sakura_chan
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Everything posted by sakura_chan
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A solution to improving AI group fighting ability
sakura_chan replied to igneous01's topic in ARMA 2 & OA - SUGGESTIONS
100% correct. While I was building my command menu replacement, I replaced all the engage/attack commands with dotarget/commandtarget, and I saw a different kind of AI teammate. They stay with you and use cover. Often I found myself simply directing their fire with binoculars instead of engaging myself. -
Mouse and Joystick eventhandlers outside of a control
sakura_chan posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How can I add an eventhandler to the mouse outside of the map or a rsc? Just like during regular play when you click the mouse button or press a joystick button? I don't need the position or anything fancy, just a straight forward return of which button was pressed. -
Mouse and Joystick eventhandlers outside of a control
sakura_chan replied to sakura_chan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Doesn't fire for mouse or joystick commands. Anyways I found a way around it without using the mouse buttons. didn't see the edit. -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
sakura_chan replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
So cool -
So that is the international equivalent of loosing your Frisbee on your creepy neighbor's roof.
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A workable compromise for the locking issue - input needed
sakura_chan replied to .kju's topic in ARMA 2 & OA - SUGGESTIONS
If you want pre-WWII aiming that's your business, just don't expect BIS to swallow it. -
A workable compromise for the locking issue - input needed
sakura_chan replied to .kju's topic in ARMA 2 & OA - SUGGESTIONS
What if you kept the cannons at canlock= 2, but severely reduced the range at which you could target something? Or simply remove the lock graphic so you have to rely on manual locking (right mouse button) to select your target. Without the lock/target icon you wouldn't have any idea where your target was even if you tab targeted it, but your guns could still track it at range. edit Just tried it, it works very well, I can't magically find targets. I can still lock on to tanks, you know you are locked because the range selector goes to auto. Any idea how to disable the range and unit type text that is still there? How come that shows up even in veteran mode? edit nvm got it. -
A workable compromise for the locking issue - input needed
sakura_chan replied to .kju's topic in ARMA 2 & OA - SUGGESTIONS
I've been playing Steel Beasts so the idea of manual optic aiming is laughable. It would be just as silly as removing ground vehicles altogether. -
A workable compromise for the locking issue - input needed
sakura_chan replied to .kju's topic in ARMA 2 & OA - SUGGESTIONS
how would this not affect the vehicles that rely on locking in order to set the range for their guns? There are two commands, "next target" and "lock/zoom". You can disable tab locking in the controls options, but unless you want to guess the range and elevate your gun manually, you need to lock on your target. The solution would be a momentary range finder that would input the range to the gun, like in real life. Except for the anti-air vehicles, no Arma ground vehicles (in real life) have radars or weapon systems that rely on a "lock". All missiles are manually guided, whether it be infrared or laser guided. All guns are either super-elevated by the target range or require manual range input and manual elevation. If we could get the range finder system going, the whole ground vehicle lock/radar system could be scrapped completely. This would require a mod which is easy enough, but I think the original poster is looking for changes to vanilla Arma2. I don't think we are going to see any progress on that. -
Custom communication menu: Problem with inserting minefield breach script
sakura_chan replied to james mckenzie-smith's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
do they perform the action if you change it to something else, like "salute"? What happens if you don't use spawn and just execute it like the other commands?. Have you tried putting all the minesweeping commands into a script and having the menu action call that script? -
ARMA 2: OA beta build 87074
sakura_chan replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
I've always used the mod switch, never knew you could load your mods through the in game UI. Neato. -
ARMA 2: OA beta build 87074
sakura_chan replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
how do you load mods without the -mod switch? just like -beta=Expansion\beta;Expansion\beta\Expansion;@CWR2 ? -
go to your username > documents > Arma2 folder open Arma2OA.cfg change AToC=7; to AToC=0; save that bish
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MV22 Door Gunner Project
sakura_chan replied to hcpookie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Cool addon! What other parts can be animated I wonder? -
getArray returns string? Halp!
sakura_chan replied to sakura_chan's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Haha thanks for fixing my obvious mistake! Works fine now :) -
getArray returns string? Halp!
sakura_chan posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
so in the config i have: sakuarray[] = { [1201, [-0.7,0.3,-1.4]], [1202, [0, 0, 0]], [1203, [0.7,0.3,-1.4]], [1204, [0.7,-0.7,-1.4]], [1205, [-0.7,-0.7,-1.4]] }; but it returns it as a bunch of strings, like ["[1201", "[-0.7", 0.3, "-1.4]"], etc How do I turn this into a usable array? I can't separate each array into its own cfgVehicle entry because that would require a script to check for each one. The script also works on the principal of receiving an array with a non-specific number of entries. Is there something simple that I'm missing with the syntax of the array or something? Do I just make it like: sakuarray[] = { 1201, -0.7,0.3,-1.4, 1202, 0, 0, 0, 1203, 0.7,0.3,-1.4, 1204, 0.7,-0.7,-1.4, 1205, -0.7,-0.7,-1.4 }; and write a few lines of code to convert that into the nested array that the script requires? -
What makes ArmA more realistic and where does it come from?
sakura_chan replied to nrs's topic in ARMA 2 & OA - GENERAL
The thing that I think makes it more realistic is the fact that it is an open world game. You aren't walking down the same corridor each time. You can usually approach an objective from any direction you want. Sometimes I will walk for miles around an objective just to sneak up the enemies ass. Also, vehicles are more realistic because they have a realistic space to move in. In BF3 planes have to take off and fight in a confined area, so the physics are altered for the sake of gameplay. The open world and unpredictable AI ensure that no mission plays the same way twice and also that victory is never assured. If you open up any regular fps mission, you know that you are going to finish it. Sometimes an Arma mission is a cakewalk, and then the next time you play it something different happens that results in total failure. -
Hey all, I've been playing Arma a long time now, and I don't think there are many posts about how to set up the controls properly. Everyone has there own setup, but the one I'm using now is so fast and reliable that using the default controls is unbearable. Most of the movement controls don't need tweaking, but all the mouse buttons and the zoom/target controls need a serious change from default. Note that this doesn't cover joysticks. I also use a Belkin n52 side controller for vehicle commanding and weapon optics zoom. -------------------------------------------------------------------------- Go to Options > Controls > Infantry Controls -------------------------------------------------------------------------- Next Target -> Remove all keys Lock or Zoom -> Remove all keys, add "Tab" Use Default Action -> Remove all keys, add "Left Shift + E" Use Selected Action -> Remove all keys, add "Prim. Mouse Btn." Optics -> Add "Sec. Mouse Btn" Hold Breath -> Remove all keys, add "Hold Sec. Mouse Btn." -------------------------------------------------------------------------- Go to Options > Controls > Vehicle Controls -------------------------------------------------------------------------- Get Out -> Remove all keys, add "Left Shift + E" Eject -> Remove all keys, add "Left Shift + E" Command Fire -> remove all keys, add "Left Ctrl + Prim. Mouse Btn." Gunner change weapon -> remove all keys, add "left Ctrl + F" -------------------------------------------------------------------------- Go to Options > Controls > Aircraft Controls -------------------------------------------------------------------------- Gear Down -> Add "G" Gear Up -> Add "G" Flaps Down -> Remove all keys, add "Left Shift + V" Flaps Up -> Remove all keys, add "Left Shift + F" This setup does a multitude of things: No more tab auto targeting. usually this is reassigned to a joystick button. No more magic second mouse button zoom when on foot. You can hold your breath without zooming in. Second mouse button will bring up the optics in vehicles with missiles selected Left Shift + E has saved my bacon countless times. You don't have to select "get in" or "get out" and you can still shoot or use the action menu without accidentally selecting the default action. It might be best to assign the eject button to a joystick only, otherwise you will always leave the engine running when you get out. Gear up and down is now "G" like every flight sim since the beginning of time. Gunner commands are the same as regular commands, only difference is that you hold down the ctrl key. When you lock on to something, it doesn't affect the zoom at all. if anyone has a sweet setup or some useful tips, post them up!
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I've been thinking that a glovepie/ppjoy script could be written that would replace the instant motion of the wasd keys with simulated smooth joystick inputs. If you held down the W key, it would accelerate forward, and on the keys release you would decelerate. If you have ever played around and bound your joystick to the infantry controls, you know that the player can be made to move slower and smooth in all directions. With a few changes to the animations the player can move even better.
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Its kinda like how the AI animals in Arma2 can open doors and gates.
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Unofficial developer physics demonstration
sakura_chan replied to Cripsis's topic in ARMA 3 - GENERAL
Guess I'm the only one who thought it looked like video gamey cheesy bullshit. still better than what we had before...I guess... Heres what real physics looks like 5OOgKXXPNaY -
WIP: Stuff you are working on 2!
sakura_chan replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
weird everytime I visit this page I get a security warning about an invalid certificate. -
WIP: Stuff you are working on 2!
sakura_chan replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
haha guess it looks kinda wierd. I just needed a way to attach stuff to turrets without a huge math script. This is just a test piece. You could use this system to add gear bags or weapons to existing models without a ton of effort. Anyways it was just part of something I am working on. -
WIP: Stuff you are working on 2!
sakura_chan replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
attach to turret. -
I would love to see the distortion effect from the water shader somehow applied to 3d objects and particles. Would be useful for some cool effects. Or a simple shader that would just take a screenshot, could be used for flashbang effects.