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Everything posted by Evil_Echo
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That much detail would clutter up the TI view. You can certainly make an imager that sensitive, but all you want/need is for it to detect good targets.
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Pre-compiling code from inside a script.
Evil_Echo replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
nearestObjects is definitely not your friend with large radii. Would be a good thing if BIS was able to improve the performance and/or prevent stalling your code when using this command. -
Removing elements from arrays?
Evil_Echo replied to dissaifer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
He means not to bother assigning variable space for that. -
ARMA 2: Operation Arrowhead, version 1.55 - Patch released.
Evil_Echo replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Dwarden has made statements here and elsewhere. That's good enough. 'Deal with it locally' == either roll back to 1.54 if you can or muddle on with 1.55 as best you can. You make the decision for your own machine - hence it's local. There is nothing amusing about the suggestion. If you do roll back, it probably means you are not going to access public servers unless they too roll back. So you play SP for a while, nothing wrong with that. Let's just keep the postings focused on technical issues and not about our emotions. BIS knows we are not happy already, nothing more is served by continuing to state the obvious. -
ARMA 2: Operation Arrowhead, version 1.55 - Patch released.
Evil_Echo replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Agree with Carl D, BIS is quite aware of the problems by now. Those with 1.55 problems just need to deal with this locally while waiting for a fix to come out. We all get frustrated now and then. But there is no logic to yelling at the BIS folks. We need them as friends, not as whipping boys. -
Mando Missile ArmA for ArmA 2
Evil_Echo replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The nukes in the A2 campaign have no relation to EE/MM at all, should not be any conflict. Are you running the 1.55 patch, NMDANNY? I see differences in the look between that and 1.54 on my machine. :Oo: -
Tell your most EPIC and fun moments with ARMA 2
Evil_Echo replied to TheReverend's topic in ARMA 2 & OA - MULTIPLAYER
Doing some nostalgia gaming on vanilla ArmA2 with Phoenix on the 101AD server a couple months ago. Feeling good to have a team mate with me again. In typical DRTB style we HALO'd in near the AO ( area of operations ), choosing a hilltop west of Berezino that afforded some initial cover and was near a communications tower that needed demolition in order to suppress reinforcements arriving. The old adage of no plan survives 2 seconds of contact kicked in - the area was red-hot with leg infantry. As I dove behind a rock wall two Mi-8's dropped more paratroopers just north of our position. Phoenix was just a few seconds behind me and soon was hugging the same rock I was while bullets whined over our heads. Earlier that mission we'd had 1-2 gunships on station doing a superb job of knocking out troop concentrations and generally keeping the bulk of the enemy forces focused in directions other than ours. But they were back at the airbase refueling and rearming, no hope of help from them for at least 5 minutes. Phoenix was as usual our explosives guy, packing a SMAW launcher with a couple anti-armor rounds, 2 satchel charges and one of the M4 varients. My role was overwatch, a M8/M320 and some frag/smoke grenades. Not the ideal loadouts to take on half a platoon of angry Russians moving up the hill towards us. We'd each already taken a couple of hits just getting to that wall, no chance for accurate fire with arm/hand wounds and no medic. Final scenes of the Battle of The Alamo flashed past us. Neither of us are from Texas.... :omg: "Got a plan." "Glad you do, I got nothing." "Select full-auto and hold for my signal." *Lobs a smoke nade over the wall and 15m down the hill* "Smoke???" "Wait for it. On 3 - pop up and hose down your wedge to the right. I'll take wedge left. Go to ground when empty." "Your smoke is in the way, won't be able to see a thing!" "Neither will they... Get ready... 1, 2, 3." *BRRRAPPPP* "Ok. Now what?" "Reload. And on 3...." *repeat* *Lobs another smoke* "Purple???" "Hey, it's all I had left. On 3..." After the fourth clip the incoming fire had dropped to just an occassional bullet whining by. The smoke was clearing and we heard the whop-whop of incoming Cobra gunships. Another guy managed to blow the tower that time, but Phoenix and I did not care. We had managed to kill 18 and wound who knows how many more in a situation we had no expectation of walking away from. Both of us happily ready for the evac to base for healing and more ammo. -
CBA: Community Base Addons for A2, OA and CO
Evil_Echo replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Shweet. -
CBA: Community Base Addons for A2, OA and CO
Evil_Echo replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
+1 to Sickboy's idea. Something to detect mis-use of globals would be good idea. -
Poll - What you want to see in incoming patches?
Evil_Echo replied to danny96's topic in ARMA 2 & OA - SUGGESTIONS
Definitely bug fixes. Shoulder patches and vehicle decals for more units ( miss that a great deal in MP play ). Better flight physics. Support for PhysX-like software, DirectX 10+ (yeah I dream big). -
Unit Name vs. Group Name
Evil_Echo replied to RangerX3X's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Agree about data types. And there is a group identity set/get call. But you cannot really find the group that way - hence my statement. If that is incorrect, please share. -
Unit Name vs. Group Name
Evil_Echo replied to RangerX3X's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The trick to keep in mind is that groups really don't have names. You don't refer to group "blah", you refer to the group whose leader is named "blah"; -
ARMA 2: Operation Arrowhead, version 1.55 - Patch released.
Evil_Echo replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Issues personally seen in 1.55 while running test missions.... Minor LoD bugs - climb into an Osprey and quickly look at pilot. Ugly low-rez face, then redraws to proper version. Have seen plants rendered as flat polygons that later redraw to proper shape. The AI-piloted helo nodding up and down during flight. Major Out of buffer space bug. Solid hang from this one after doing a few POV changes during testing. I had a character initialized with "this AllowDamage false;", yet he died monitoring a test blast ( setDamage call ). Prior to this patch, the character would have survived. A routine to clear trees, fences, etc. uses the code below. Have verified the code still is finding trees, it's just setDamage no longer destroys them. _objects = (nearestObjects[_pos, [], _blast_radius]) - (nearestObjects[_pos, ["All"], _blast_radius]); { _x setDamage 1; } forEach _objects; There may be other issues, can't be sure yet. Going to roll back to 1.54. Even taking into account the hassle of reinstalling and repatching, the major issues listed are sufficiently bad enough to justify the effort. -
Thanks for the new "global" set of inventory commands
Evil_Echo replied to CarlGustaffa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yay - no local crates!! Good work CG. Have you checked the impact on network yet though? -
Init.sqf will only run one script
Evil_Echo replied to Cain_'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Using sqs syntax in a .sqf file will cause all kinds of mystery errors. Either switch to sqf syntax or rename the file with a .sqs extension. That should help clear up a number of problems. -
Mando Missile ArmA for ArmA 2
Evil_Echo replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Interesting idea there, BigMorgan. And glad you are enjoying MMA. -
graphics bugs with ATI 4800 series (4850/4870/4890)
Evil_Echo replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
It would be a nice thought Dwarden. -
Attack Helicopter (Red Team) Script
Evil_Echo replied to Elthalion's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It's doable. You just have to create waypoints dynamically in whatever script is used. Draper's work could be used as a template to rolling your own up. -
Mando Missile ArmA for ArmA 2
Evil_Echo replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You can use a script to fire the scud, with a little work you could certainly target an arbitrary spot. Mando's work is incredibly flexible. I've been playing with a concept mission, really liking how it's coming together. Eventually you'll get a good feel of what combat on a nuclear battlefield is like. In this sample I made a version of the SS-20, complete with MIRV capability. As you can see - the nukes can be used for more than window dressing or end-game scenes. http://www.youtube.com/watch?v=DtWCQOrENXk -
Yep. Documentation included on how to use. Check the thread dedicated to this topic for more info, including where to get.
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No, I don't believe everything Arnold or Chuck does is realistic. More trust what I learned during my martial arts days, instructor was a real old-school hardass who also taught practical street fighting techniques. It's true that your typical kid trying the hard yank trick shown in the movies is going to fail miserably, but did not say that was how I'd do it, did I? As for cutting the throat, it's fast - but not instant. Not able to yell, but can make a lot of noise if they want to. And there is the fabric issue. Recall the old nickname for Marines - leathernecks. Came from the uniforms way back, hardened leather collars are good protection vs blades. As far as knives - K-bar is only fair. The khukuri is far better and meant for serious fighting. If you prefer western blades, hard to beat the gladius. And Ulanthorn is right, even the 18th Century a blade was already a weapon of despiration to be used only in preference to a large rock. Asking for knives in the A2 core for use in CQB is not justifiable, maybe in a mod at best.
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*cough* ECHO fire director *cough*
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Bug in cfgRadio system or by design?
Evil_Echo replied to CarlGustaffa's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No surviving witnesses. With the number of sound files you're playing with, it seems like time for some form of automation - batch file, something. -
IRL - if I needed to kill someone silently without using a firearm I'd just snap their neck, no need for a knife. Otherwise the entrenching tool, edge sharpened up more, would work. Although IRL would vasty prefer to not engage at that distance. That being the difference between a military spook and James Bond.
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There is no requirement for 2 batteries. Have as few or as many as you need. The only real requirements are a given battery has to be composed of identical units and you should ensure the placement on the map is such that they are in range and no likely to have a shot obstructed ( hitting a nearby tree with a mortar round == own goal ). Otherwise feel free to mix and match. I like mortars and howitzers, with the howitzers way in back where they belong. Ideally you go for the interlocking firebase concept, where batteries can provide protection for each other. Spotters, you need at least one for a given battery. More eyes will increase the odds of spotting more bad guys. You can share spotters across batteries, but generally it's best to not do that. Your spotter units should be cautious in where they hide out, you don't want them killed too easily.