andersson
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Everything posted by andersson
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Can someone please give me a quick and correct comparison of his and armaeffects regarding: CPU strain? Realism? Scope (changes all effects or a few)? Thank you, whoever you will be. edit. I have also read that some peolpe are using both, why?
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Yes, you are right. But if you pick up the badly trained insurgents weapon after you put him to sleep, you will also be a very bad shot. In OFP I used dispersion scripts on units I wanted to be badly trained instead, I hate picking up and try to use a HD-weapon.. Sorry for OT.
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Delete units AND object in trigger
andersson replied to andersson's topic in ARMA - MISSION EDITING & SCRIPTING
Thank you. Yes, this script will be activated once in the beginning of the mission so it will not be any impact on the mission after that. I dont like giving up learning something, but I'm also fed up of learning and reading as I want to make some progress on the mission also! -
I use a trigger with "{deletevehicle _x} foreach thislist" in the activationfield. In the trigger I have soldiers, empty bmp, tents and camo-net. When the trigger activates only the soldiers and the empty bmp disappear, the tents and camo-net are still there... How do I delete all editorplaced objects and units without naming everthing (will be alot of triggers with alot of objects...). I have search this forum and ofpec without sucess. (its interesting that objects from G85_Editor gets deleted, but not objects from other editoraddons. RKLS camo-nets and BIS tents doesnt get deleted..)
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Delete units AND object in trigger
andersson replied to andersson's topic in ARMA - MISSION EDITING & SCRIPTING
Thank you for the help! I tried to solve this without scripts, but I made one in the end. And I did it in the old OFP way with sqs.. Couldnt figure out an easy way to pass an argument into the script  So there is probably a much better way to do this. Well, right now I can build bases and have one bmp randomly placed in one of them and have all the others deleted! I executed the script from a trigger named d1 (size 25) this way <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[d1] exec "del.sqs" This is the script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_obj2 = _this select 0; _remove = nearestObjects [_obj2, [], 25]; {deletevehicle _x} foreach _remove; This is, as I understand it, not the way to do it in arma as sqs is just an old relic from OFP. How do you do the same with sqf? My problem was I couldnt figure out howto pass on the triggers names as arguments into the sgf-script. -
Seems like you put some thought and testing into it I see your points.
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Nice! But the viewblocks look a little to big? This is based from your youtube links, it looks like a burning tank gets a viewblock the size of a house. Also smoke that is very thin gets viewblocks (on the edges of a plume). Maybe smaller viewblocks should block the heavy smoke and not block too much of AIs view?
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There is no need for Hd weapons anymore as you can change the AIs dispersion in your settings. Look in your *.armaprofile, ther you find skillFriendly= skillEnemy= precisionFriendly= precisionEnemy=
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Turn off blinking lights.
andersson replied to andersson's topic in ARMA - MISSION EDITING & SCRIPTING
Ahhh!!! I must investigate that, thank you UNN! edit: I thought that I was more into editing, but what/where is a model.cfg file? And I cannot find any information on "Hide animation" here or at ofpec... Sorry UNN, can you give some help where to look? You dont mean hiddenSelections[]? -
Is it possible to turn off the red blinking lights ontop of high strukturs such as masts and watertowers? Switchlight doesnt work.
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If I play MP with some friend and all use that viewblock, how would it affect gameplay if its local? Its there on my computer, but do my local viewblock block the view for AIs on all computers?
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Turn off blinking lights.
andersson replied to andersson's topic in ARMA - MISSION EDITING & SCRIPTING
I made a small addon where I disabled the lights, quick and easy. But the texture is still red when the light is gone so its in the model also......... And as its OLOD I cant do anything about it. So my solution is to put a small concret block (the small on the side of the roads) and setpos it to cover that red lamp. Unfortunately I couldnt do it with default radar-mast as the light shines through so I still need my small addon.... -
Turn off blinking lights.
andersson replied to andersson's topic in ARMA - MISSION EDITING & SCRIPTING
No, it didnt work. But thank you for the suggestion! -
Can I just completely skip this part and just remove it? Or do I need some kind of intro mission? Skip it, you dont need it to have the island functional. Personally I prefer island without intros. It can be fun and beautiful to watch them, but in the end I dont spend much time in the menues and the intro-loading takes away "precious" time.
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yes, thats exactly the kind of experiance I have. I'm trying to understand why that is. agreed. I believe it is so because the missions in OFP was very good. The missions in arma are a disaster and Im not sure I bothered to finnish one of them...
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One thing can be that you started playing OFP without expectations, arma is a sequell that you waited for. If you only play on the south part of the island I can understand you get a little bored. Me myself play alot on the north part and prefer that before OFP everon. The only thing I see that OFP had better was the campaign, but thats no news.... I would have loved to explore the north part in a CWC way. I see no reason for  me to play OFP instead of arma, its all up to the missions for me as the arma engine is much better. EDIT: In some way I can understand Vilas, OFP AI was easier to control and there was a nice gritty feeling. But as I dont play around with camera movements and try to play/make quit open and random missions I think that arma AI is better. But I can understand the frustration if you try to micromanage the.
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Well I think it's possible for AI to see out of it if they're inside it, which is OK. Maybe you could make a smaller "inner shell" that AI cant look out from? That way they cant look into the smoke, but they can look out unless they are deep into the smoke.
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TrueMods - TrueRangeAI Beta v0.9
andersson replied to Rg's topic in ARMA - ADDONS & MODS: DISCUSSION
I dont know much about it, but maybe the "View Geometry" LOD is only visible for AI out to a certain distance? As AI, in vanilla, is not able to see beyond a limit there is (was) no reason to have that LOD that far out. It would only put more strain on the computer. I dont know but it sounds logical to disable that LOD if its to far away from AIs. This is only SPECULATION. -
Are you planning internal views? That would be great!
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TrueMods - TrueRangeAI Beta v0.9
andersson replied to Rg's topic in ARMA - ADDONS & MODS: DISCUSSION
Can it be a LOD problem? -
SightAdjustment (windage+elevation)
andersson replied to gmJamez's topic in ARMA - ADDONS & MODS: COMPLETE
I had the same problem, but when I removed the coc_cex.pbo the error disappered. Doesnt look like you have it though from the look at your modfolders names.. -
edit: my comp froze so I had to force it off... I think its a very good idea from commando84, make it a floating rig.
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I'm not sure that can be changed in a mod, without completely replacing the chopper dust with a scripted version. I'll look into it. But the amount of dust a real chopper kicks up is very dependent over what it's flying over. I'll see. I think the default chopper dust is ok. As you say maddmatt, its very dependent of what its flying over. I dont want any desert sandclouds in a wet forrest. Arma default amount and colour makes it ok everywhere.
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Oh, I didnt read anything like that. They choosed a smaller group in the campaign to make it more accesible to more people. Why would that make the campaign dumbed down? And what "other play content" will be dumbed down? I might have missed something..?
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Have you never been curious and tried to shoot without hearing protection? Its not to recommend regarding your hearing, but its good to know how it is.