Nephris1
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Jez... Waiting the complete day...and now that....
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DAC V2.1 (WIP) discussion
Nephris1 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Jesus ... Already struggling with my only one. So i guess no price for the 6th place then. Whatever....looking absolutely forward for DAC2.1...no matter how long it ll take, as i am sure quality works will be released and it is worth the wait again! So "DAC-2010" looks much better than "DAC-2009"! Guten Rutsch, Silola!- 327 replies
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- dac
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[R3F] Revive : A lightweight and efficient revive
Nephris1 replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice one Madbull. Gonna check it now. But plz do us all a favour : keep it simple and absolutely basic. The less features it has the less probs can occur. I like Norrins script and used it since released but on several times it hangs off, i guess due to so many variables. So, to be honest i loved Mapfact Respawn in OFP times and would be absolutely pleasured to get it again in ArmA2. So ur script looks a kind like that. So if u really want to add any further features like dragging etc, plz keep one version just basic like dead -> revive -> respawn Me would really appreciate this one, thx! Thx for your effort and move on ! -
MP fast rope script addon
Nephris1 replied to norrin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Love your Scripting Works :thumbs up: Do u think, maybe for future times...,the reverse way would be possible? I guess u can still remember BAS in OFP. We got ladders to deploy and the units were able to climb it up/down awhile the chopper was hovering at 30feet or sth. -
Sorry too stupid to understand. The p:/ already comes after install with an extracted bin. I didnt extract any bin to p:/ FFS Wrp tool was so user friendly .... I can point to my arma2.exe in my game installation only or not? My game is at d:/games/arma2 The stuff that had to be extracted went into the folder SgtAce said in his tut. I did it the 3rd time right now using the Tutorial.... No price for the second place...didnt get it working .
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A.C.E. Advanced Combat Environment Mod 2
Nephris1 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
We got kind of that feature already in OFP @ECP, so i guess it ll best in that direction.But well 2-7 days is not too long to wait for it... -
A.C.E. Advanced Combat Environment Mod 2
Nephris1 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Ace Team Do u think it would be possible to create a .torrent file of the public beta release? I guess most of the common mirrors will be very slow due to the amount of contignous downloads, so a torrent file would be cool. As more people loading the faster it goes. -
Simple ArmA 2 Terrain Tutorial
Nephris1 replied to luki's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Terrain Grid Size 512x512 Terrain Cell Size 10.0 Terrain Size (mtr) 5120x5120 Sat.Grid Current 48 Satelite seg. 12 Terrain. png 512x512 Sat_lco.png 5120x5120 Mask_lco.png 5120x5120 thx -
Simple ArmA 2 Terrain Tutorial
Nephris1 replied to luki's topic in ARMA 2 & OA : TERRAIN - (Visitor)
First of all a big thx to the tutorials, whithout them it would be one big mess! I got to the point when importing my Satelite and mask. After all is imported and Visitor should actually start to work and create the layers....it crashes without any error msg. Guess there must be sth wrong. I checked the paths inside the cfg to the layers, what are correct. Sat_lco and mask_lco are at same size ... So dou u have any hints by expierience of those crashes? -
I fear i ve to add another post to that thread .... I set path to realtime viewer to d: I set command to launch bulldozer to "D:\ArmA2\arma2.exe" -window -buldozer I this case the path to "Folder-Textures/Folder-Objects" (@Project Prefs) is automatically set to d:/ But my project folder (all my island files) are on p:/... When i now change the path to realtime viewer to p: the path to "Folder-Textures/Folder-Objects" is correct on p:/... but on startup of Visitor i get an error message no entry bin\config.cppCFGVoiceTypes , followed by shaders not valid.(mismatch exe and data So what is the workaround for that misery? I hope i point out my prob, ...tell me if i shall post screenshots.
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DAC V2.1 (WIP) discussion
Nephris1 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
:p Hi Silola, great to see DAC in ArmA2. Do u think u will implemnent a MP example as u did in DAC1.0 for OFP. Used the 2 MP misisons years long as they were absolutely different each load. :Thumbs up: for ya effort!- 327 replies
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Yeah that was the key! Thx for your fast reponse, sry!
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-=SARMAT=- Studio presents: WIP screenshots of the new project "Wings of Russia".
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Is he (Smersh), or the Team...dont know much about their structures, working on 3 or at least 2 projects at the same time or is "Liberation 44" on ice atm. -
replacing sights within an optic
Nephris1 posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi, quite new to config stuff, i actually know how to change an optic, like aimpoint vs acog or whatever. But i dont know how to change an aimpoint vs acog (e.g.) inside. Means i want instead of an aimpoint a crosshair in the optic, but same zoom as aimpoint and being able to look around the optic. Hope i was able to point out what i am looking for... -
replacing sights within an optic
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi m8, sry for late answering, i didnt expected tis thread to be answered anymore. So, i guess i expressed myself not correct. I actually meant to "press" the acog sight into the aimpoint visor model. I guess a picture sais more than 100 words, like So can i use the the original acog optics for that or do i have to create a new optic. Do i have to create a complete new optic p3d model, or can i use the aimpoint model p3d and "press" the new sight paa insight in any kind? -
Rifle to scecondary weapon slot
Nephris1 posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi folks, quiet new to the configs, i ld like to know where to change the slot a weapon appears. I already gave the (extern) pistol class to an MP5, and it appeare in the pistol slot, but also with the pistol animation of course. So is it possible to set a MP5 into the secondary pistol slot? -
I would like to know a bit more about some rpt entries (next to script ones) Ref to nonnetwork object Agent 0x18e2b400 Client: Nonnetwork object 17dd8c00. Exception code: C0000005 ACCESS_VIOLATION at 006F83F9 Fault address: 006F83F9 01:002F73F9 C:\Spiele\ArmA2\arma2.exe Those were the ones i had after a crash in a mp game, and i cant get an idea of their meanings. Any ideas? Is anywhere else a list of rpt entries?
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'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability
Nephris1 replied to wiper's topic in ARMA 2 & OA - USER MISSIONS
Hi m8, we played ya misison the first time these nights an i must say really a well done master piece! But we got stuck at the point when we found the suitcase. Before we got the radio message with the hint to the yellow marker, what we followed to. We stormed the barn with severyl handgenades, so everyone was down, when we entered the scene. The c ase lay down on the bottom. So we actually thought to be able picking it up or sth like that,...but nothing. Did we crash anything by our grenade attack or did we miss sth b4? Can u plz give me a hint what went wrong, so that we ll be able to pass the mission up to its end. Another point, would it be possible that u release your "AI module" as standalone script to the public, as i ´d love to use it! Greetz Neph! -
Hi folks, is there a way to implement a garbage collector to the server? I noticed my arma2server.exe is filling up the Ram slowly but constantly, as long as players are on of course. What are your expieriences with the arma2server.exe concerning RAM at its max? What is thew relationship between RAM and the amount of players on your server?
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Cold War Rearmed - Public Beta Release
Nephris1 replied to W0lle's topic in ARMA - ADDONS & MODS: COMPLETE
My following question was already posted one page b4 but not answered, so here again... Will the CWC Mod also ported over to ArmA2 or are the chances for that low?- 607 replies
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- cold war rearmed
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Hi folks, can u help me for a script to get a flag down or a flag up when a player is in a certain distance. I got a script from OFP, but it doesnt working anymore...supris, suprise. #flagdown _posx = (getpos _flag1 select 0) _posy = (getpos _flag1 select 1) _posz = (getpos _flag1 select 2) - 0.02 _flag1b setpos [_posx,_posy,_posz] ~0.001 ?((getpos _flag1 select 2) <= -7):_flag1 setflagtexture "Ca\Data\flag_usa_co.paa"; goto "flagdown"
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Example scripts that use the attachTo command
Nephris1 replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Saw that but didnt get it working that way, so i supposed there wereanother one i missed:rolleyes: Get an type script expect nothing error, by using it in the init. -
Example scripts that use the attachTo command
Nephris1 replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sry for being a nub in scripting, but what script are u referring to by using a ammo drop via e.g. playne and what it the script call? -
Sry Norrin, the new version doesnt work with reviving for me. Dunno if i use wrong settings: Here is my revive.sqf // GENERAL REVIVE OPTIONS (Off = 0, On = 1) _mission_end_function = 1; //array no.0 - mission ends when all players are unconscious _call_out_function = 1; //array no.6 - whether a unit calls out while unconscious _water_dialog = 1; //array no.45 - whether a dialog appears when a unit dies in water so that it can auto wash ashore _unconscious_drag = 1; //array no.39 - whether a unit can drag the bodies of unconscious players _load_wounded = 1; //array no.61 - allows you to load unconscious units on vehicles _altUnc_animation = 1; //array no.54 - use alternate unconscious animation _JIP_spawn_dialog = 0; //array no.2 - whether a dialog appears when a player JIP so that he can be transported to a spawn point near the action _time_b4_JIP_spawn_dialog = 10000; //array no.17 - time before the respawn dialog appears for JIP players _perpetual_server = 0; //array no.62 - NOT IMPLEMENTED // ================================================================== // LIST OF PLAYABLE UNITS NORRN_player_units = ["s1","s2","s3","s4","s5","s6","s7","s8"]; // ================================================================== // WELCOME SCREEN titleText ["Joining Mission", "BLACK FADED", 0.2]; // This next line can be commented out or removed if it interferes with intro movies // ================================================================== // REVIVE OPTIONS _max_respawns = param2; //array no.38 - Number of lives per unit _JIP_respawns = [2,30]; //array no.63 - 0 - off or the number of lives players receive when they join in progress , JIP time after the mission starts _revive_timer = 0; //array no.7 - Whether you want to limit the amount of timer a player has while unconscious _revive_time_limit = 300; //array no.27 - Amount of time a player remains unconscious before respawning or dying _revive_damage = 0; //array no.37 - Unit's level of damage following revive _unconscious_markers = 1; //array no. 4 - Whether a marker appears on the game map at the location of the unconscious unit _caseVAC = [1, ["MASH"]]; //array no.64 - Allows units to be taken to a hospital etc to be revived _mediVAC = []; //array no.65 - NOT IMPLEMENTED _chance_ofDeath = [0,0]; //array no.66 - Two parameters in the array the first switches off/on (0/1) chance of death when shot, increases dues to hit location and number of times revived and the second parameter switches on/off the decreasing respawn timer based on how many times you have been revived, if using set respawn-time to at least 300 seconds. _dualTimer = 0; //array no.67 - NOT IMPLEMENTED - normal units can only revive for eg 30 seconds whereas medics can heal players up to 120 secs - array - [0/1 - off/on, revive timer for normal unit, timer for medic] _deadSpectator_cam = 1; //array no.92 - leave as 0 - whether a unit can spectate other friendly units when it has run out of lives // ================================================================== // RESPAWN OPTIONS _no_respawn_points = 1; //array no.12 - no of respawn points (Max number 4) _Base_1 = "insertion"; //array no.13 - spawn position names _Base_2 = "Kamenyy"; //array no.14 _Base_3 = "Airport"; //array no.15 _Base_4 = "Strelka"; //array no.16 _Base_free_respawn = [1,0,0,0]; //array no.36 - select whether to allow respawning at spawn points even if enemy troops are present (options OFF = 0, ON = 1) _respawn_at_base_addWeapons = 0; //array no.11 - unit respawns with waepons it commenced the mission with _respawn_at_base_magazines = []; //array no.34 - If using the respawn_at_base_addWeapons option then place the magazine and weapon _respawn_at_base_weapons = []; //array no.35 types in the following arrays, if left blank respawns with weapons from mission start _respawn_position = 2; //array no.28 - 0 - respawn at base_1; 1 - the closest enemy free respawn point; 2 - players choice; and 3 - dies _respawnAtBaseWait = [1,10]; //array no.68 - Two parameters: 1st if = 1 makes players that respawn at base wait for (parameter 2) seconds before being able to see surroundings _objectiveBasedRP = []; //array no.69 - NOT IMPLEMENTED // Mobile Spawn Settings _mobile_spawn = 0; //array no.51 - set to 1 if you want to use mobile spawn _mobile_base_start = "base"; //array no.52 _mobile_base2_start = ""; //array no.70 - NOT IMPLEMENTED _mobile_type = 0; //array no.60 - set as 0 - for vehicle and 1 for man _mobile_man = objNull; //array no.53 - place name of unit here or if not used make sure set as objNull _mobile_man2 = objNull; //array no.71 - NOT IMPLEMENTED // ================================================================== // UNITS THAT CAN REVIVE/UNITS THAT CAN BE REVIVED _can_revive = "soldierWB"; //array no.18 _can_revive_2 = ""; //array no.19 _can_revive_3 = ""; //array no.72 - NOT IMPLEMENTED _can_revive_4 = ""; //array no.73 - NOT IMPLEMENTED _can_be_revived = "soldierWB"; //array no.20 _can_be_revived_2 = ""; //array no.21 _can_be_revived_3 = ""; //array no.74 - NOT IMPLEMENTED _can_be_revived_4 = ""; //array no.75 - NOT IMPLEMENTED _medic_1 = "USMC_Soldier_Medic"; //array no.76 - Used in conjunction with medpacks and bleeding _medic_2 = ""; //array no.77 - Used in conjunction with medpacks and bleeding _medic_3 = ""; //array no.78 - NOT IMPLEMENTED _medic_4 = ""; //array no.79 - NOT IMPLEMENTED //======================================================== // MEDPACK AND BLEEDING OPTIONS _medpacks = 1; //array no.80 - Whether you want to give the units a limited number of revive kits 0/1 - no/yes _stabilisation = 0; //array no.81 - NOT IMPLEMENTED _bleeding = 1; //array no.82 - Make units bleed and require bandages _medic_medpacks = 3; //array no.83 - No of medpacks for units specified in the _medic variables - they are required for reviving units _unit_medpacks = 1; //array no.84 - No of medpacks for units specified in the _can_revive variables - they are required for reviving units _medic_bandages = 3; //array no.85 - Bandages stop bleeding _unit_bandages = 1; //array no.86 - _medic_stable = 0; //array no.100 - NOT IMPLEMENTED _unit_stable = 0; //array no.101 - NOT IMPLEMENTED _stabTime_tillDeath = 0; //array no.87 - NOT IMPLEMENTED //Time until death following revive without stabilisation // ================================================================== // ENEMY SIDE TO PLAYABLE UNITS _no_enemy_sides = 1; //array no.22 - No of Enemy sides (0, 1 or 2). _enemy_side_1 = "EAST"; //array no.23 - Enemy sides can be "EAST", "WEST", "GUER" etc _enemy_side_2 = ""; //array no.24 _enemy_side_3 = ""; //array no.88 - NOT IMPLEMENTED _enemy_side_4 = ""; //array no.89 - NOT IMPLEMENTED // ================================================================== // FRIENDLY SIDE TO PLAYABLE UNITS _allied_side_1 = "WEST"; //array no.42 - Friendly sides can be "EAST", "WEST","RESISTANCE" etc. _allied_side_2 = "WEST"; //array no.43 - If all players are from the same side make sure you set the same side for both variables eg "WEST", "WEST" _allied_side_3 = ""; //array no.90 - NOT IMPLEMENTED _allied_side_4 = ""; //array no.91 - NOT IMPLEMENTED // ================================================================== // UNCONSCIOUS CAMERA OPTIONS _follow_cam = 0; //array no.5 - option to allow viewing of friendly units while unconscious _follow_cam_distance = 250; //array no.32 - the range that unconscious players can spectate friendly units _follow_cam_team = 0; //array no.44 - set to 1 if you wish unconscious players only to spectate players within NORRN_player_units array _top_view_height = 70; //array no.55 - allows you to set the top down camera height _visible_timer = 0; //array no.41 - view a cound-down timer while unconscious _unconscious_music = 0; //array no.46 - music must appear as unc_theme in music.hpp // ================================================================== // RESPAWN DIALOG OPTIONS _nearest_teammate_dialog = 0; //array no.3 - whether a respawn dialog appears when there are no players within this distance _all_dead_dialog = 0; //array no.1 - whether a respawn dialog appears when all players are unconscious (_all_dead_player = 1) _respawn_button_timer = 0; //array no.25 - Time until respawn button appears (0 = approx. 12 seconds), NB: Set to a high number like 100000 seconds if you do not want _distance_to_friend = 250; //array no.26 - If the closest friendly unit is further than this distance away trigger respawn dialog _all_dead_player = 0; //array no.56 _all_dead_distance = 250; //array no.57 - whether a respawn dialog appears when all players within a specified distance are unconscious (_all_dead_player = 1) // ================================================================== // Bonus life for aiding team mates function _reward_function = 1; //array no.96 - specify whether a unit receives bonus lives for reviving other players _revives_required = 1; //array no.97 - Number of revives required before recieving a bonus life // ================================================================== // Team kill function _team_kill_function = 1; //array no.98 - specify whether a unit loses a life for killing team mates _no_team_kills = 1; //array no.99 - Number of teamkills before punishment // ================================================================== // CONFIGURABLE OPTIONS FOR HEAL YOURSELF FUNCTION _heal_yourself = 0; //array no.8 - whether a unit can heal damage to itself _no_of_heals = 1; //array no.29 - Number of heals that each player gets during a mission _lower_bound_heal = 0.1; //array no.30 - The damage level range between which the heal action becomes available _upper_bound_heal = 0.8; //array no.31 // ================================================================== // AI REVIVE BEHAVIOUR OPTIONS _goto_revive = 0; //array no. 9 - closest AI automatically moves to revive a downed team mate _AI_smoke = 0; //array no. 40 - if available reviving AI throws smoke on downed AI position _AI_aware = 0; //array no. 49 - AI will clear an enemy units it is aware of before auto reviving _AI_cover = 1; //array no. 50 - second AI unit moves with AI reviver to give cover _AI_dismount = 0; //array no. 58 - toggles ability of reviving AI units to dismount vehicles (1 = dismount) _call_for_AI_help = 1; //array no. 59 - allows AI units to call for help _goto_revive_distance = 500; //array no. 33 - distance AI units will move to revive a downed team mate // ================================================================== // OPTIONS FOR PLAYER'S DEAD BODIES AND EQUIPMENT - Additional revive functions with many thanks to alef (0 - off, 1 - on except for _bury_timeout) _drop_weapons = 1; //array no.93 - should the respawned player drop his weapons where he died? _cadaver = 0; //array no.94 - should the respawned player's body remain there? _bury_timeout = 12; //array no.95 - if drop weapons OR player body, how long before the body is buried? // 0=maximum (1200s) , n=seconds up to 1200s (hard coded) I can respawn, but that is not the primary intention....
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Hi m8 great effort on your script sop far. So i got a question on the mobile respawn, is it possible to make a unit respawn in a vehicle?My special idea to this is, making a unit spawn in a plane ,so it can halo back to Battlefield.