causticwindow911
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Everything posted by causticwindow911
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the mission is just completely broken. ive played it three times, and each time ive never completed it even though ive eliminated everything.
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Alouette II for South Sahrani forces.
causticwindow911 replied to granQ's topic in ARMA - ADDONS & MODS: COMPLETE
this is such a cool little addon. I really hope you put some real meat and bones on it graphically once the tools come out. -
No, acctually they did something about MP, and not just AI. When you look at someone lying in the grass at distance they are a bit under groud. So the lower part of the soldier is hidden. Seems like a good idea acctually. The grass seems a bit shorter and not so dense now, bt I'm not sure. It's good that AI considers it, btt the should consider it more. It still is a pain to fight AI in grass, Since they will still somewhat see you when they are proned in it but you can't see them. Looks good though. yes the new patch added this and it's a very good idea. i think it works fairly well as a placeholder until they can figure out ways to tweak it. in the forest, a prone soldier is sunk quite low into the ground, it makes him rather hard to shoot at
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nearly same rig as you, get performance increase. maybe it varies for other people and you shouldn't base your own crippled experience upon others?
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it wouldnt kill the uninformed to do a post search or something. servers can force certain graphical settings, including grass and view distance. there is no potential abuse at all.
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It's really iffy. It seems like if the AI does not spot you, it won't bother to react properly. However, in the campaign water tower mission, after I killed three guys an entire group of dudes literally rushed my position with grenades and fire. It took me off guard. It was most likely a mission specific thing, but I played it a second time and got most of them before they could react, so I dunno...
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what seems like a tiny change really effects the game drastically. a much welcomed addition
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WarGames League v.5.1 (WGL 5.1) Full Release
causticwindow911 replied to .kju's topic in ADDONS & MODS: COMPLETE
What will 5.1.3 include? -
SLX Replacement Pack, Mod, and Addons
causticwindow911 replied to Solus's topic in ADDONS & MODS: COMPLETE
I don't have much to add, but this is an amazing accomplishment. I really hope other addon makers take note of these collection of modifications made by you, Solus. -
Mapfact.net releases DAC
causticwindow911 replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
That makes sense. I eagerly await a patch. DAC is great, silola. -
Mapfact.net releases DAC
causticwindow911 replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
I'm having a weird problem with DAC. Enemy infantry AT units refuse to fire on player armor. I am using WGL5. I've tried naming the tank, naming the tank and the armor crew, and just the armor crew. Any combination mention doesn't work. The infantry recognizes the tank as a threat and moves in to engage, but they just sit there. Enemy infantry still reacts viciously to infantry, however. When I try to turn off the new DAC AI I get some error and squads do not inflate normally, or even react to players. In WGL5 the AI is pretty open about using infantry based AT weaponry. I would like to get this to work! -
Script to prevent civillian deaths
causticwindow911 replied to jubbie's topic in OFP : MISSION EDITING & SCRIPTING
Is there any way to make it so that a trigger detects when a player kills a civilian, instead of just having it where a civilian may die randomly? I also would like to know if its possible to do that in MP, without assigning civilians names. -
The big thing that causes crashes is createvehicle and deletevehicle command. They both cause pauses and crashing is inevitable, I think. Maybe you could have it where the enemies are already spawned, and they are teleported to their appropriate groups when they are needed? Then when they die, they just goto a respawn script. I am definitely no scripting genius so I have no idea how to accomplish this myself. I can definitely see where createvehicle and deletevehicle make things a million times easier though. It's just too bad they really push stuff to the limits when used often.
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This is really cool, and I've converted everything over to tonal. When I play by myself it works very well, but crashes are extremely common in actual multiplayer and it's hazardous to put it on a dedicated server. Crashes the most common when things are purging or spawning in. I also get stutters, as if it's constantly spawning something all the time (theres probably something looping in the script that isn't a simple value check, but I can't find it.) The whole thing just seems too unstable to play, has anyone actually tried it on a server yet or had different experience with it? I do have a few questions, though, since I'm learning the code for the first time via this mission. 1. What exactly is enemy_spawn_technicals.sqs? Obviously it has something to do with enemy spawning vehicles, but where does it come into play? How can I manipulate this code into something that works? I've edited the missions spawn points, added another group to spawn and made the vehicles spawn in their own group, but the most that they do is spawn in and never move. I'm crossing fingers for an easy answer. 2. Are there any ways to have a debugger running in OFP so I can see what scripts are being ran and when? This would help immensely.