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sakura_chan

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Everything posted by sakura_chan

  1. What I remember from making an m249 reload animation is that you can't easily make a new reload animation 'class' it was limited to rifle or machinegun. Using the gesture commands should be an easier option than complex config editing. All you need is a script that detects when you reload the grenade launcher, then using the playgesture command, have it play your animation.
  2. I guess thats the way you have to do it. Trouble is that it I was using it in a situation where units could join or leave the squad, or be regrouped after some members were killed. Thanks!
  3. sakura_chan

    AH-64 Pack

    The Triforce of Wisdom has promised that it will be released, so its all good.
  4. sakura_chan

    ARMA 2: OA beta build 78183

    yeah the convoys don't work as well compared to the last few patches.
  5. sakura_chan

    AI: engage that vehicle oddities

    Try using the fire command instead of the open fire command. The open fire command has targeting considerations applied to it, so it can make a unit re-evaluate his target. Also, from what I've seen the AI in a group isn't an individual. The subordinate AI is based on the lead unit. Playing as the squad leader, the weapon you use affects the AI's ability to engage and even spot targets. Try using a scoped weapon when ordering AI to take out targets at even a medium range.
  6. i recently reinstalled a2 and oa together as combined operations so i could play some multiplayer, but I can't connect to any servers! I just went on there and tried 10 of the top high player count, low ping, non-passworded or addon servers, and each time it lets me choose the slot, it loads the mission and then kicks me back to the server selection screen without any messages. my arma2oa.rpt is PLUGGED with errors afterwards, mostly "Description of unexpected vehicle:" or whatnot, also many errors saying that different magazines can't be used in binoculars or IEDs. I'm using the latest beta, could that be the problem? I thought the betas were all multiplayer compatible. I'm not using any mods so what is going on? edit**** Seems that BattleEye doesn't update correctly when using the DVD install. Downloaded the client.dll from BattleEye.com and now I'm online.
  7. sakura_chan

    New mergeConfigFile scripting command

    Is BIS still thinking about reestablishing this? I currently HAVE to use this, I've gone so far as deleting the BAF and PMC addons which require 1.57 so I can run the 1.54.73968 beta. For any kind of complex modding it is irreplaceable, as it removes the need for the tiring "change one number, pbo it and restart Arma2, load the mission and try it" routine.
  8. definitely the most practical solution. I don't think anyone out there has even used this command.
  9. apparently the models are in a different file version than what Arma2 uses. It is actually just one number that needs to be changed in each model. I would invite you to check out the Arma2 editing =>: ArmA 2 & OA : MAP EDITING (VISITOR) forum. That is the best place to get answers. Here is the thread that will help you out: http://forums.bistudio.com/showthread.php?t=101407
  10. sakura_chan

    Hold fire doesn't work

    Stealth is like dangermode. as far as I know you can't keep them in stealth and have them hold fire 100% of the time.
  11. sakura_chan

    Hold fire doesn't work

    Try putting them into "aware" or "safe" mode first and then tell them to hold fire. Make sure you don't use the danger mode in the context sensitive menu as well, i've heard people say the AI can get stuck on that mode. The context menu danger option also uses a different command internally than the numbered menu, so there is some kind of difference.
  12. arrowheaddirectory -> Expansion -> AddOns -> structures_e.pbo. You will need to modify them if you plan to use them in Visitor, there are tutorials out there for it.
  13. sakura_chan

    AH-64 Pack

    ^ tried that, all it does is hide the action menu (OA)
  14. sakura_chan

    Sakura_Chan's WIP thread

    update jan 21, 2011 SakuGetinoverwatch---------- --------------------------------- Something I made today, it is basically a script that casually scans for when a group needs to board a vehicle. The script then calls another more active script that oversees the entire process, making sure that units disengage from combat and move to the vehicle. It makes sure that the unit doesn't get stuck behind "AI walls" or decide to completely circle the nearest building before entering the vehicle. Added a little switch so the dang chopper gunner doesn't "friendly fire" the troops that are entering it. I'm still thinking about trying to script it that the AI will pick up dead and injured squadies and load them on the chopper. pretty complex problem, as you have to account for the situation ie. The U.S. "leave no man behind" mantra vs opfor "haha Habib is gimped lets GTFO here". It is a very important system I think, As vehicles are what gives any army their mobility. The better you can control them or use them, the more effective you'll be in bringing the fight to the enemy. If you get killed because of broken commands then it takes away not only the thrill of combat but also the immersion. I plan on a CBA release as well as a stand alone module release. -------------------------------
  15. You could make a script that uses the animationchanged eventhandler to kick the player animation back into the walking animation whenever he sprints.
  16. Is it possible, through scripting, to make a unit speak the way it does when it communicates normally? ie 2: enemy tanks, 50 meters Basically is there a way to use the words defined in dubbingradio.pbo as parts of a sentence? I need to be able to make the AI communicate something but there isn't a default call for the AI to say it, so I can't just edit dubbingradio.pbo. Has anyone done this before?
  17. sakura_chan

    High Command suggestion: Go / Proceed function

    This could be done so easily as the entire HC system is just a bunch of scripts.
  18. sakura_chan

    What to upgrade for ArmA2 OA?

    I say go for the CPU, i have a much worse system than that and I don't have any texture pop-ups. I have a cheap gt220 and 3gb ram. CPU is what makes the difference as far as I can tell from my years with the ofp/arma series. I don't know what your end goal is (maybe 60 fps?) but AO shouldn't be struggling with that video card.
  19. sakura_chan

    Do I still drop my equipment into the water?

    I think I heard that they changed it a bit so you don't loose them as quickly, but I know it still works even in the latest version of Operation Arrowhead
  20. sakura_chan

    AH-64 Pack

    This is an amazing model! I will forever be a fan of the high quality, single unit addon.
  21. sakura_chan

    Sakura_Chan's WIP thread

    @NodUnit Yeah it definitely could be used on anything with a turret. I don't think I'll release a new damage texture, I didn't know anyone had a problem with the existing A2 one. The nightvision bloom remains constant because ppeffects aren't considered in the HDR engine. The HDR is still working though, so any bright lights will have the usual effect of darkening the screen over time. It is easy to turn off hdr though using setaperture.
  22. sakura_chan

    Sakura_Chan's WIP thread

    I meant the animation system, not the mh-60l itself. It would be a huge hassle to import it to A2, change all the weapons, update the rvmats etc. Besides there are like 30 different mh-60s available for download.
  23. sakura_chan

    Sakura_Chan's WIP thread

    I still have the animation setup for it, the chopper itself is scrapped due to it being in the ancient Arma 1 format. If someone wants to use it in a mod or something I could set it up for them. It actually quite simple to set up.
  24. sakura_chan

    Sakura_Chan's WIP thread

    nah, you would still have to do stuff, its probably much easier doing the modfolder thing. If it was installed as DLC it just wouldn't show up on the right side of the title screen. Not worth the effort imho
  25. sakura_chan

    Sakura_Chan's WIP thread

    its just a simple hpp file, even with mergeconfig you can't change the colors in-game. The icon thing is pretty cool, I think it could be possible to load addons as though they were dlc (ie not -mod switches), however my attempts to do it failed initially. @ Defunkt I don't know about that, I always put @ infront of my mod folders to keep them at the top of my folder :P
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