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Everything posted by Evil_Echo
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Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
Evil_Echo replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The person that wrote most of the documentation left the ACE team 2 weeks ago. Aside from the automated stuff like dynamic class lists, new documentation is likely to come out far slower than before. -
Massive desync in a multiplayer mission for no apparent reason
Evil_Echo replied to galzohar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Could very well be flares or tank anti-missile defenses in ACE. Those have code screaming away in the background looking for incoming objects - does not matter if near an enemy or not. -
Gigan's Mobile Missle Launcher "SCUD"
Evil_Echo replied to Drew's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Scripted effects like this need to be run on each client. It's easy to miss doing that when developing, but also fairly easy to fix using calls to run those scripts remotely using either BI or CBA routines. You're welcome to look at the source for my nuke as guidance for what to run where if that'll help. -
Simple Mortar / Artillery Support
Evil_Echo replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's a full mission used for training by my clan. It was a bit of an experiment too, since I'd wanted to play with BI modules. Only down side is that some do not work well on a dedi server - ACM would be awesome to have working that way. So I have to host when we play it. Don't think ARTY is limited by the dedi restriction though. The ARTY module needs AI to work. But think it *might* be possible to synch after they move into a empty mortar. Using scripts naturally. If you really want to look at this you'll need to get in contact with me on Skype or something. -
How Can I Give Feeback On A Patch I Can't Get?
Evil_Echo replied to Chazb's topic in ARMA 2 & OA - BETA PATCH TESTING
I use six-updater, no errors getting the beta that way. -
Simple Mortar / Artillery Support
Evil_Echo replied to jw custom's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't know if it counts as simple... But I did make a mission using the ARTY module and a FSM for the AI to direct fire at targets once spotted and known well enough. Makes for some very nasty situations when mortar fire starts raining down on you. Definitely encouranges stealth and once spotted you want to keep moving. -
ACE Wounding System and BIS FAM's
Evil_Echo replied to Smuke's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not really. It's best to choose one or the other. BIS has some very nice modules, but not all of them work well on multiplayer missions - especially on dedicated servers. ACE's version uses techniques that do work well in multiplayer, but are far more complicated to use and at times still somewhat quirky. All I can recommend is to try both in separate test missions and see what you like better. Documentation available on the BI wiki and ACE's wagn system respectively. -
Agree also. More settings would help much.
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Fairness is subjective certainly. For my TvT missions I deemed it unfair to have one player with no grass and another unable to locate his/her opponent because weeds are in the way. So grass level is mission-wide in this case. In COOP, grass level is more an individual thing just for getting a comfortable FPS rate. The primary point though - you can use setTerrainGrid in your mission config to clear out the grass. How and where you chose to do that is up to y'all.
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I just add an option to setTerrainGrid in the mission's server parmeters. You pick the grass level and it sets it the same on all clients to make the TvT fair.
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ACE2 nuke airburst via trigger
Evil_Echo replied to Fox '09's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The effects of thermal, blast, prompt radiation are already in the initial burst. An airburst does not generate fallout. If you use a ground burst then it takes a while for the debris to land, about 30-31 minutes usually. Wind determines that fallout footprint, it will show up on your map as an orange zone. Each zone represents a dosage level of 7 Sv, overlapping fallout zones have culmulative damage. You need to be in a NBC-rated vehicle in order to be protected from fallout. -
Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
Evil_Echo replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Candy from the Oompa-Loompa's - shweetness. :) -
It's a large guide, but you'd be hard-pressed to find better info on tactics. http://ttp2.dslyecxi.com/
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3D-Real time editor
Evil_Echo replied to TiGGa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did not attempt to make my mission work with 2d editor. Baisically trying to create a "pure" 3d-editor mission. -
Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
Evil_Echo replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I was saying thanks - not telling anyone else what to do. -
Advanced Combat Environment (A.C.E.) 2 - v1.0 stable
Evil_Echo replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It's not taboo, but it's not the correct place either. ACE has a ticket system for problems and requests. The other thing is that ACE is not a huge team with hundreds of Oompa-Loompas cranking out weapon models. While player suggestions are welcome, ultimately it comes down to whether an already-made high-quality model is available or a model maker has the time to craft one. A single model can take months of work. So where does a P-90 fit in the queue? Behind a lot of other things, including the HK-417s I'd hoped for. But not going to nag anyone, just going to wait and say thanks for all that is already out. -
3D-Real time editor
Evil_Echo replied to TiGGa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried creating a mission with the 3d editor, adding in description.ext, init.sqf, briefing.sqf, etc. It works - no need for mission.sqm at all. The 3d editor does not generate the pbo file for multiplayer correctly, but it's easy enough to roll up your own by other means. There are still some eccentricities, no doubt the scripts need just a few more commands to be fully correct. But the proof of principle is there. -
I kept looking for the smiley on this posting. But you are serious, aren't you? I have no problem with the server count, wish the user count would be higher. But any snapshot of a world-wide list of servers is going to show a lot of idle machines. BTW Rommel, the world does not revolve around 3-6 missions. There are plenty of fine missions out there and servers that host them. I'd be encouraging diversity to enrich the community instead of demanding others to think like you do.
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It is related to the mission. But does sound like you are playing on a mission that uses ACE. If so... Morphine for pain. Epinepherine for no heart-beat. You can check the status of a player via the examine option in player interaction. More details on the ACE wiki/wagn pages.
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ACE2 nuke airburst via trigger
Evil_Echo replied to Fox '09's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Best damage height IRL that has minimal fallout. So the detonation height that would be used for a real airburst. -
ACE2 nuke airburst via trigger
Evil_Echo replied to Fox '09's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Recommended airburst heights ( ATL ).... 5.0 - 114.89m 1.5 - 70.98m 0.3 - 37.28m You can round up slightly if you like. -
SpaceObject control.
Evil_Echo replied to dmarkwick's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Interesting notion. -
Physics based Destruction and SDKs
Evil_Echo replied to Hboybowen's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The original posting was a confusing jumble of buzzwords, mixing up physics of damage with physX ( as in game animation ). Selecting which part of vehicle/building/person is hit and how much to damage it based on weapon type, angle of shot, etc are all doable right now. Having a GPU animate pieces flying off - that takes BI changing the game engine. So this thread is either irrelevent or redundant. Pick one. -
gac_train with script sample 0.8
Evil_Echo replied to gachopin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Looking forward to the mission that tries to use that weapon and the 1,000 men it took to service it. Easy pickings for any airpower in the area. -
Physics based Destruction and SDKs
Evil_Echo replied to Hboybowen's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
If you are going to bother with physics-based damage, then why talk about it being random? Or do you want to impliment quantum mechanics? :butbut: Besides, some mods already do use physics in calculating damage. If you want to have PhysX implimented vs physics there already is a thread for that.