-)rStrangelove
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Everything posted by -)rStrangelove
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Who's going to resist buying on the 19th?
-)rStrangelove replied to charliereddog's topic in ARMA 2 & OA - GENERAL
First thing you guys should do after installing the demo is to switch terrain details to VERY LOW. This switches off the grass and is the only way to play with game right until they fix the UBER AI. :) -
Some of those less than awsome ArmA2 features
-)rStrangelove replied to MehMan's topic in ARMA 2 & OA - GENERAL
:rolleyes:The game is not perfect *SHOCK* - in fact, nothing on Earth is. Get over it & enjoy playing the game until the mod tools & tutorials are out. -
Proposals & debate on a new version of Evolution.
-)rStrangelove replied to goose4291's topic in ARMA - USER MISSIONS
Actually i noticed... and... make for a good mix. Why are the roads between cities safe to travellers? Let's place some random bunkers via scripts. Anyone speeding down a road with a civil car will get ripped to shreds. Instead you'd have to wait for armored vehicles to drive in front of you, clearing the roads. How to do that? Where to place bunkers is dependant on which city was just freed and which one will be attacked by the players (most likely). Inbetween both cities we can search for roads via scripts (you can cut strings until you have the name of the p3d model, then search in a list of p3d road models). We'd need an array where we define neighbors for each city. So in case the players freed somato, both paraiso and cayo would be neighbors. paraiso will be cancelled out because it was already freed. Which leaves us with cayo as the next potential target. Now we could either make it totally script based (2 cities -> search for pos in the middle, then search for nearest road) or we setup 'neighbor' markers in the middle between both cities. Anything could be spawned randomly near a road, bunkers, mines, a waiting vehicle patrol, an entrenched commando squad. Just an idea. -
more accurate while standing than crouching?!
-)rStrangelove replied to topeira's topic in ARMA 2 & OA - GENERAL
Staying upright has its advantages. When you slowly walk and pick up enemy movement its far more important to take quick shots than to loose time with crouching. If in cover, standing gives you more radius when looking around corners and once you come under fire you can get back into full cover more quickly. At first i thought crouching would be the best balance between cover and overview when in deep grass, but as we all know now, the AI will shoot you anyway, so you better stand up and hope you get them first. ;) -
Best windows for Arma 2: XP / Vista / Seven ?
-)rStrangelove replied to vento's topic in ARMA 2 & OA - TROUBLESHOOTING
XP uses 4 GB RAM, minus the RAM you have on your gfx card btw. Which is still used of course. So 4 GB all in all. Ppl with 8 GB RAM reported problems but its the only reason to go for W7, so i'd stay with 4GB on XP. That's only my opinion of course. -
I'm looking into the ACM module atm, when i stumbled over this: modules\ambient_combat\data\scripts\functions\setSpawnDistance.sqf Line 47: //Use default value. if (_maxDist < -1) then { _minDist = 1000; }; Hope this helps.
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Bug in Script setSpawnDistance.sqf
-)rStrangelove replied to -)rStrangelove's topic in ARMA 2 & OA - TROUBLESHOOTING
_maxDist should be set to 1000, not the _minDist. 1000 is the default value in case no value has been set. -
Proposals & debate on a new version of Evolution.
-)rStrangelove replied to goose4291's topic in ARMA - USER MISSIONS
(i) I'd like to see a desert (CATs Afghanistan port) or jungle island for Evo. (ii) Only respawnable transports should be placed at the base, all important vehicles should be brought in by AI pilots when a player demands them, like recruiting units does work now. The new vehicle should be locked, can only be unlocked by the player who demanded it. If he leaves it unlocked in the field and it's taken by another player it's his own fault. Totally redo the points for the various ranks. Make them 10 times higher, like Corporal with 200 points etc. Make earning points be depended on how many human players you have in your squad. In a squad with 4 players each player gets 4 times more points per kill. Include a revive script which only works for soldiers together in a squad. That way a squad is forced to stay together easily, without the need of teleporting MHQs & flagpoles. Plz - no teleporting! (iii) I don't like the OpFors, RACS or US would be ok for me. What i would like to see would be civilians running around in the cities, which pretty much cancels out chemical & large ARI strikes, but it would be cool if ppl would need to be careful about their shots. (iv) Yep, side missions have to go. Instead make a random target in each city. Why do we always have to blow up a com tower in each city? Rescue VIP, download data from an enemy laptop, deactivate a nuclear warhead before it goes off etc etc. (v) I only would like to see pinpoint attacks, no more large areas getting bombarded. Nuclear blasts look cool, but it's just lame gameplay. No more weapons of mass destruction plz. Thx for reading. :) -
Not in helicopter check
-)rStrangelove replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Out of the top of my head i'd say: {(_x in crew bird1)} count units group unitt1 != count units group unit1; If the syntax is right there's still a problem - it only works if the group are the only ones aboard, so they also fly this thing. The line you have to use for your trigger depends on whether there are additional pilots and gunner aboard or if those seats are used by your group. What do you need in your case? -
I´ll be back - Terminator stuff in ARMA II
-)rStrangelove replied to Marccom's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yup. In the first movie Kyle Reese mentioned the 600 series when he escaped with Sarah into the parking deck - apparently they had a rubber skin and were easily detected by daylight. I'd love to see a custom island being made for the new addons - totally filled with rubble and ruins. Some hidden underground entrances to rooms where you can reply & rest (scripted). Whenever you go outside a script generates random encounters for you. That would be oversome. Btw: i still own the Miniatures Combat system sourcebook "Terminator2 -Year of Darkness" by Leading Edge Games. If someone needs infos about weapons, vehicles, soldier types, battle timeline, special battle tips & tricks etc etc PM me. -
The unOfficial ArmA 2 modding competition
-)rStrangelove replied to soul_assassin's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Don't forget the audio side of an addon - sounds should be awarded too. :) I'd vote for an open content forum. Ppl do little things they can archieve and upload them. The addon pro's here try to fit them together and in case it just doesn't fit maybe talk to the authors how to convert things into the right shape. Thing is: i always wanted to do stuff for ArmA & ArmA2, but all the converting stuff scared me off because it takes much experience to do it right and i don't have the time to get that experience (like many others here too). The best thing i did was a little shed for OpF back then. (model & textures & config) Therefore i would be glad to contribute little things i can do within several days and upload them somewhere, but for an addon we need experienced modders who can either convert them themselves, or PM me with little instructions or tips how to do it or where the problem is. Just my 2 cents. :) Great discussion -
Sector Control or whatever
-)rStrangelove replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm looking into scripting a very very very simple sector control mission atm, with AI on 1 side (players on both sides isn't a problem). I post here when i have something. :) -
If you take a look at my signature you know what theme i'd prefer for the next BIS game... won't happen though i guess. :) Jokes aside, i'd vote to have the most difficult theme for developers in the next title - that would be jungle. Vietnam (60s) would surely come in handy, or Nicaragua (80s) / Philipines (now) if you want a modern conflict. I say "jungle" because it would be easier for island makers this way around. If you have a good performing jungle island in ArmA X, then every other environment will run good, too - even custom ones.
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Weapon transition (THIS IS IMPORTANT)
-)rStrangelove replied to Provac's topic in ARMA 2 & OA - SUGGESTIONS
I remember some scenes in BlackHawkDown, those Deltas switched to pistol in 0.5 sec i believe. And these are trained actors, not actual Deltas. So 1 sec would be cool i guess. Dunno how many times i've been killed in ArmA while waiting for Animations to finish. "Wait for the animation until finished" - HAHA get the irony? :D -
Question from a total noob about changing variable in the ACM module
-)rStrangelove replied to Redfist's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Plz use the forum search. We have a thread for that already: http://forums.bistudio.com/showpost.php?p=1297734&postcount=33 Lol i'm sounding like Placebo. :D -
check for civilian casualties with civilian module activated?
-)rStrangelove replied to runforrest's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'd try to use a script for that. With "allGroups" we have the possibility to get a reference on all existing civilian objects currently existing in a mission. I would filter out all groups of side "civilian" and start a KILLED evenhandler for all units. All eventhandlers would increase a global counter variable if a civilian was killed by the player. In case the trashcollector would delete the civilian the eventhandler would be stopped, too. Dunno how many EHandlers can be used at once performance wise though - too many civilians would surely lag even more because you'd have 1 EH for everyone of them. Just an idea. :) -
Q: Will a documented list of all BIS_x.sqf scripts/functions be added to the BIS wiki ? Cause this would mean all scripters would operate on the same codebase and scripted missions would automaticly be updated via official patches. :)
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They are props, just so that they can be destroyed / damaged by the other side. They really look great, but i had serious mouse lag when i was walking around in a base with several buildings and vehicles - i guess these models use too many details and that kills your fps when they're standing close by.
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Moving Marker Question
-)rStrangelove replied to kocrachon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just curious: can the above code be pasted into the init field of the humveh in the editor? Or would i get an error because it has a loop included? -
You know, you can set it up like you want it to be. If you don't want to be sniped from far away then set the enemy skill to 0.5 or lower. Where's the problem?
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The level architecture reminds me of CounterstrikeSource. Dunno why most ppl think this has great gfx. From what i see here it looks pretty basic. Not bad, but not great. I've been playing AA when it came out for several weeks. I tried a 'comeback' later when they added parajumping to the game, but it became boring fast. Yeah, and actual scenarios like Afghanistan would be cool for AA3.
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find nearest marker, possible?
-)rStrangelove replied to granQ's topic in ARMA - MISSION EDITING & SCRIPTING
Has this been solved yet? I wrote a script to search for the nearest markers, with markers named via index like "mark_1", "mark_2", .... etc. I could post my script here when i'm home from work. :) -
Ambient Combat Module
-)rStrangelove replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yup, Matt is right. Your file actually is "init.sqf.txt" rather than "init.sqf", that's why ArmA2 can't recognize it. Explorer->Folder Options, then unsign "Hide file extensions". Generally i set this right after windows installation because it can be dangerous when working with files downloaded from the www. You could doubleclick on a jpg to view it, but in reality it could be "Watch_this_lol.jpg.exe" - and you have a problem. ;) I agree. As long as not much has been documented about the modules, we're pretty much in the guessing phase. If you dePBO modules and navigate through various scripts you realize it's a lot of overhead in there. Overhead which uses CPU resources. This is needed to make the scripts safer for false parameters etc. So in theory, performance wise you'd better to be off writing your own scripts for the mission that you're trying to make - as always. I know i will try that at least. Lots of infos can be gathered from the module scripts though. 1 thing i've esp liked is how empty doors are spawned on houses and civilians are moved into cargo space. Great idea. -
I´ll be back - Terminator stuff in ARMA II
-)rStrangelove replied to Marccom's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
He wants both i think. Someone in another post just mentioned we could change the screen color by a script (on the fly i guess). In MP this could be done locally of course, so only Skynet forces would be seeing this effect. Just an idea. -
3D-Real time editor
-)rStrangelove replied to TiGGa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Lol great find really! :D