymore but Google came up with this working link: http://www.opflashpoint.org/addons.php?v=299 There are links for the updates in the lower text section. :) -
CTRL + numpad - then type "endmission" (i think)
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For those with powerful machines still unable to play ArmA II
-)rStrangelove replied to Merefield's topic in ARMA 2 & OA - TROUBLESHOOTING
I agree ArmA1 is way ahead of ArmA2 atm, esp in terms of MP playability. I refuse to play ArmA2 until it runs smooth like ArmA1. Might be 2011 i guess. -
Your Multiplayer Grass Detail and View Distance Settings
-)rStrangelove replied to Snowwhite's topic in ARMA 2 & OA - MULTIPLAYER
Forcing somebody to play COOP with grass ON who chose to play without grass because his PC can't run ArmA2 smoothly is just pathetic. You're setting him back by -10fps or more. This has kept me from playing MP lately. I get headaches after playing with 20fps for 15mins. That and since the grass has no gameplay value against AI it's not even worth discussing. Forcing grass ON via server or mission on a coop server is pure ignorance. -
Satchel's Dynamic Range Sound Pack v1.75
-)rStrangelove replied to GD Mast's topic in ADDONS & MODS: DISCUSSION
I'll scan through my old HD when i get home. Good thing i'm too lazy to throw things away. ;) -
Fallout3, MadMax... who cares? Fallout drew its inspiration from the MadMax movies, so not even Fallout is truly original. And 'Wasteland' is a normal word for any abandoned areas, its not original too. Back on topic: i hope you guys plan a SP version too. Even the best MP missions can be screwed up by random idiots which ruin it for everyone else.
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Chernarus Life vs. City Life (2?)
-)rStrangelove replied to Sgt. Gomez 24's topic in ARMA 2 & OA - USER MISSIONS
Has anyone ever tried to make an AI that you can play against in SP? Playing as a criminal against Police AI would feel like GTA i suppose. :) -
New Mod "Wasteland"
-)rStrangelove replied to dale's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
What of all these features will be in the prototype? ;) (It's a long list) -
destrType = "DestructWreck";
-)rStrangelove replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
We need this for trees so that they disappear into the ground when run over by tanks / explosion blasts. An area full of fallen trees is totally unplayable due to the AI seeing through it without problems. :P -
New Mod "Wasteland"
-)rStrangelove replied to dale's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
When i was thinking about a MadMax scenario years ago i had the idea of 'resetting' all random places of items by a huge sandstorm that goes across the country every hour. 1. That way you can visit places you already picked up all items / animals from. 2. Those wanderes who don't hide away somewhere get some damages. (like the nuclear fallout blasts in Stalker mods) Nice mod idea btw. This could really work out. -
He just named his thread wrong tbh, as he has asked questions about ArmA - nothing wrong with that i hope. :rolleyes:
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Hi Jordan, welcome to the forums. Isn't that a contradiction in itself? ;) 1. We can't tell you unless we know what you expect from ArmA. 2. Any beginners guide for military 1st person games can be used here. Or just play the training missions, it'll all be explained to you ingame. Setup your controls as you learn the different vehicles, not everything beforehand. Even if you know what you're doing, setting up all controls takes an hour. 3. Possible, but afaik hard work.