bhaz
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Everything posted by bhaz
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Hopefully they don't fill the gap between the two games with another "Bionic Man" resurrection, I might've questioned that if ME2 didn't end up being so damn good. That, and keeping the current characters without wiping them off to the side with minor roles again.
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Very nice! TBH, I had no complaints about the current behavior, but more realism will always be welcome here. :D
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Will missions made with the current version be broken by v0.9? I have one planned, but if the changes are too significant I'll hold off.
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What is the purpose of ChangeOwner? Is it just an extra feature included because of the locality fix, or are there other reasons you would use this?
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setpos - Placing objects on top of others?
bhaz replied to Bourne's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I thought that was fixed back in ArmA1?? -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
bhaz replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There is currently no feature included (from what I can see) to do this. I was also interested, so I wrote this to use in my mission: addItems.sqf // LOG module needs to be running for this to work waitUntil {!isNil "R3F_LOG_PUBVAR_point_attache"}; private ["_objectArray", "_vehicle", "_currentItems"]; // Parameters _vehicle = _this select 0; _objectArray = _this select 1; // Add items to the vehicle _currentItems = []; _currentItems = _vehicle getVariable "R3F_LOG_objets_charges"; if (isNil "_currentItems") then {_currentItems = []}; _currentItems = _currentItems + _objectArray; _vehicle setVariable ["R3F_LOG_objets_charges", _currentItems, true]; // This block of code comes from R3F_ARTY_AND_LOG\R3F_LOG\transporteur\charger_deplace.sqf // Absolutely all credit goes to R3F and madbull { private ["_position_attache", "_nb_tirage_pos"]; _position_attache = [random 3000, random 3000, (10000 + (random 3000))]; _nb_tirage_pos = 1; while {(!isNull (nearestObject _position_attache)) && (_nb_tirage_pos < 25)} do { _position_attache = [random 3000, random 3000, (10000 + (random 3000))]; _nb_tirage_pos = _nb_tirage_pos + 1; }; _x attachTo [R3F_LOG_PUBVAR_point_attache, _position_attache]; } forEach _objectArray; You can call it using: [vehicleName, [[i]array of items[/i]]] execVM "addItems.sqf"; example: [myTruck, [sandbag1, sandbag2, tent]] execVM "addItems.sqf"; Be careful with this script, it has absolutely no error-checking. It will let you load a C130, tree or even a man. The objects in the array need to exist, you can't throw class names at it. It also allows you to overload vehicles past their size - Combine with nearestObjects for large scale usage. Throw me a PM if you have any problems. -
creating a Helicopter and Giving Waypoints via a Script
bhaz replied to evans d [16aa]'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
_group = group _unit; _waypoint1 = _group [url=http://community.bistudio.com/wiki/addWaypoint]addWaypoint[/url] [position LZ1, 0]; _waypoint1 [url=http://community.bistudio.com/wiki/setWaypointType]setWaypointType[/url] "MOVE"; and so on... These are the basics - it's just a matter of placing the waypoints and giving them types, just as you would in the editor. You can use the land command to bring it down. To keep it there, I usually create a HOLD waypoint, then just deleteWaypoint _waypointName to have it continue it's path. Ordering units to board the heli via script will also force a landing. -
A.C.R.E - Advanced Combat Radio Environment - 1.1 Stable - Release Thread
bhaz replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
There's always the option of just running an earlier TS3 build. If an update is going to break everything, wouldn't the most sensible option be not to update? Whether the hosting companies would provide options to do this on the other hand though, does complicate things. :( -
CBA: Community Base Addons for A2, OA and CO
bhaz replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah, I see now. Thanks for the help! -
CBA: Community Base Addons for A2, OA and CO
bhaz replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry I didn't explain that one too well - I meant in mission development, not inside an addon. Just to use some of the time-savers inside functions. (PARAMS3, PUSH etc.) I seem to have got it working with the following line, I was just wondering if doing things this way will mess with anything important. #include "\x\cba\addons\main\script_macros_common.hpp" -
CBA: Community Base Addons for A2, OA and CO
bhaz replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just to clarify, are we free to use script_macros_common.hpp in our own functions? And if so, what would the include line be for that? -
Squint - the sqf editor and error-checker
bhaz replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Loading a large project multiple times seems to skyrocket memory usage. So I went ahead and loaded it 15 times in a row just to make sure, and Squint was reporting 1.1GB memory usage in task manager. One other thing: when I start to type #include, it seems everything freezes up at the d. Unrecognized pre-processor token '#includ' After this happens, I get no syntax highlighting or error reporting in any file until I restart Squint. add: The status bar freezes on - x files - parsing **scratch** (or whatever file it was I typed #include into) -
ARMA2 & OA's Steam Thread: All Steam Q's/discussions go here [covered by Dwarden]
bhaz replied to gimpymoo's topic in ARMA 2 & OA - TROUBLESHOOTING
Looks like they removed the Steam protection from OA! I can start the game without Steam - and more importantly, with my massive -mod line. -
game looks really "soft focus", even on high settings
bhaz replied to mark turner's topic in ARMA 2 & OA - TROUBLESHOOTING
Surprised no-one has mentioned oktNoBlur - latest version is on the last page. Unsure as to whether it works with today's patch. -
I noticed BAF was $5 on Steam at the moment, there any plans for a BAF+PMC pack on Steam in the near future?
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Fields of War: Normandy 1.00 and beyond WIP thread (formerly The 31st Normandy mod)
bhaz replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Wow, that last screen makes me want to watch The Pacific again. :eek: -
Played this in coop the other day, love simple sweep and clear missions. :) Only had one problem, the briefing and markers were only showing up for one player.
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Technically, yeah. I forced the player's path through objects (barricades & wrecks) and a minefield, plus hidden extra means if they find a gap. I was messing around in the 3D editor, pouring object detail into a single area, then built the mission on top. Originally it was restricted to a single street, but I figured if I wanted to play CoD - I'd just open CoD.
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Was running this on an Invasion1944 500 AI battle last night in MP, no performance hit at all. :) Though I dropped some ammo for a mate and a whole squad of vultures came and took it before he got the chance.
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Been getting bombarded with these since installing this beta: Error in expression <his select 0, _this select 4]; }; _p = getpos _sh; _vec = vectordir _sh; _int=(> Error position: <getpos _sh; _vec = vectordir _sh; _int=(> Error getpos: Type String, expected Object,Location File ca\Data\ParticleEffects\SCRIPTS\muzzle\rifle.sqf, line 12
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[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
bhaz replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Took the liberty of making a modfile for Invasion 1944 in one of my missions, might aswell share. :) Take the following and save as: R3F_ARTY_AND_LOG\R3F_LOG\addons_config\I44_objects.sqf /** * English and French comments * Commentaires anglais et français * * This file adds the "Invasion 1944" objetcs in the configuration variables of the logistics system. * Fichier ajoutant les objets de "Invasion 1944" dans la configuration du système de logistique. * * Important note : All the classes names which inherits from the ones used in configuration variables will be also available. * Note importante : Tous les noms de classes dérivant de celles utilisées dans les variables de configuration seront aussi valables. */ /****** TOW WITH VEHICLE / REMORQUER AVEC VEHICULE ******/ /** * List of class names of vehicles which can tow towable objects. * Liste des noms de classes des véhicules terrestres pouvant remorquer des objets remorquables. */ R3F_LOG_CFG_remorqueurs = R3F_LOG_CFG_remorqueurs + [ "I44_HT", "I44_Truck" ]; /** * List of class names of towables objects. * Liste des noms de classes des objets remorquables. */ R3F_LOG_CFG_objets_remorquables = R3F_LOG_CFG_objets_remorquables + [ "I44_GunAT", "I44_Gun_A_M2A1_Army" ]; /****** LIFT WITH VEHICLE / HELIPORTER AVEC VEHICULE ******/ /** * List of class names of air vehicles which can lift liftable objects. * Liste des noms de classes des véhicules aériens pouvant héliporter des objets héliportables. */ R3F_LOG_CFG_heliporteurs = R3F_LOG_CFG_heliporteurs + [ ]; /** * List of class names of liftable objects. * Liste des noms de classes des objets héliportables. */ R3F_LOG_CFG_objets_heliportables = R3F_LOG_CFG_objets_heliportables + [ ]; /****** LOAD IN VEHICLE / CHARGER DANS LE VEHICULE ******/ /* * This section use a quantification of the volume and/or weight of the objets. * The arbitrary referencial used is : an ammo box of type USSpecialWeaponsBox "weights" 5 units. * * Cette section utilise une quantification du volume et/ou poids des objets. * Le référentiel arbitraire utilisé est : une caisse de munition de type USSpecialWeaponsBox "pèse" 5 unités. * * Note : the priority of a declaration of capacity to another corresponds to their order in the tables. * For example : the "Truck" class is in the "Car" class (see http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles). * If "Truck" is declared with a capacity of 140 before "Car". And if "Car" is declared after "Truck" with a capacity of 40, * Then all the sub-classes in "Truck" will have a capacity of 140. And all the sub-classes of "Car", excepted the ones * in "Truck", will have a capacity of 40. * * Note : la priorité d'une déclaration de capacité sur une autre correspond à leur ordre dans les tableaux. * Par exemple : la classe "Truck" appartient à la classe "Car" (voir http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles). * Si "Truck" est déclaré avec une capacité de 140 avant "Car". Et que "Car" est déclaré après "Truck" avec une capacité de 40, * Alors toutes les sous-classes appartenant à "Truck" auront une capacité de 140. Et toutes les sous-classes appartenant * à "Car", exceptées celles de "Truck", auront une capacité de 40. */ /** * List of class names of (ground or air) vehicles which can transport transportable objects. * The second element of the arrays is the load capacity (in relation with the capacity cost of the objects). * * Liste des noms de classes des véhicules (terrestres ou aériens) pouvant transporter des objets transportables. * Le deuxième élément des tableaux est la capacité de chargement (en relation avec le coût de capacité des objets). */ R3F_LOG_CFG_transporteurs = R3F_LOG_CFG_transporteurs + [ ["I44_HT", 12], ["I44_ACar", 12], ["I44_Car", 12], ["I44_Truck", 40], ["I44_Boat", 5] ]; /** * List of class names of transportable objects. * The second element of the arrays is the cost capacity (in relation with the capacity of the vehicles). * * Liste des noms de classes des objets transportables. * Le deuxième élément des tableaux est le coût de capacité (en relation avec la capacité des véhicules). */ R3F_LOG_CFG_objets_transportables = R3F_LOG_CFG_objets_transportables + [ ["I44_obstacle", 5], ["I44_GunMortar", 12], ["I44_GunMG_G_MG42_Nest_WH", 18], ["I44_GunMG", 8], ["I44_radio", 1], ["I44_GunAA_G_FlaK38_WL", 20] ]; /****** MOVABLE-BY-PLAYER OBJECTS / OBJETS DEPLACABLES PAR LE JOUEUR ******/ /** * List of class names of objects moveable by player. * Liste des noms de classes des objets transportables par le joueur. */ R3F_LOG_CFG_objets_deplacables = R3F_LOG_CFG_objets_deplacables + [ ]; Add the following line to the end of R3F_ARTY_AND_LOG\R3F_LOG\config.sqf #include "addons_config\I44_objects.sqf" Known issues: Opel Blitz trucks tow objects underground - you need to prone behind the truck to retrieve it. This is probably a config thing on their end, no idea. Not all AA guns are towable or loadable, I chose this due to their size - and it looked stupid dragging a huge metal base along the road. I added I44_obstacle to the list, but not all objects work. For the most part, tank traps and sandbags function correctly. -
Dynamic Sound AI - RUG DSAI officially converted for Arma 2!
bhaz replied to Wolfrug's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are the two hotfixes posted in the OP still valid with the current version? Looks like the Filefront links have expired. :( -
Are you suggesting they have their own type of slot, or just none at all? While the current system may not be all that realistic, carrying two AA missiles and half an armory worth of magazines in your pack does present a balance issue - after all, this is a game.
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Seems to help with the engagement ranges too. :)
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ARMA 2: Operation Arrowhead, version 1.55 - Patch released.
bhaz replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Only file that seemed to be modified by the little Steam update was "Setup_BattlEyeARMA2OA.exe".