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andersson

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Everything posted by andersson

  1. andersson

    ZU-23 AA Guns

    What about normalmapping? This important and beautiful addon should have it I think.
  2. andersson

    Suppressionscript-pack

    This one is somewhat troubling becuase that means the objects can't really be dynamically created on the fly. Cant you make the objects man class and use setcaptive true/false?
  3. andersson

    Dawn of the Yomies

    I have found a solution to max 144 yombies. Its just a small change so I will post it here soon, I must test it some more first.. Right now I´m playing a MP game and my yombie kills are 147. If my calculations are right the new max number is 572 yombies. I just have to prove it, so I´m chasing them around in a M113 on Rahmadi as we speak..... ---------------------------------------------------------- OK. Arma crashed when I had shot about 500 and had many of them still coming straight for me. Arma did not crash because of the yombies, just the normal "inconvenience" (8800 user). I hope 5133p39 dont mind me doing this? Nothing else is changed from 5133p39s excellent vision and job except the max-number. To to raise the yombie-count (143*4) you have to add some code in 2 files. The first file is init_game.sqf which you will find in the /yourmissionfolder/yomies/. Find this code:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ySide = createCenter Resistance; // Center created for creating new groups when spawning new yomies. // Unfortunately, there is a bug, which affects acquiring targets by the AI. // To get rid of the bug, we still need some Resistance unit placed on the map, // in the mission editor - the CreateCenter/Group won't do the job alone. Change it to this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ySide = createCenter Resistance; ySidee = createCenter East; ySidew = createCenter West; ySidec = createCenter Civilian; // Center created for creating new groups when spawning new yomies. // Unfortunately, there is a bug, which affects acquiring targets by the AI. // To get rid of the bug, we still need some Resistance unit placed on the map, // in the mission editor - the CreateCenter/Group won't do the job alone. The other file is spawn_yomie.sqf located in yourmissionfolder/yomies/funcs/. Find this code:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pos = _this select 0; _type = _this select 1; _i = _this select 2; _grp = createGroup ySide; Change it to this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_pos = _this select 0; _type = _this select 1; _i = _this select 2; _grp = createGroup ySidec; _grp = createGroup ySidew; _grp = createGroup ySidee; _grp = createGroup ySide; Thats all. I had, before the crash, a killing spree in yombies on Rahmadi. You can choose to pump out all yombies from one marker, or divide into different. You can have all as civilians or whatever. This doesnt change anything else, the only differens is that the maximum amount of yombies are 572 (four units are needed as normal units). But every group you add, no matter side, takes away one yombie.
  4. andersson

    Dawn of the Yomies

    I finally downloaded this and tried the sample mission, hosting and playing for myself. Great feeling and I really enjoyed sneaking around and mowing down zombies with my M249 (I was alone so I needed firepower). But how do you get the survivors to follow you? I couldnt get any respons from them, so after a while I left them to get away from the island. I think I found everyone.. edit: started to play in the editor. I could get the yombies to attack me when I added the description.ext from your mission. The template was missing that. But I cant get a marker with "'REPEATED'" to work. The yombies spawn the first time, but when I reenter noone spawns. ONCE and INFINITE works. I looked through your mission and you never use 'REPEATED'.. Anyway, thank you for very good yombies!! EDIT: When digging around I found this comment in init_game.sqf. Maybe this will help people having problems with AI not attacking? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Unfortunately, there is a bug, which affects acquiring targets by the AI. // To get rid of the bug, we still need some Resistance unit placed on the map, // in the mission editor - the CreateCenter/Group won't do the job alone.
  5. andersson

    Night Vision Goggles, FULL SCREEN

    Its easy with trackir, if you use that. You just lean forward when you are "zeroing" so when you sit normal you are zoomed out. thats the way I prefer it. If you dont have a trackir you must change it in the config.
  6. andersson

    Night Vision Goggles, FULL SCREEN

    I would like to have a night-modus for cockpits. Shouldnt be that impossible I believe?
  7. andersson

    What Happend to These Voices?

    I think I have to buy OFP:E for the voices. They seems better then OFP voices, can anyone confirm that? If not I go for OFP voices instead.
  8. andersson

    Night Vision Goggles, FULL SCREEN

    I see your point Synide. And as I quoted you earlier, its only a game and the aim is entertainment
  9. andersson

    Night Vision Goggles, FULL SCREEN

    In real life you hold your compass in front of you most of the time when you are using it. You are not running around and shooting at the same time. Its quite realistic as in real life a monocular NV dont have any depth, its like looking in a 2D picture. You really have to get used to that, its not that easy to walk with it in a forrest until you get used to it (NV-goggles with 2 lenses are way easier as you get some depthfeeling). And you do not have any peripheral vision either in real life. Its like looking through a paperroll, especially if you are using a monocular NV.. But I agree with you Synide Just wanted to tell you that from my experience the BIS compass and NV-goggles are quite realistic. I think that arma is as realistic you can get it when you are using the NV-goggles, because you have limited FOV in real life also when you are using NV.
  10. andersson

    TrueMods

    Open up the *.pbo and take a look. Its not that unlogical or magical
  11. andersson

    Lock On Mod ?

    PMC islands, ~40min flighttime between malden and kolgujev?
  12. Yes! I really miss a cessna, very much needed!!
  13. andersson

    Russian Federation Units V.1

    @NSX. Yes, I see what you mean now. You used it as an example. My bad. @Shadow NX: I really hope your "mood level" goes up as I´m sure I´m not the only one thinking that your team makes the best russian addons. You are building my arma! And I dont think this last page is so negative. The reactions, as I read them, were more of surprise and discussion than of a non-constructive critisism (?)
  14. andersson

    Russian Federation Units V.1

    I would prefer that too. But as I know Skaven & CO produce high quality addons I dont mind whatever weapon they choose to make. I can always equip other units with them. @NSX. Sako TRG-22 is a finnish weapon = foreign weapon for russia.
  15. andersson

    Making a new side

    Dont expect any open sourcecode. The tools will "only" be better versions of what we already have today.
  16. andersson

    Triple screen requirement for Arma.

    If you want to use 3 screens, take a look at Kegetys SoftTH. And if you want bigger better screens using your 3 17", .take a look at this thread. Havent tried it myself, but I´m planning to go SoftTH with Fresnel.
  17. andersson

    Anyone else using TrackIR in Arma

    Then I know that my money is well spent. It was expencive but I´m very satisfied with it, and the support is good.
  18. andersson

    Best PC/Monitor for Arma

    I bought a very good LCD-monitor, best for games according to anandtech (viewsonic?? dont remember). I bought it because I was fed up with the big heavy CRTs. It was good, I suppose.. I ended giving it away to a good friend. Why? Native resolution. I was stuck at 1028x1024 (not really but..) And a CRT is still best regarding picture and colour quality... So my tip is to consider a CRT if you want the "best" quality for gaming.
  19. Don't know, try it Plop a sniper down somewhere, give him several targets around the compass points at say 400m or so, set the weather to poor, preview the mission & get the wind direction & strength using above script, & see what happens when you try to hit the targets. I'll prolly try it later myself. Be sure to be on completely flat ground when you do that.
  20. Can anyone confirm that wind affects bullets in Arma, or is it all wishful thinking?
  21. So wind do affect bullets in Arma? Is it really true?
  22. andersson

    Physics

    With OFP it always ended with the diskussion about realistic vs playability. I trusted WGL (or ACE today)
  23. andersson

    XAM 1.3 Released

    "-Slightly increasing dispersion values might make combat last longer and would make it more immersive, it would be a + in terms of realism as well since it is hard like hell to hit anything in real life, especially in a high stress environment." That is true. Can you make there (in some next version of XAM) option to trun on "REALISTICS DISPERSION" which means that all hand and turrets mounted weapons have: a) higher (double) recoil in compare with current state b) half or third accurate to the current stat That can be maybe made by an SWITCH which can be set in mission in editor, or in mission config. In real battle soldiers are not so much accurate, and when you something hit on high distance (150 or more) you have luck. Please keep "realistic dispersion". Do not make any HD-mags/weapons. If anyone want longer firefights and less precision from the AI open up your xxx.armaprofile and change the AI precision. That way you can keep the weapons realistic regarding dispersion, have the AI high skilled (aggresive and "smart") but have them to miss more. I use this: skillFriendly=0.771426; skillEnemy=0.768620; precisionFriendly=0.400000; precisionEnemy=0.400000; I´m going to raise the precision as they right now are a little to bad at hitting anything. Its ok as infantry but also choppers and tanks miss a little to much.. 0.4 was my first test and I havent had time to play/test more..
  24. andersson

    M25 Sniper Rifle

    Sure looks good, but you should seriously consider making this a good addon instead of a good looking addon. Normalmaps and 1 or 2 textures as Jackal326 said. One addon doesnt affect performance so much but if more "bad" addons (regarding performance) are used they can make a considerable hit on a system.
  25. andersson

    Mikes Weopon Sound Mod

    Curious about this as I havent heard an ak74 in real life. I thought the sounds from an ak47 and ak74 should be different as ak47 is 7.62 and ak74 is 5.45?
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