Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Varanon

Member
  • Content Count

    1709
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Varanon

  1. Varanon

    FHQ Coop Mission Pack 2

    Thanks for sharing. By the way, if you remember the predecessor mission Bombing Run: Ground, where you place the target markers. These markers are still there, you can lock on to them and drop the bomb laser guided. It's pretty hard, though, to lock on to it since you need to use right-click while over it.
  2. FHQ Debug Console Current version: 1.2 Mirror: FriedenHQ Debug Console is a tool for mission makers, similar to the debug console in Take On: Helicopter, plus a few extra tools like finding house positions (and generating init code) and others. Screenshots: Main Interface Selecting a building for the Building Position Tool Building position Dialog Debug Output Window Change log: v1.2 Now stores values across multiple invocations of the console New tool: Generate position/direction init string New tool: Spawn ammo boxes and backpacks New tool: Store current loadout in a script v1.1 Initial public release Added "Quake" style console
  3. Varanon

    FHQ Debug Console

    Strange, the Armaholic link works for me. In any case, I added a mirror with a direct download link. Gonna post images shortly ---------- Post added at 07:00 PM ---------- Previous post was at 06:15 PM ---------- Added a few screenshots, too
  4. Varanon

    FHQ Debug Console

    Updated: new version 1.2 out
  5. It's a magnifier for the Eotech
  6. Varanon

    December 2012 status update

    Maybe it's time to lock this thread since it seems that it turned into a bashing contest, complete with name calling and ridiculing.
  7. Varanon

    FHQ Coop Mission Pack 2

    Thanks everyone for the feedback, much appreciated. Regarding the mulitplayer framework, no, it wasn't released yet. The framework is similar to the CBA handlers (although it uses 1.62 features). We created it because we wanted to have something that does not require any addons but would be more efficient than the standard MP framework (which causes quite some network traffic from what I read elsewhere). These missions are the first ones using it, so we also use those as a "field test" for the framework. I might release it at one point, but no specific plans for it right now.
  8. I have a problem with the findDisplay function: I use waitUntil {!isNull findDisplay 46}; to wait for the display to become available. When starting a mission, this works. However, after saving and reloading the mission, it will remain null. Anyone got any idea how to fix that/work around it ?
  9. Varanon

    Converting 3D missions

    Wouldn't "this enablesimulation false" be enough ?
  10. Varanon

    FHQ Coop Mission Pack 2

    Thanks, Variable :)
  11. You might want to look into the handleDamage event handler (See the Biki page). Basically, this handler returns the amount of damage that should be done to the unit, so if you cap it so that it always has some damage left (i.e. make it so that the unix will never drop below 0.5), then it can't be killed anymore
  12. Look very closely at the picture, and you will see the backup red dot, and yes, it does work (First picture of the RSASS, just below the front part of the thermal optics)
  13. Works like a charm. Thanks for the help, and the great tool
  14. I downloaded the latest version from the website (1.3.3.0 is the currently available one, Windows 7 64 bit). When I launch it, it will tell me that there is an update available (which I try to download). It does download it, and then quits, nothing happens anymore. Through Windows 7's Resource Manager, I found out where the updater is downloaded to. It turns out to be 1.3.3.2 Incremental update. Manually executing it tells me to download the latest full archive from the website, which I already have. Any pointers ?
  15. Varanon

    Army of the Czech Republic DLC

    I have to admit my only gripe with ACR up to now are the War criminal mission with the frustrating "AI won't follow" thing, and the briefing text. Honestly, the English used in the briefings is NOT up to BIS's usual standard. Apart from that, a few minor niggles, but overall, it's worth it's money (IMHO, every DLC up to now has been worth it's money, even if I was a bit miffed at the PMC campaign in teh beginning). For 10 Euro, it's about what you pay for a visit to the cinema. And while we're at it: BIS, I'd pay another 10 Euro for a decent OPFOR DLC for once
  16. They need new resources and will become visible only in release candidates that include content patches
  17. I've been quickly trying to see if the multiplayer framework I've written for Arrowhead works with Iron Front, and I noticed some problems. I didn't have time to investigate yet, but maybe someone already encountered similar problems. In essence, it affects JIT players (the player doesn't seem to be nil when joining in progress), and publicVariable handlers. Are there any known incompatibilities ?
  18. This thread on the forum shows the problem ---------- Post added at 11:52 PM ---------- Previous post was at 11:49 PM ---------- Yeah, I guess there is no solution. On larger terrain, it's not THAT much of a problem, since you can usually stay away from the borders, but my terrain is just 2x2 km (i.e. first island project). Meh, must live with it I guess
  19. A question that has been bothering me for some time: How is the satellite texture and mask actually mapped to the terrain ? If, for example, I have a grid of 512x512 and a satmap of the same dimensions, do the pixels of the satmap get mapped on the terrain vertices ? Or between adjacent vertices ? The question is interesting to me because I also have the problem with the satmap not showing correctly on eastern and southern borders. I was wondering if that was related. If the satmap is mapped between the vertices, the map would actually be one pixel shorter. Let me try to explain: If I had a 3x3 grid of terrain vertices, these would form a 2x2 square mesh (crappy ASCII art): +--+--+ | | | +--+--+ | | | +--+--+ So, to fit a 3x3 texture on the above "mesh" it would be necessary to map the pixel centers of the satmap to the vertices. Any idea ? - Varanon
  20. Try the single player mission "One Shot, One Kill"... (Assuming you have combined operations ?)... but be aware of the fact that you are shooting from a hill over a distance of roughly a kilometer and you need to compensate for bullet drop. By the way, you might mix up sniper with marksman
  21. thanks for the pointer, but that's not the problem, I read about the blue edge problem. I checked the BIS maps (Takistan, Proving Grounds etc), and they seem to have the same problem with the southern and eastern edges, so there's probably nothing I can do about it.
  22. In the first picture, this seems to be an angled Picatinny rail adapter, although it's hard to be sure...
  23. FHQ Coop Mission Pack #1 by Alwarren and Varanon Update: v1.2 Download - Fixed a lot of issues that appeared on dedicated servers - Added a new mission (Needle in a Haystack Chernarus) Welcome to the FHQ Coop mission pack #1. This package contains eleven cooperative multiplayer missions for ArmA 2: Operation Arrowhead. All missions work without any addons, although they need Combined Operations (ArmA 2 + Operation Arrowhead) as well as the BAF and PMC downloadable content (they will work with Lite versions). All of the missions are for 1 to 6 players. We welcome feedback and would like to hear of any bugs you encounter. To contact us, write an email, or send a PM on this forum: Alwarren: [email protected] Varanon: [email protected] Missions: Zargabad Dawn (Zargabad) The Company's headquarter in Zargabad was hit by an artillery strike, killing most of the contractors. As one of the few survivors, you are trying to get out of the city alive. A stealth mission with a sort of "survival horror" type gameplay. No AI team mates. Needle in a Haystack (Takistan, Chernarus) A US army base in Takistan is tasked destroying a bunch of ammo and weapons caches the insurgents have hidden in the area. Use the UAV to find them and blow them up. This mission is randomly created, with selectable weather, time of day, and multiple possibilities for operational areas. Airport Security (Takistan) Behind enemy lines, a German KSK team sneaks into Rasman Airport to destroy air defense positions. A stealth mission without AI team mates. General Mortars (Takistan) As a US Army Rifle Squad, you are tasked with finding and eliminating Takistani Militia mortar teams operating in the area of Kakaru. Black Box (Chernarus) After a drone was shot down in northern Chernarus in the Petrovka region, a SpecOps team is sent in to retrieve the drone's black box containing intelligence data before the Chedaki find it. Operation Hesiod (Chernarus) Prior to Operation Pandora, the invasion of Chernarus, a Force Recon team is inserted into the harbor of Chernogorsk to destroy a Chedaki radar installation. A stealth mission against an overwhelming OPFOR with a focus on not being detected at all. Don't take too long, or dawn will come and all hope of concealment will be gone. We suggest switching off AI team mates (they will most likely give you away at some point). War Criminal (Chernarus) British Forces have learned about a Takistani war criminal hiding in Khelm with some Chedaki allies. A team is sent in to bring him in to answer for his crimes. Insertion (Chernarus) A US Force Recon team is sent to Chernarus' northern shore to laser-paint an artillery site to allow allied planes to bomb it. First, though, the team must disable the air defense to prevent the planes from being shot down. Self Service (Shapur) Insurgents fighting the Takistani Army have learned of a convoy delivering weapons to one of the Takistani bases in the north. A small team is sent to ambush the convoy and claim the weapons for the resistance. Low-tech mission with mostly iron-sighted guns. Fuel (Proving Grounds) After World War III, the surviving mankind fights for resources. As member of a large warband, you lead a small team to capture a fuel station from a rival gang. Either assault directly without any heavy weapons, possibly facing mechanized infantry, or try to organize heavy weapons first risking dawn to come before you reach the enemy station.
  24. Some more: Note that this is currently also a work in progress, no release date, no guarantee that it will be released at all, it's just something I took up and I got into it. The terrain is a fictional southern German town that will feature a very mountainous landscape. The map is 2x2 km in size (I'd like to start small, it's my first island after all) with a grid of 4 m More on my Facebook page.
×