Nephris1
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Everything posted by Nephris1
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Hi folks, i got the impression that sth changed to the waypoint behaviour. But before opening a ticket etc, i would like to sort this out first. I noticed a strange behaviour yesterday awhile playing around with Zeus AI, so i thought if would be the mod. I disable all mods for testing: I created 2 waypoints for a group of 2. Each waypoint 100m long. The waypoint character was "combat" and its speed at "limited". I presumed the units to walk limited in combat mode, but they ran in full speed to their waypoints. Same situation with waypoint character "stealth". I couldnt really notice a difference between "stealth" and "combat" mode, it looked pretty much the same. Seems like there is also no difference for "limited" speed. I was actually meaning "stealth" would implement "crawling" on the ground. For "aware" the waypoint is working normal. Each speed mode works as it should. Same for "safe" and "careless". The test is very easy so i didnt create any "testmap". But if you are interested helping me to sort this,i´ll create a fraps video. Would be great if one or another could give it also a quick test in editor to exchange expiereinces about that. btw. i was testing on latest patch on ArmA2 1.07 armAOA not activated. no mods of course.
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Zeus AI Combat Skills
Nephris1 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi friends, i am using zcommon with pbo from 1.05.2010. This contains zeu_cfg_core_ai_engagement;zeu_cfg_core_ai_sensors;zeu_cfg_core_ai_skills;zeu_cfg_core_ai_spotting. I am also using the latet betas. Right now it seems the AI doesnt react on waypoint of "stealth" not anymore. Same to slow "combat" waypoints. They just refuse moving. Am i using too old pbos is it a known bug, or absolutely new? Maybe an error at my, as i will have to check it more tomorrow. -
“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I was figglin around with a view scenarios, and noticed that actually not one marker fits to any map from 1939-45.Means not one marker is accurate to the used ones in those times. Would be great if we could get an update for markers. I dont expect it in a demo version, but would be very handy in later versions of the mod. -
Well it just express my disappointment of the politics, as i am again as paying user, being "punished". I would nt probably bother, if there would be an extensive manual for all new features or for everything you can do with the editor (which is also part of a product u paid for), but there isnt. So the comm...or in this case me, have to decrypt missions to learn. And if even this way is blocked, i get a kind of angry.
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Ohh ffs....and again the paying people get punished. Seriously, this is pissing shite to say it directly. This is also completely against the ArmA2 community way of life and its development. Where were we, or BIS if they would have crypted all other stuff like in BAF. Crypting the stuff i paid for, is like paying a whore wearing an irony virginity belt. Punishing the paying comm. is the wrong way! FFS this shite is makin me really angry atm..:mad: "Dedicated to the fallen comrades of ...." Dedicated my ass!
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Hi folks, in order to learn from well done missions like the BAF campaigni treid to decrypt/extract the pbo with several pbo tools. But nothing worked so far, i alos treid PBOview and Kegetys latest one. Cpbo is working for OA, but not for BAF. Was anyone already successfull. A link to the used pbo decrypter that works with BAF would be great.
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“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
How did u get your nick m8? Just a question... You already got a shot across the bow, so a bit self initiative could help. I recommend to read the first page of this thread, the initial one, where all information about an upcoming mod is provided...actually in each thread for any mod. -
British Troops DLC released & Official 1.01 Update
Nephris1 replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
I tried to pay BAF today at Sprocket. I used "Maestro" as i dont use credit cards. I entered the card number and its exp. date. But the form tells me the number would be of invalid lenghts. (i retyped the number several times, and used also my second bank card, so i exclude the fault of typing the wrong numbers several times) Is it possible to pay at Sprocket with Credit Cards only? Anyone lese know that prob? -
ARMA II & OA available from Sprocket, also BAF and PMC DLCs!
Nephris1 replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
wrong thread, sry. -
Zeus AI Combat Skills
Nephris1 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I am a bit irritated atm. Your addon is a regular load in my game, but atm i got - zcommon - zeu_AI -zcommon from 25th july I guess the last one is an update to the upper one, although it runs better. What add is meant to use with what best? -
Hi folks, we all know the Silvie Modul, where the functions of civialian population and smoking chimney and lightened houses are implemented. I dont want to have my little village populated but the chimneys to be smoking and some houses lightened. Therefor i would like to use a script from the module which is fnc_houseEffects.sqf from "Alice\data\scripts\"; But i am not able to figure out how to call that script out off the module. So could u help me to adapt the script for custom use exterior of the module? scriptName "Alice\data\scripts\fnc_houseEffects.sqf"; /* File: fnc_houseEffects.sqf Author: Karel Moricky Description: Creates effects on house (lights in windows, chimney smoke) Parameter(s): _this: OBJECT - house */ _mode = _this select 0; _door = _this select 1; _obj = _door getvariable "ALICE_obj"; _logic = bis_alice_mainscope; switch (_mode) do { //--- START case 1: { if (count crew _door > 1) exitwith {}; //--- Partcile Sources _PSlist = []; for "_i" from 0 to 10 do { _pos = _obj selectionposition format ["AIChimney_small_%1",_i]; if (_pos distance [0,0,0] == 0) exitwith {}; if (random 1 > 0.5) then { _worldpos = (_obj modeltoworld _pos); _PS = "#particlesource" createVehicle _worldpos; _PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [1, [0, 0, 0], [0.1, 0.1, 0.1], 2, 0.2, [0.05, 0.05, 0.05, 0.05], 0, 0]; _PS setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 8, 16], "", "Billboard", 1, (4 + random 4), [0,0,0], [0, 0, 0.5 + random 0.5], 1, 1.275, 1, 0.066, [0.4, 1 + random 0.5, 2 + random 2], [[0.4, 0.4, 0.4*1.2, 0.1 + random 0.1], [0.5, 0.5, 0.5*1.2, 0.05 + random 0.05], [0.7, 0.7, 0.7*1.2, 0]], [0], 1, 0, "", "", ""]; _PS setDropInterval .3; _PSlist = _PSlist + [_PS]; }; }; _door setvariable ["BIS_ALICE_PS",_PSlist]; //--- Global manager of house effects if (isnil {_logic getvariable "ALICE_houseffects"}) then { _scope = _logic spawn { scriptname "Alice\data\scripts\fnc_houseEffects.sqf:Loop"; _logic = _this; while {true} do { waituntil {daytime > 17 || daytime < 4}; _list = _logic getvariable "ALICE_houseffects"; //_delay = 100 / (count _list + 1); { debuglog str ["Log:::::::::",_x]; _door = _x; _obj = _door getvariable "ALICE_obj"; _limit = 0.5; if (daytime > 17 && daytime < 21) then {_limit = 0.2}; if (daytime > 0 && daytime < 4) then {_limit = 1}; //--- Let there be the light! for "_i" from 1 to 5 do { if (random 1 > _limit) then { _obj animate [format ["Lights_%1",_i],1]; } else { _obj animate [format ["Lights_%1",_i],0]; }; }; //sleep _delay; sleep 1; } foreach _list; }; }; _logic setvariable ["ALICE_houseffects",[]]; }; [_logic,"ALICE_houseffects",[_door]] call bis_fnc_variablespaceadd; }; //--- END case 0: { _destroyed = if (count _this > 2) then {_this select 2} else {false}; if (count crew _door > 0 && !_destroyed) exitwith {}; _PSlist = _door getvariable "BIS_ALICE_PS"; if (!isnil "_PSlist") then { for "_i" from 1 to 5 do { _obj animate [format ["Lights_%1",_i],0]; }; {deletevehicle _x} foreach _PSlist; _door setvariable ["BIS_ALICE_PS",nil]; }; [_logic,"ALICE_houseffects",[_door]] call bis_fnc_variablespaceremove; }; default {}; };
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“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well regarding the pistols, it is similar to the carbines. The more countries the Wehrmacht occupied , the more differnent pistols were delivered to the troop and police. The so called P vz.35 was actually a polish Radom one and produced to 10/1944, its actual replacement wasnt very beloved by the troop, and thus the P35 kept producing.I dont know the production number of P38, although this is the most famous german pistol used in each ww2 movie. The P35, Pvz.24 and the Pistol 640b was imho the most produced one around 310 000 - 400 000 each. Other countries like Austria, Spain and Norway delivered others, but the productions counts were below 100 000. But I am not very familar with pistol history and development. -
“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I can absolute understand the confusion, as i ve also to reread again the parts for Wehrmacht uniforms and its norms, which were actually very strict compared to the problems the Reich actually had. We have to difference several types of headgear in the Wehrmacht between 1933 - 1945. In generell we got 5 different headgears in the Wehrmacht. 1. The helmet M35 was introduced in 1935 with a weight of 1000gr to 1200gr.Although i am sure i ve seen different helmets on several images and documentation, it seem to be the only one developed until 1945.Troop (camo) , Luftwaffe, new one The M35 was a replacement of the M18/M16 steel helmets, which were around 200gr heavier and reached, depending to your neck, almost to the shoulders.Although it spend more protection, the helmet was changed. But to be honest it looked shite compared to the M35. 2. The "Schutzmütze" (protecting cap/barret) was used by tank crews only.It was coloured black only.The production was stopped in 1941 already, although i ve got images at home from 1943 and 1944 that show the Schutzmütze for tank crews. 3. Schirmmütze;actually officers used it only, although it was planned for each rank.The officer cap got a silver drawstring, generals a golden one. 4. The "Schiffchen" (little ship), was introduced 1935 as "Feldmütze M35".Since 1938 it changed a few details and got called "Feldmütze M38".In 1942 it was changed to its finale state up to its end in 1943 and called "Feldmütze M42" (surprise, surpirse). The cap was used by all ranks.Officers used a silver drawstering on top around it.After the tank crews´ "Schmutzmütze" was stopped in 1941 ,the official cap was the black "Schiffchen".Its production seemed to stop in 1943.The "Schiffchen" was actually founded in Scotland , and been used further more in the "Reichswehr" and "Wehrmacht" since 1917/18. 5.The Feldmütze M43 was the consitent cap since 06/1943.The tank crew was using black ones again of course.I am not sure but i think that cap was already used since 1939 by the elite mountain troops "Gebirgsjäger",with an "Edelweiss" sign on side, but i ve to check that again. -
“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Feldbluse by Elite Division "Großdeutschland" Added Iron Cross II Ribbon of the Frozen Meat Medal (Winter 1941) Injury Medal in Gold (5/6 injuries) Infantry Assault Medal Feldbluse was created before 1944, noticeable on the straight pocket flaps. Feldbluse M43 (prod. since 1943) The colour may varie a bit between a "grey-green" to "green". Main features: - 4 pockets without stiched wrinkels, means the pocket flap was straight. - corned buttons - 6 buttons , to keep the form due to less material in the past war years. - the reason for changing colours (from green to grey) was its miserable production and material condition.Just a little part was wool.The remainig material was made of synthetics and off the shredder. Here is an image from the back Additional examples of M43 here and here with EKII. The upper image shows shoulder flaps in black, that were used imho by SS units only. But on this image the pioneer uses black shoulder flaps, and he isnt in SS. Furthermore this image (made awhile the invasion of norway in 04/1940) also shows a Landser with black shoulder flaps, not being SS unit. I guess the flaps are green-blue (early war years) and the image just makes it appear black. More to shoulder flaps below. This is the well designed "Feldmütze M43" in same elegant and fluffy style fitted to the jacket: And to complete the dress the trouser M43 To be honest the difference from the colour didnt occur to me, since petrtlach mentioned it. I saw several M43 pieces that were more grey than green, but well. This,this or this picture is evt. a indication, why grey uniforms were suggested to be used (besides from movie myths). Note:M39 to M44 were no official labels.Means noone in those times knew the uniform parts under that names.These labels were created by militaria collectors. In 1944 the serie M44 was still produced, but just too late for the new series of M44 to change the appearance of the Wehrmacht anymore. K98 The carbine problem is not that easy in my opinion. As a lot of captured carbines were used and older ones were not destroyed, even if new ones were delivered.I read several diaries of german soldiers,that prefered the old K98 as long as they were not equipped with Stgw43. However,the main carbine since 1941 was the K98/40 cal. 7.92mm. The K98k was created with a lenght of 1250mm,gun barell was 600mm @3,9kg/4,2 kg (depending on the wood).v0 was 755m/sec;bajonet possible. In 10/1941 the K98k got an update in Hungary,which was actually a rebuild of the hun. Model 35 (System Mannlicher).The main feature was the stock with mountable sealing cap and a lenght of 1110mm @4.1kg.The update was called K98/40 and used the same ammo as K98k and K98b with 7,92mm. This is a list of german production numbers for Wehrmacht only (captured weapons not included): source:Lexikon der WM G24t: nearly same build than K98 but the gun barrel was 590mm long (K98k 600mm), from a manufacture in Böhmen-Mähren (Bohemia... ;-) ) G29:identically constructed as K98k but polish G33/40: for Gebirgsjäger (elite mountain division); lenght 998 mm; gun barrel: 490mm G40k: made by Mauser, shorten version of K98k with 110mm less; no serial production due less velocity @730m/s K98ZF41-43: since Barbarossa produced;lenght 160mm or 220mm (zf43 @ 1,6kg); FOV 4x. G41m:gun barrel 550; v0=745m/s;10rd/mag;no serial product. G41w:by Walther;lenght 1138mm@4.7kg;g.b. = 550mm;serial prod, but troop disliked it. G43:idol was Simonov & Tokarev;1120mm long@4.1kg;.magazine loaded from below @ 10rds/mag;empty mag 230gr;In 1944 the official label was Karabiner 43.Its last edition shortened the gun barrel from 550 to 500mm @ 3,6kg. The sniper edition was used with ZF4 (scope). Boots A few original images for boot and uniform colour references 1,2,3,4,5,6, Picture 4 is my favourite .... Shoulder Flaps The following links lead to some shoulder flaps for the troop. Unteroffz. PanzerGren. Infanterie Regiment 12 Early shoulder in blue green;Infantry Infantry Reg 46; early blue green coloured Infantry Infantry Infantry Infantry Cav. Regiment 3 Panzer Panzer Panzer Panzer Artillery The following links lead to some shoulder flaps for officers Hauptmann Infantrie Major Infanterie Major Artillerie Leutnant Infanterie Infaterie Reg. 20 Leutnant Panzer Leutnant Pioniere Stabsarzt (medic officer) diverse Infantrie Leutnant Gebirgsjäger As already mentioned above, and one of the initial point of discussion by petrtlach, the black shoulder flaps were used by SS only.If images show black appearing flaps at Wehrmacht soldiers, the flaps are supposed to be early ones blue-green coloured. But due to picture taking techniques or images age etc the colour seems to be black....imho. Collar Mirror The following links lead to collar mirror for the troop Troop Since 06/1940 the collar mirror was used consistent without any grey base layer The following link lead to collar mirrors for officers Infantrie Infantrie since 1944 (!) left Ari, middle Infanterie, right Support Panzer Brustadler The following link leads to "Brustadler" (chest eagle) Eagle 1 Eagle 2 Hope that helps a bit. Although i am sure some of the informations are just useless for the mod, nevertheless it can explain a few nexuses perhabs (e.g. the K98 line). If I could help ya with more "live" images pm me. -
“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@KidDynamite Could you plz post the source aswell for your quote? I checked yesterday the war diary of OKW (High Command of Wehrmacht), but i wasnt successful up to now...but well the diary goes on for around 450 pages from August44 to our bitter end.So perhabs i ll find sth. more. Boot size,colour variation of uniforms or button forms and srew size, dont bother me too much. Means i want to play the mod online and am not that fanatic in absolute correctness of each unit. As there are also a few points to take into account like "colour correction" modules ingame, varieties in uniforms due a mix of different soldiers from different divisions,group or regiments.E.g. in 44 already Luftwaffe Field units got transfered to the front wearing their uniforms etc. However,I guess if ya would start rechecking each screw, or colour etc for absolute historical correctness, not any mod would come to an end, as there are always different sources and different meanings. I think there are things with much more priority for a mod. I am sure you are doin´ a great job, and me looking forward to the demo! -
CSLA Studio - work in progress thread
Nephris1 replied to MAA's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sry to hear that, but great you keep working on a real Mortar! Thumbs Up! -
CSLA Studio - work in progress thread
Nephris1 replied to MAA's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi guys, great work, as already in OFP!! I saw u implemented an own mortar. Will the mortar be synchronized also with BIS modules or did/do u implement a own system?Like AI or player is able shooting by view, or sth like that. -
“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I guess things u cant find in the web would be interesting, as everyone with an internet connection is able to browse the web. There are 2 books out there about the 16. PD, which are corresponding to each other, the first is a picture chronic and the other one is the text chronic, what would be the more intersting i guess. It costs about 10€ at Amazon. I dont know about what quality the sources are, the author was using, as there are a hundreds of division history books out there, but a lot of them are recommended to use with caution. -
“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I am just speaking for my own, but finally a war topic that hasnt been handled in each other fps shooter already. The Sandomierz Operation was a quiet interesting as it was the first rush for the Weichsel and thus the direct threatening for Reich territory. Furthermore an operation without SS-unit. Although i got personally a different meaning about the combat operating SS troops, noone will get into conflict how or if to use SS troops. Another point that probably matters, is late war material,what is even in the armored section very intersting to use. It belong to one of the few sowjet offensives that started in summer/fall, as almost each other important sovjet offensive before were started in winter/spring, means snow maps and snow units. So i really like the topic. But i am sure the Lib Devs can point out their own meaning. -
“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Is information for 16. Panzer Division still interesting? If yes - what kind of information? -
“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I dont know if original front maps of the OKW are interested. The maps present the situation at 19.08.44 Heeresgruppe Mitte, Heeresgruppe Nord, Heeresgruppe Nord Ukraine and Süd Ukraine, which will be likely more interesting for you, as it covers the Sandomierz Offensive. http://img826.imageshack.us/g/lageost19aug44lg.jpg/ -
New ARMA2 OA Beta Patch 72291 Available!
Nephris1 replied to AnimalMother92's topic in ARMA 2 & OA - BETA PATCH TESTING
Confirm on LOD trashing either. I have the impression it was much better 2 patches b4. Didnt chekced out the fixes yet, as the lod trash poped direclty into my eyes. Still great work with the beta patches. This kind of regular updates has become very uncommon in the game industry. Big thumbs ups for BIS here! -
Cold War Rearmed² Discussion
Nephris1 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You already gave the answer yourself. You can activate and deactivate mods.- 1308 replies
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- cold war rearmed
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“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great to hear. So the reload anims will be (or are already) anims or gestures? You probably pressume what i am pointing to. A gesture will be local in MP and an animation would be global. Atm most or all reload animation by BIS are gestures, means local. But well however it is, great u made relaod animations for bolt rifles, what we are still missing in OA (this is no offense to BIS!). -
“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Oh ffs....just awesome! Was russian infantry made either or were those pics a few months ago substitutes for upcoming models? Can we expect reload animations for bolt rifles?