-)rStrangelove
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Everything posted by -)rStrangelove
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Evolution V1.0 Large scale respawn coop
-)rStrangelove replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Yeah, i got the same problem exactly. After the loading screen i'm supposed to see the green 'sending data' screen, but instead nothing happens exept i'm teleported underwater(in the background). Those infamous 'didn't receive a message in x seconds' pop up, my router gets pinged massively from the internet and i get kicked out (maybe some DDos feature built in to safe me, dunno). Switching router/PC on and off DOES NOT help at all, i had the same problem 10 times in a row. I had some good results lately with the following: - return to the MP screen by pressing ESC - keep clicking 'refresh' to get info from MP servers (your router will be reconnected after some minutes) - connect to the same server directly from the server screen - wait & cross fingers Helped for me, but i dunno if it was a random result or not... The mission is my fav drug atm, i can't get away from it - nice work indeed. -
Evolution V1.0 Large scale respawn coop
-)rStrangelove replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
First time i tried this mission (1 man coop MP only), and i worked my *bum* off until i was able to fly the AH6. Awesome & lots of fun. My only problem is that i can't clean cities on my own when i'm flying back for rearming, all enemies spawn again. Any trick to fix it for a 1man session? Would leaving a recruited AI unit somewhere in the city work? -
Missle Lock - Won't hold?
-)rStrangelove replied to satexas69's topic in ARMA - MISSION EDITING & SCRIPTING
What happens if the shilka has no fuel and you force the driver to get out & lock the slot so he can't get back in? I think the shilka should appear as WHITE since it has no fuel, but still fires on you. -
Post-nuclear warfare in ArmA?
-)rStrangelove replied to iguanapl's topic in ARMA - ADDONS & MODS: DISCUSSION
I'd enjoy a MadMax/Fallout style mod for ArmA pretty much. The huge islands would easily suit an open sandbox style gameplay, like in GTA or Oblivion - you can go wherever you want, but some areas are more dangerous that others. Could also include a simple trading system, because villages and outposts need goods you can only get in dangerous areas, so you might sell them. 'Quick missions' to earn reputation: escort armed convoys that are travelling from village to village, bandits attack them, hungry desert dogs out there - the possibilities are endless! Now that would rock. -
I am 35 for some 14 days now
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If you have ideas, don't hold them back. Not everyone knows DCG/ IL2. You could adapt the functionality of DCG to ArmA and then post your concept here. Maybe some scripter would jump on the train.
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Hey guys, i surely wouldn't post this normally but i'm at my wits end. Â I wrote a little marker search function (it returns indexed markers in an array), but i can't use the sleep command in it - it always says: This is the complete code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_goaltype","_goalarray","_continue","_i","_goal"]; _continue = TRUE; _goaltype = _this; _goalarray = []; Sleep 1; _i = 1; while {_continue}do { //setup marker+index: _goal = format["%1_%2",_goaltype,_i]; //if marker exists: if (getmarkerpos _goal select 0 > 0) then { //if marker isnt deactivated AND marker is free: if ((getmarkerpos _goal select 0 > 1) AND (getmarkersize _goal select 0 == 0.5)) then { //marker is valid: _goalarray = _goalarray + [_goal]; _i = _i + 1; } else { //skip this marker: _i = _i + 1; }; } else { _continue = FALSE; }; }; //RETURN _goalarray The function is called from my init.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> allGoals = compile PreProcessFile "doc\allGoals.sqf" ~0.5 _myarray = "DOC_Wcheck" call allGoals; Can someone help me plz? Â [EDIT] I know SLEEP makes no sense at the place you see it now, it's supposed to be in the while loop. But no matte where i place it, the error comes again. UBERweird.
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Can't use SLEEP in my sqf
-)rStrangelove replied to -)rStrangelove's topic in ARMA - MISSION EDITING & SCRIPTING
Thx mate, dunno wot i was doing wrong. Typo maybe. [edit] Actually, this is the wrong approach for me. I want scripts running in parallel AND returning a value. What i have in mind is the following concept: - there are several groups per side (West,East,Guer,Civ) - there are indexed markers for every side (Westmarker_1 - x, Eastmarker_1 - x, etc...) - there's a script running for every group (defining that grp's behaviour) searching for appropiate markers Groups are changing the values of their markers, so at runtime only 1 group of 1 side may search & change a marker to avoid errors. In the past i had sync problems like: if westgroup1 is changing a westmarker while westgroup2 is checking all westmarkers, westgroup2 may read outdated markervalues and everything goes to hell. I synced everything by setting a global WestFlag to TRUE or FALSE. Every westgroup searching for westmarkers had to aquire the flag first by locking it and then have it unlocked when the marker operations were over. Worked pretty well. Now i want to port this concept to SQFs. -
Can't use SLEEP in my sqf
-)rStrangelove replied to -)rStrangelove's topic in ARMA - MISSION EDITING & SCRIPTING
Still doesn't work. This sqf stuff with call/execVM/spawn is pretty confusing. -
I think it'd be more elegant to calc a random marker if you have a number of markers for placing an object randomly. You could get indexed markers with the format[] command, collect markers you found in an array and then setpos the object onto a randomly chosen marker via (array select (random (count array - 1))).
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Can't use SLEEP in my sqf
-)rStrangelove replied to -)rStrangelove's topic in ARMA - MISSION EDITING & SCRIPTING
Nice 1 Igor, thx! Sooo, the way i see it i dont need a sleep command since my function is very short anyway. -
WayPoint wandering
-)rStrangelove replied to satexas69's topic in ARMA - MISSION EDITING & SCRIPTING
I'd try to let the driver get out and wait near the shilka in case he's needed later. Â Driver might need his own group so his leader doesnt tell him to get back into the vehicle though. -
ArmA Addon request thread
-)rStrangelove replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
How about some ruins which offer 12+ building positions so that everyone can enter the ruins and take a cover position to fire from. With a simple script we could archieve gameplay like in Call of Duty 1/2 - you see the AI is taking preset cover positions quite a lot in there and it works. It's something ArmA really lacks in terms of urban fighting. -
The ultimate realism
-)rStrangelove replied to operation madman's topic in ARMA - ADDONS & MODS: DISCUSSION
I think you're not really sure what you want to archieve with your mod, OpMadman. If i got everything right, your posts contradict to some extent. 1. First you tell us you'll enhance the AI, but in your one-step-at-a-time list you start with 'making weapons/vehicles better than BIS ones'. So 'better' AI starts with the 'better' things that it uses, like weapons and vehicles? 2. What do you define 'better'? Faster, more durable, heavier calibers? It has nothing to do with AI. Better textures or sounds? There are lots of things you could do 'better'. 3. If you're concentrating on the AI, then i'd suggest you learn how to script for ArmA (that Wiki is great for this) and make some missions that uses your new AI scripts to enhance the overall gameplay experience. Imo there's no AI script that will deal with every situation in every mission. You'll get the best result if you're concentrating on a special scenario. If ppl playing your mission see the AI does something that makes sense in a special situation, they'll think there's a good AI script behind it. If the Ai does the same things in another situation where it makes them look stupid, ppl will be annoyed cause it breaks the atmosphere. So, in short, if you could come up with some scripts that will make the AI doing smart things in your mission, that would be a great first step. Good luck mate -
There's no 'real' Dx10 game out for Vista yet. You really believe Nvidia will stop making drivers for XP, hitting 99% of their customers on the head? What are those million$$$ you get from MS in a dodgy deal worth when you're loosing a great deal of customers? Vista is wayyy overhyped when it comes to gaming. Even IF there's a slowdown on XP driver development atm imo it's more related to the fact Nvidia has problems getting their SLI stuff to run on Vista. The development itself won't just stop, it's more like they will slowly shift from XP to Vista the more ppl are gaming on Vista i believe. I mean, that would be reasonable.
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Green Gloves In Game.
-)rStrangelove replied to Cosmonaut's topic in ARMA - ADDONS & MODS: DISCUSSION
I don't see where the problem is tbh, ingame they look normal - don't they? Â -
Getting weird interupted loop in SQF
-)rStrangelove replied to tophe's topic in ARMA - MISSION EDITING & SCRIPTING
Good to know! -
Civillian mind. (OOOOOOOOH!)
-)rStrangelove replied to AgentJonathan's topic in OFP : MISSION EDITING & SCRIPTING
To actually get a realistic citylife script we'd need to have sidewalks that are in fact buildings, with buildingpositions at each turning corner and inbetween. That would be awesome. -
Well, in BlackHawkDown those Deltas seem to hop from their choppers pretty fast, too
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I think this could work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _allunits = crew _Heli; _cargounits = _allunits - [driver _Heli,gunner _Heli]; {(_x) action["EJECT",_Heli]; unassignvehicle _x} foreach _cargounits; Not tested though. If foreach doesn't work on multiple commands, use "action" and "unassignvehicle" in 2 foreach lines.
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A lot of stuff tbh. How would you combine this with the story? A great thing would be to have a technology race head to head. Like- the aliens bring their preexistent weapons with them - humans find a way to counter them. Human collect alien weapons from the battlefields and change them. Aliens find a way to counter human customized tech, etc etc. Could create tension when used in a developing story. Reminds me of one of the earliest PC Terminator titles where you had a customized battlesuit of some kind. You had to review your next mission and equip it with the weapons/systems you 'borrowed' from Skynet in prior missions.
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6thSense.eu's EditorUpdate Released!
-)rStrangelove replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Great to hear that Sickboy -
I think many ppl moaning about the AI here are simply overlooking the fact that we deal with a different environment than in other games where the AI seems to act smarter. AI in other games are mostly (not always) scripted to act differently on different maps. If they're not scripted the game designers have found another way to simulate smart behaviour by simply putting static positions down at appropiate objects. For example, in CoD you see the AI taking the same positions every and every time, even the animation is scripted into a static position. It's not bad when you play it the 1st or 2nd time, but after that it becomes very obvious - they just switch and lock into preset positions. A different example would be calculated (real) AI behaviour like in the Swat titles. Here the AI can have the luxury of taking all the environment into account to decide who does what, but this only works because the environment itself doesn't offer great freedom - so the data to be calculated is rather limited. You see the SWAT team navigating from room to room or a backyard, but that's it. This kind of AI would never work on a big ArmA island. SO.... the problem ArmA AI has to deal with is that it needs an AI that has to work well on a great variety of situations, taking place anywhere on huge islands - whether you're fighting the AI in a desert, in a forest, in a city and in a single house. Honestly guys, you can't expect an AI that can master all these situations like a human would AND have the ArmA engine running at 30+ fps at the same time. We'd need far better PCs to do that i guess. The thing we got to our advantage are the scripting commands. So no matter what mission you do in the editor you could do beliefable behaviour via scripts when you're willing to invest the time. I hope we as a community can come up with different AI modes for different environments. That would be the best thing to do imo - and you can't do this in other games. Comparing ArmA to CoD or SWATx is rather pointless.
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Realistic or not realistic - in the end it comes down to personal taste. REAL realism in ArmA would be a sorta wii controller, shaped like a rifle (same weigh) and you're shooting in ArmA via pointing the controller at the monitor. When pressing trigger a weigh is shiften around in the controller so you get a little recoil. Now THAT would be realistic. I hope we'll have such a thing one day.
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I've got a 8800GTS 640MB running ArmA with no problems. Seems SLI is causing all that. Which is Nvidias problem. For me the patch 1.05 worked quite well. Best things imo: - map show/hide delay is gone - language switch in the options - fluent change of LODs on bushes/trees - no more object popups yay - grass can be switched off when terrain details are on very low Thx BIS Â