-)rStrangelove
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Everything posted by -)rStrangelove
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Great idea. I'd use some tricks though to bring as many details as possible to the viewers eye without lagging everyones PC to death: a.) Let the buildings have the most details on the ground level and simulate details on the upper levels with textures. b.) Make the buildings loose details very quick in distant LODs. You really dont need to see things like boxes, signs or railings when 200m away. c.) Don't make them hollow/enterable if it's not an important place to use (police station, bank, restaurant, airpost hall) in a typical mission. To get away with that have the curtains closed behind the windows or stick many posters on them from inside. Should work. Again, i'd love to see a modern city come true in ArmA - we need some great places for SWAT missions. Â
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ArmA replacement anims (Coming "soon")
-)rStrangelove replied to Jahve's topic in ARMA - ADDONS & MODS: DISCUSSION
Great idea to make more surrender anims, perfect for hostage scenarios where you don't want all hostages to have the same movements! Some kick would've been great, too - for opening doors or kickin' annoying teammates -
limiting roles for vehicles
-)rStrangelove replied to MrWho's topic in ARMA - MISSION EDITING & SCRIPTING
I'd only use 1 simple script for that. Place all vehicles you want to check in an array and let the script loop thru it constantly. For every vehicle in the array check if there's a driver in there and if so, whether the type is one of the pilot types (dunno the codenames but it's in the wiki somewhere). Only 1 script needed, not 1 eventhandler for every vehicle. -
Well, out of the blue i'd say there are a.) mindless beasts lurking in the shadows and spreading like a disease (ALIEN, ALIENS etc) b.) biped Aliens acting like humans (Stargate, Signs, etc...) c.) Aliens that you can't see because they're using machines/robots (War of the worlds, IndependenceDay, etc) Imo all 3 kinds could be of use for a ArmA campaign, maybe starting b. or c. for the beginning battles and then they come up with something like a. as some kind of biological weapon.
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Delta Force Units for ArmA
-)rStrangelove replied to Punisher_1509's topic in ARMA - ADDONS & MODS: DISCUSSION
There are pretty detailed pics of special forces on militaryphotos.net, plus watching BHD on dvd is great, too. Although i know the BHD Delta's have some equipment pieces that are plain wrong. They didn't have M4s back then, did they ? -
Fictional/fantasy or real ones, those units don't look that bad and Dan9 has the right spirit - that's what we need. /me salutes Dan
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I like them, esp the truck down there! Imagine getting latest info about the situation right before your swat team is going on the mission -> we'd need a big truck for that, maybe showing a floorplan of the target building *dreams*
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I dont like the blood stained bus tbh. Without the blood it wouldn't be that offensive - you'd imagine a busdriver would wash away that stuff after a terror attack anyway before moving around the city. Well, in case you're making it up as a wreckage - just ignore what i just said.
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I think the colors on the truck are perfect! Perhaps make up a vote for it just to be sure
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Forget it kids - we'll never get a script to work that will let ya put armor plates on trucks while in a mission.
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Even if OpF ever had one, there surely weren't that many missions for it (the old Opf problem).
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Authentic sound & weapon Mod
-)rStrangelove replied to ThePredator's topic in ARMA - ADDONS & MODS: DISCUSSION
@Kroky: Mono does work, not sure about stereo -
Authentic sound & weapon Mod
-)rStrangelove replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
@Kroky: Mono does work, not sure about stereo -
I'm working on an AI that will act depending on pre-placed info-markers in their environment. That should give the impression the AI already 'knows' a town, or a house. (within a hostage scenario) Â
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Authentic sound & weapon Mod
-)rStrangelove replied to ThePredator's topic in ARMA - ADDONS & MODS: DISCUSSION
I didn't try stereo because ArmA generates the stereo fx by itself. I mean, you can't give a stereo sound a 3d position ingame, can ye ? Mono is ok. As for the 44Mhz, i just converted my 44Mhz wavs with wsscod.exe and i hear no difference ingame quality-wise so i think it's still a 44Mhz WSS, isn't it ? Not sure though. Â I'll upload my sounds and post it here tomorrow. Night, lads. [edit]just to check i've converted one of my wssfiles back to wav and it's still 44Mhz 16bit mono, so there's the proof. -
Authentic sound & weapon Mod
-)rStrangelove replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
I didn't try stereo because ArmA generates the stereo fx by itself. I mean, you can't give a stereo sound a 3d position ingame, can ye ? Mono is ok. As for the 44Mhz, i just converted my 44Mhz wavs with wsscod.exe and i hear no difference ingame quality-wise so i think it's still a 44Mhz WSS, isn't it ? Not sure though. Â I'll upload my sounds and post it here tomorrow. Night, lads. [edit]just to check i've converted one of my wssfiles back to wav and it's still 44Mhz 16bit mono, so there's the proof. -
Yes, but they also (still) do stupid things like walking right thru walls and start crouching in the middle of a street (so everyone can easily shoot them).
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Authentic sound & weapon Mod
-)rStrangelove replied to ThePredator's topic in ARMA - ADDONS & MODS: DISCUSSION
My sounds are working with 44Mhz 16bit mono, why 22Mhz ? -
Authentic sound & weapon Mod
-)rStrangelove replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
My sounds are working with 44Mhz 16bit mono, why 22Mhz ? -
>>THIS<< is a great upload page, your files sit there for a year and the DL speed is ok. Mmmh, it's German so if you'd like to use it, do it this way: - click 'Auswählen' Button to select your file - activate that little 'AGB gelesen und akzeptiert' switch if it's not already - click 'Datei hochladen' button on the bottom. Once it's uploaded you're given the DL link and a delete link. That's it.
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I like the idea. Not really sure what we're talking about here: is this just about an ArmA campaign that will last 24hours or do you want to make a special agent/police campaign?
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WraithGames seeks applicants
-)rStrangelove replied to Sentralia's topic in ARMA - ADDONS & MODS: DISCUSSION
Another '5 days' mod. Great. Well, to add something useful to this thread i'd say that wotever you do DON'T do it just because you believe ppl want it. ALWAYS do what YOU want - everything else is just a waste of time. So good luck to you in the future mate. -
Oh, it was an english dog then. But yeah i'd like more animals, too. Just think of snakes crossing your way while sneaking around in a forest/jungle. A Cobra coming at ya would be bloddy awesome!
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Yes, Sir - the same. For a start you need the PBO tools to get ArmA's original paa/pac textures. Then you can either try to PAA Photoshop plugin of Kegetys or the normal PAA Converter tool to get them to TGAs. After that you'd have to repaint the textures so that the US specops look like they're wearing SWATlike overalls with bare helmets. It's not that difficult if you have good reference material - this is what i've made for my personal use: Hardest part would be to get those bump mapping textures... Â
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Maybe because you set Resistance as friendly to West in the editor settings ? Imo you can't 'overwrite' a preset friendly status via setFriend and change it to enemy, can ye ? Â