Nephris1
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Everything posted by Nephris1
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Why dont u use Briefings?
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Invasion 1944 - Wacht am Rhein
Nephris1 replied to JdB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I guess u missed the point of my statement. -
Invasion 1944 - Wacht am Rhein
Nephris1 replied to JdB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
To be honest, it is for noone of real importance which units are inside a mod. Means noone care which division of those historically being apart, as u can play with every unit,doesent matter if SS or WH,Airbourne or Rangers. These are all features that can be released in further patches. For the primary release of a mod - call it demo - it is important to have the basics inside (and i ve no doubts in Inv44 here)and those to be working properly, so missions can be played and created.Or do u care if one of our default russian units is not a 23rd mountain rifle squad and the us boys arent the 32nd I.D. - so what! Much more important are sounds, texture,details on models,deployable weapons,effects to get the right atmosphere.Perhabs some of u still remember the release of FDF Mod 1.3 - atmosphere and playability pure. I am a bit sry for Inv44 that their 2nd OFP release was after ArmA1 release, so just a few could honorate their work, but even there they just added the basics and it was a great mod. So no need of "plz add this plz add that, or is my bonbon inside or not". I guess the dices already rolled and every needed information can be read on their website.Just my opinion. But at thend, great work so far! Enjoy the screenshots each time u present! Keep up the effort and great work! -
Was fun last tuesday, thx for that! Could u plz fix the link to the website, i cant connect to it.
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I was playing around with the arty module the past days and am missing the incoming sound of a shell. It actually explodes like a ordinary grenade without coming from high above. So i miss sth...or is that sound really not implemented. Would it be an option for you to add it into one of upcoming patches...although i know it is noting really important.
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Dont u bother about the indirect control that represents imho the problem to a game that got ported from a console to pc? I liked Bf2 for short play ,but BfBC2 really disappoints me.
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Ckecked this morning again, without any mods, any default virgin settings. I can´t here any incoming sound. To be honst i never heard an mortar flying but i expect at least to hear a kind of beep or sth.... Atm Ari (with mortars) is very similar to IEDs explosing with detonation only.
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I use real artillery, means i call an ammo loaded Mortar by [Arty3, getMarkerPos "tgt3", MyHETemplate3] call BIS_ARTY_F_ExecuteTemplateMission But i dont hear a incoming sound....so when u say u hear sth, i think i miss sth...
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“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Bad question.... -
Why didnt u read 3 Posts above yours ..... As u see i already had that idea, and it was rejected a few weeks ago by ACE. And as i already pointed out in this thread, i actually dont care who ll fix that, but i can understand ACE doesnt care about that bug. And as i also posted in this thread, it would be cool if a mod wouzld move this.
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Well, of course it is more eye candy, but on the other hand very basic. In PvP matches it is a very indicating issue, means when is an opponent to attack best.
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Well as i told i opened a ticket at ACE, but of course they answered it is up to BIS, what i can absolute understand and where that issue is much better adressed to. So i hope some more users are intrerested in fixing that bug, to support this thread being read and get that bug in BIS`interests.
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Hi i am playing around with the knowsabout command. It seems that is not possible to get a man1 knowsabout faction/group/side working. I tried things like man1 knowsabout listblue;man1 knowsabout (units listblue) and treid also count >1 to just get one person of that side/list but nothng worked. Is it possible to get an individual knowsabout west working without scripting, but just editor based solution?
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indivisual knowsabout side
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You cannot check if how much one unit knows of another side, is it the enemy? Yes, that was what i wanted to get confirmed. -
Hi, all of u know the animation u e.g. use in cutscenes. Like a2 playmove "ActsPercSnonWnonDnon_carFixing2"; Is it possible to get the KI off that animation when a certain variable gets switched or if an enmy attack? I initialized the anim while {neplab} do { sleep 1.0; a2 playmove "ActsPercSnonWnonDnon_carFixing2"; a3 playmove "AidlPercSnonWnonDnon_talk2"; a4 playmove "ActsPercMstpSnonWnonDnon_varStayLeant"; }; but the AI doesent get off its anim when my variable gets false or an enemy attack. Any ideas?
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Red Hammer Studios addons
Nephris1 replied to NSX's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I´m ready! I´m ready! I´m ready! Great to see HQ modder from OFP back in ArmA2! Stunning screens! -
I do not know if it has already been posted - i dont want to read the complete 14 pages, but 4 - when i am running about several leave undergrounds i got next to the normal sounds of bushes etc some kind of "metallic claps". Especially when running about the brown leave underground. Using a XFi Fidelity in normal mode via headphones.
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Group Link 4 Special FX Edition
Nephris1 replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, if u want to customize it place the files in your misison root. Works so far - tested yesterday night. -
Group Link 4 Special FX Edition
Nephris1 replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
1.Is it possible to difference the advance distance to different units? When i am right the advance distance is the distance AI calls for reinforcements. In general a helicopter is stationed far away relative to the infantry. So is there a way to call e.g. infantry in a distance of 500m for help and also a specified unit like the helicopter or any other infatry group? Or is the helicopter managed via the airstrike panel only? 2.To have custom settings for just one mission, i place the correspending files from the userconfig folder into my mission folder ..true? As the enemy marker disappear that i set false in the sqf within my misison folder i thnk so. I refer to this post: So can activate GL4 also within a mission (just theoretically) after a few minutes it has already started? -
param: equip ammobox
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Unbelievable,....:icon_redface: can someone delete this thread,... how embaressing! Thx for eyes open DeadFast! -
Hi, i try to equip my ammoboxes via the param. Therefore i use a part of the framework by F2, that works fine so far. So this is what i ve done so far, but the ammoboxes dont get equipped as desired via param. // private ["_timeOfDay","_weather","_fog","_view","_MissionFog","_MissionOvercast","_arms"]; // ==================================================================================== // WAIT FOR PARAMSARRAY TO BE PROCESSED waitUntil {scriptDone f_processParamsArray}; // ==================================================================================== // SET KEY VARIABLES // Conditions are set in the parameters screen (during mission set-up). _timeOfDay = f_param_timeOfDay; _weather = f_param_weather; _fog = f_param_fog; _view = f_param_view; _arms = f_param_arms; ...... ..... ==================================================================================== switch (__arms) do { // classic:c case 0: { clearMagazineCargo r_ammo ;clearWeaponCargo r_ammo ;r_ammo addweaponcargo ["AK_47_M",2]; r_ammo addweaponcargo ["M4A1",2];r_ammo addweaponcargo ["RPK_74",1]; r_ammo addweaponcargo ["Huntingrifle",1];r_ammo addweaponcargo ["Colt1911",2];r_ammo addweaponcargo ["Makarov",3];r_ammo addweaponcargo ["RPG7V",1]; r_ammo addweaponcargo ["RPG18",1]; r_ammo addweaponcargo ["Strela",1];r_ammo addweaponcargo ["AKS_74_U",2];r_ammo addweaponcargo ["NVGoggles",5];r_ammo addweaponcargo ["Binocular",5]; r_ammo addmagazinecargo ["30Rnd_545x39_AK",15];r_ammo addmagazinecargo ["30Rnd_556x45_Stanag",16];r_ammo addmagazinecargo ["HandGrenade_West",10]; r_ammo addmagazinecargo ["5x_22_LR_17_HMR",5];r_ammo addmagazinecargo ["75Rnd_545x39_RPK",2];r_ammo addmagazinecargo["Smokeshell",5];r_ammo addmagazinecargo ["8Rnd_9x18_Makarov",15]; r_ammo addmagazinecargo ["7Rnd_45ACP_1911",10];r_ammo addmagazinecargo ["Pipebomb",3];r_ammo addmagazinecargo ["PG7VR",1];r_ammo addmagazinecargo ["PG7V",1]; r_ammo addmagazinecargo ["RPG18",1];r_ammo addmagazinecargo ["Strela",1]; clearMagazineCargo w_ammo ;clearWeaponCargo w_ammo ;w_ammo addweaponcargo ["AK_74",2]; w_ammo addweaponcargo ["M4A1",3];w_ammo addweaponcargo ["M249",1]; w_ammo addweaponcargo ["M24",1];w_ammo addweaponcargo ["Colt1911",2];w_ammo addweaponcargo ["M9",3];w_ammo addweaponcargo ["M136",1]; w_ammo addweaponcargo ["SMAW",1]; w_ammo addweaponcargo ["Stinger",1];w_ammo addweaponcargo ["AK_47_S",1];r_ammo addweaponcargo ["NVGoggles",5];r_ammo addweaponcargo ["Binocular",5]; w_ammo addmagazinecargo ["30Rnd_545x39_AK",15];w_ammo addmagazinecargo ["30Rnd_556x45_Stanag",16];w_ammo addmagazinecargo ["HandGrenade_West",10]; w_ammo addmagazinecargo ["5Rnd_762x51_M24",5];w_ammo addmagazinecargo ["200Rnd_556x45_M249",1];w_ammo addmagazinecargo["Smokeshell",5];w_ammo addmagazinecargo ["15Rnd_9x19_M9",15]; w_ammo addmagazinecargo ["7Rnd_45ACP_1911",10];w_ammo addmagazinecargo ["Pipebomb",3];w_ammo addmagazinecargo ["SMAW_HEAA",2]; w_ammo addmagazinecargo ["M136",1];w_ammo addmagazinecargo ["Stinger",1]; }; // modern:m case 1: { clearMagazineCargo r_ammo ;clearWeaponCargo r_ammo ;r_ammo addweaponcargo ["AK_107_kobra",2]; r_ammo addweaponcargo ["G36a",2];r_ammo addweaponcargo ["PK",1]; r_ammo addweaponcargo ["SVD_CAMO",1];r_ammo addweaponcargo ["Colt1911",2];r_ammo addweaponcargo ["Makarov",3];r_ammo addweaponcargo ["RPG7V",1]; r_ammo addweaponcargo ["RPG18",1]; r_ammo addweaponcargo ["Strela",1];r_ammo addweaponcargo ["AKS_74_U",2];r_ammo addweaponcargo ["AK_107_GL_kobra",1]; r_ammo addweaponcargo ["NVGoggles",5];r_ammo addweaponcargo ["Binocular",5]; r_ammo addmagazinecargo ["30Rnd_545x39_AK",10];r_ammo addmagazinecargo ["30Rnd_556x45_Stanag",6];r_ammo addmagazinecargo ["HandGrenade_West",10]; r_ammo addmagazinecargo ["10Rnd_762x54_SVD",2];r_ammo addmagazinecargo ["100Rnd_762x54_PK",2];r_ammo addmagazinecargo ["Smokeshell",5];r_ammo addmagazinecargo ["8Rnd_9x18_Makarov",15]; r_ammo addmagazinecargo ["7Rnd_45ACP_1911",10];r_ammo addmagazinecargo ["Pipebomb",3];r_ammo addmagazinecargo ["PG7VR",1];r_ammo addmagazinecargo ["PG7V",1]; r_ammo addmagazinecargo ["RPG18",1];r_ammo addmagazinecargo ["Strela",1];r_ammo addmagazinecargo ["1Rnd_HE_GP25",3]; clearMagazineCargo w_ammo ;clearWeaponCargo w_ammo ;w_ammo addweaponcargo ["M4A1_Aim_camo",2]; w_ammo addweaponcargo ["G36k",2];w_ammo addweaponcargo ["M240",1]; w_ammo addweaponcargo ["DMR",1];w_ammo addweaponcargo ["Colt1911",2];w_ammo addweaponcargo ["M9",3];w_ammo addweaponcargo ["M136",1]; w_ammo addweaponcargo ["SMAW",1]; w_ammo addweaponcargo ["Stinger",1];w_ammo addweaponcargo ["M16A4_GL",1];w_ammo addweaponcargo ["M4A1_HWS_GL_camo",1]; r_ammo addweaponcargo ["NVGoggles",5];r_ammo addweaponcargo ["Binocular",5]; w_ammo addmagazinecargo ["30Rnd_545x39_AK",10];w_ammo addmagazinecargo ["30Rnd_556x45_Stanag",6];w_ammo addmagazinecargo ["HandGrenade_West",10]; w_ammo addmagazinecargo ["20Rnd_762x51_DMR",1];w_ammo addmagazinecargo ["200Rnd_556x45_M249",1];w_ammo addmagazinecargo ["Smokeshell",5];w_ammo addmagazinecargo ["15Rnd_9x19_M9",15]; w_ammo addmagazinecargo ["7Rnd_45ACP_1911",10];w_ammo addmagazinecargo ["Pipebomb",3];w_ammo addmagazinecargo ["SMAW_HEAA",2]; w_ammo addmagazinecargo ["M136",1];w_ammo addmagazinecargo ["Stinger",1];w_ammo addmagazinecargo ["1Rnd_HE_M203",3]; }; // special:s case 2: { clearMagazineCargo r_ammo ;clearWeaponCargo r_ammo ;r_ammo addweaponcargo ["AK_107_GL_kobra",1]; r_ammo addweaponcargo ["AK_107_pso",2];r_ammo addweaponcargo ["Pecheneg",1]; r_ammo addweaponcargo ["SVD_CAMO",1];r_ammo addweaponcargo ["Colt1911",2];r_ammo addweaponcargo ["Makarov",3];r_ammo addweaponcargo ["RPG7V",1]; r_ammo addweaponcargo ["RPG18",1]; r_ammo addweaponcargo ["Strela",1];r_ammo addweaponcargo ["AKS_74_U",2];r_ammo addweaponcargo ["AK_107_GL_kobra",1]; r_ammo addweaponcargo ["KSVK",1];r_ammo addweaponcargo ["VSS_vintorez",1];r_ammo addweaponcargo ["AKS_74_UN_kobra",1]; r_ammo addweaponcargo ["NVGoggles",5];r_ammo addweaponcargo ["Binocular",5]; r_ammo addmagazinecargo ["30Rnd_545x39_AK",20];r_ammo addmagazinecargo ["30Rnd_556x45_Stanag",26];r_ammo addmagazinecargo ["HandGrenade_West",20]; r_ammo addmagazinecargo ["10Rnd_762x54_SVD",2];r_ammo addmagazinecargo ["100Rnd_762x54_PK",2];r_ammo addmagazinecargo ["Smokeshell",5];r_ammo addmagazinecargo ["8Rnd_9x18_Makarov",15]; r_ammo addmagazinecargo ["7Rnd_45ACP_1911",10];r_ammo addmagazinecargo ["Pipebomb",3];r_ammo addmagazinecargo ["PG7VR",1];r_ammo addmagazinecargo ["PG7V",1]; r_ammo addmagazinecargo ["RPG18",1];r_ammo addmagazinecargo ["Strela",1];r_ammo addmagazinecargo ["1Rnd_HE_GP25",12];r_ammo addmagazinecargo ["5Rnd_127x108_KSVK",3]; r_ammo addmagazinecargo ["10Rnd_9x39_SP5_VSS",3];r_ammo addmagazinecargo ["30Rnd_545x39_AKSD",3]; clearMagazineCargo w_ammo ;clearWeaponCargo w_ammo ;w_ammo addweaponcargo ["M4A1_Aim_camo",2]; w_ammo addweaponcargo ["M8_carbineGL",2];w_ammo addweaponcargo ["Mk_48",1]; w_ammo addweaponcargo ["DMR",1];w_ammo addweaponcargo ["Colt1911",2];w_ammo addweaponcargo ["M9",3];w_ammo addweaponcargo ["M136",1];w_ammo addweaponcargo ["MP5SD",1]; w_ammo addweaponcargo ["SMAW",1]; w_ammo addweaponcargo ["Stinger",1];w_ammo addweaponcargo ["M16A4_GL",1];w_ammo addweaponcargo ["M107",1];w_ammo addweaponcargo ["M16A4_ACG_GL",1]; r_ammo addweaponcargo ["NVGoggles",5];r_ammo addweaponcargo ["Binocular",5]; w_ammo addmagazinecargo ["30Rnd_545x39_AK",20];w_ammo addmagazinecargo ["30Rnd_556x45_Stanag",26];w_ammo addmagazinecargo ["HandGrenade_West",20]; w_ammo addmagazinecargo ["20Rnd_762x51_DMR",1];w_ammo addmagazinecargo ["100Rnd_762x51_M240",1];w_ammo addmagazinecargo ["Smokeshell",5];w_ammo addmagazinecargo ["15Rnd_9x19_M9",15]; w_ammo addmagazinecargo ["7Rnd_45ACP_1911",10];w_ammo addmagazinecargo ["Pipebomb",3];w_ammo addmagazinecargo ["SMAW_HEAA",2]; w_ammo addmagazinecargo ["M136",1];w_ammo addmagazinecargo ["Stinger",1];w_ammo addmagazinecargo ["1Rnd_HE_M203",12];w_ammo addmagazinecargo ["10Rnd_127x99_m107",2]; w_ammo addmagazinecargo ["30Rnd_9x19_MP5SD",2]; }; }; w_ammo and r_ammo are my ammo boxes of course. The code woks entrered seperate in e.g. the init of an ammobox without any probs. I also tried to execute a script instead using the code within the param. Do i miss any certain rule or do u know what problem occurs here?
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Group Link 4 Special FX Edition
Nephris1 replied to snkman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What are your expieriences on a dedicated server? We noticed a much higher CPU load througout, when running GL4 than without. So my question would be is it just our dedi or any faulty server config, as the mission is just a 4 AI grp vs 4 AI grp battle - 4 player as observer. The machine is a D2C @2.6Ghz /4GigRam on winXP-32 bit. So what are ur expieriences? To be honest i really never noticed the menu, but to check if GL4 running. So the placement of the menu or GL4 tag in starting menu is nice eye candy but script works is much more worth spending time at though imho. -
Hi friends, i am at war with the dedicated server and its scripts ect. I initialize a position in my init. koffer and heli are set objects on map, as also "mkr" is an already existing marker. Right now i get the position to playce my heli call compile format [" heli setpos [(getmarkerpos ""mkpos%1"" select 0),(getmarkerpos ""mkpos%1"" select 1),0] ",ceil(random 16)]; I place my maker "mkr" to the helis position "mkr" setmarkerpos getpos heli; at the end my suitcase called "koffer" is "beamed" to the heli position Koffer setpos getpos heli; my dead pilots move the same way pil1 setpos [(getpos heli select 0)+(random 10)-5,(getpos heli select 1)+(random 14)-7,0]; pil2 setpos [(getpos heli select 0)+(random 16)-8,(getpos heli select 1)+(random 8)-4,0]; When i now start the map in Coop everything works fine. Starting on a dedicated server, the helicopter (heli) gets moved to its position, the marker ("mkr") and the suitcase (koffer) dont. I ve no clue why. This is the complete part of my init ///// Heli ComPosition call compile format [" heli setpos [(getmarkerpos ""mkpos%1"" select 0),(getmarkerpos ""mkpos%1"" select 1),0] ",ceil(random 16)]; "mkr" setmarkerpos getpos heli; // Heli Marker sleep 0.01; Koffer setpos getpos heli; pil1 setpos [(getpos heli select 0)+(random 10)-5,(getpos heli select 1)+(random 14)-7,0]; pil2 setpos [(getpos heli select 0)+(random 16)-8,(getpos heli select 1)+(random 8)-4,0]; Any suggestions?
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Yeah,....i already recon the link in your sig 15min ago and followed it. Gonna try to get it working now. Edith sais: works great, thx m8!
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Ok I understand why. I now executed it on the server machine like that if(isServer)then{ ///// Player Position _wlist = [wpos1,wpos2,wpos3,wpos4,wpos5]; _rlist = [rpos1,rpos2,rpos3,rpos4,rpos5]; _wlocation = _wlist select (floor(random(count _wlist))); _rlocation = _rlist select (floor(random(count _rlist))); //hint format ["Position: %1",_wlocation]; w1 setpos [(getpos _wlocation select 0)+(random 3),(getpos _wlocation select 1)+(random 6),0]; w2 setpos [(getpos _wlocation select 0)+(random 5),(getpos _wlocation select 1)+(random 5),0]; w3 setpos [(getpos _wlocation select 0)+(random 6),(getpos _wlocation select 1)+(random 3),0]; s1 setpos [(getpos _rlocation select 0)+(random 3),(getpos _rlocation select 1)+(random 6),0]; s2 setpos [(getpos _rlocation select 0)+(random 5),(getpos _rlocation select 1)+(random 5),0]; s3 setpos [(getpos _rlocation select 0)+(random 6),(getpos _rlocation select 1)+(random 3),0]; w_ammo setpos [(getpos _wlocation select 0)+(random 8),(getpos _wlocation select 1)+(random 8),0]; r_ammo setpos [(getpos _wlocation select 0)+(random 8),(getpos _wlocation select 1)+(random 8),0]; ////Marker init. "insertionW" setmarkerpos getpos _wlocation; "insertionR" setmarkerpos getpos _rlocation; //if(Side player==EAST)then{CheckPlayerDistFalse=true;}else{CheckPlayerDistFalse=false;}; }; But the player wasnt moved to _wlocation/r_location. Jeez....this is like teachning a cow how to play football... Is the the array stuff only to be executed on server then? Means this _wlist = [wpos1,wpos2,wpos3,wpos4,wpos5]; _rlist = [rpos1,rpos2,rpos3,rpos4,rpos5]; _wlocation = _wlist select (floor(random(count _wlist))); _rlocation = _rlist select (floor(random(count _rlist))); edit: no that dosent work either....ffs.