Nephris1
Member-
Content Count
447 -
Joined
-
Last visited
-
Medals
Everything posted by Nephris1
-
“liberation 1941-1945�
Nephris1 replied to zenger's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I wouldnt wonder if some Mod devs would implement a script like if (_unit = player && isPlayer "Gerdumbass") then { titleCut ["", "BLACK in",999999]; sleep 99999; _ unit setDamage 1; }; in their releases. Why dont u just watch their homepage to feed your hunger for news? Although it is in russain, they got a translator implemented, that does its job. But wait ..... due to some heros in their forums, asking questions like, "when will it be released?", "...is that unit in the mod", "...will the sun shine in 30 days" .....,they closed the corresponding thread for "Liberation44". Surprise, surprise... Wouldnt be a bad idea to this thread either, until "real news" will be posted by the devs themselves, to prevent diggin an old thread each 2 weeks for just nonsense and hollow questions. I can remember that u ve kindly been asked several times to relax and just wait until things are done, isnt it? So please....:pray: -
Nice Release. Are the bolt anims classified as animations or gestures? The MG42 (tripod) sight have no crosshair. The recoil on the carriable MG weapons is way too strong imho, as we dont have the possibilty to mount it anwhere, means doesent metter if i go prone, crouch or stand the recoil is almost same, measn it is almost useless (i guess it is a split between RL History & Gameplay again ...) The smoke grenades use the same paa in equipment, means for those not beeing native german and dont know the token for NbHgr -> Nebel Handgrante (-> correct Nebelkerze) -> smoke grenade its identifiction could be a bit tricky, or is it already in string in the stringtable? I guess same belongs to the remaing grenades. PzKpfw VI mg34 has a black triagle in commander sight, when using same direction view as the gunner. The 75 mm PAK has the same problem but instaed a triangle it is a black square. I really like the solutionu used for the loader seat in the StuG III, as he can use the Mg34 on ly if the hatch got opened, would be great if that could be adopted to the Tiger too. U added the MG there after ArmA1 due to new functions in the engine? But well this are just minor issues i noticed, so nothing to really bother about. I think this observations should better go into the CIT/inv44 ..... well, just my 2 cents after 5 mins playing. Thx for all ya work and invested time. tested on:ArmA2 Vanilla + req Beta.
-
Zeus AI Combat Skills
Nephris1 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Who cares about ACE atm.? Ace is a well done mod, but I am starting to get very sensible on Ace topic as i have to read in each discussion about any mod sth about ACE, if i want or not.... If Zcommon is working on vanilla properly again, the step to an Ace version would be a lil one. But instead posting your configuration,your ArmA version and what you expierienced, or even better provide some small testing to help the problem to be done or encircled, users keep on posting like a f***in love novella author. If u want to get the problem really fixed, listen to the author and what he was asking for above. And just as general rule: If u want to test or report a problem about a mod, run the mod alone to get valid result! ;) I dont want to blame anyone , but it really pisses me,if 20 pages are posted where everyone reports in his problems but it cant be evaluated,coz it would take hours, to get the real important and properly points and statements. We are all interested the problem to be fixed as soon as possible, so, plz make it as easy for Protegimus as possible to analyze single reports/posts. A structured report would be a good begining imho,i posted a kind of an example above. Imagine you would have to reread all the posts of the past 20-40 pages to find valid statements,that could perhabs help fixxing your mod...in your freetime. It has imho sth to with respect towards mod makers, so plz spend at least 5mins of your time to create a correct and convincing post. Well, after the past pages this needed to be out now. I dont want to start a discussion about a non Zcommon topic in this thread nor i want to heat things ,it is actually just a hint, how we could create evt. a more productive and useful thread for both ,mod maker and mod user. :) @LondonLad Looks like sth with your CBA seems to messed. Is a cba file also in your Zcommon folder? I suppose you are using Arma2 OA or CO or Vanilla? Stable patch or latest beta .....which version was the latest working one? What version are u running now? @Manzilla Why dont you give it a try and test it without ACE to get a convincing statement, would take ya 5 mins at max.:) -
Zeus AI Combat Skills
Nephris1 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
..... well at least tried to make a structured beginning, to make things easier for the author. Like seeds on fruitless fields. :rolleyes: -
Zeus AI Combat Skills
Nephris1 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well ok, so we are speaking about the same issue titled with a different topic. When i read "frozen AI" i expect the AI to stop reacting on anything, just stuck and wait at their latest position for the end of a misison. When i interpretate this right we all mean the same with "frozen AI", AI doesnt react on players command, correct? I guess it is a bit messy and difficult to sort things for the author if 10 people talking about different things but mean the same. Furthermore it is a mass more work to reread each post for anything related to fix a problem, so i am sure a structured report of the issue would help a lot. So lets simply collect facts, with - minimal mod config. (means no mods but latest Zcommon loaded, as Ace version builds on the default one) - result on latest stable ArmA Version (1.54) - result on lastest beta Version(s), as this ones are the basics for the upcomming stable releases. - latest working version - any further notes ;=================================== ;=================================== Game version: ArmA CO 1.54 - latest Yoma updated Zcommon mod AI doesnt react on players command Game version: ArmA CO 1.54 beta 74630 - latest Yoma updated Zcommon mod AI doesnt react on players command Game version: ArmA 1.54 CO- Zcommon mod from early September (popping smoke not included) AI reacts as demanded Game version: ArmA 1.54 CO beta 74630 - Zcommon mod from early September (popping smoke not included) AI reacts as demanded ==================================== =================================== All further notes ...... ... -
Zeus AI Combat Skills
Nephris1 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
To be honest i didnt expiereince "frozen AI" with the latest release (update via Yoma). I just know about the issue that i cant controll AI in players squad to tell them "hold fire" e.g. With the use of older Zcommon mod (see link posts above) that problem was gone.The latest features like popping smoke arnt included of course what one surely miss. I am using OA with latest beta,no mods anymore. -
Zeus AI Combat Skills
Nephris1 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
old Zcommon folder (vanilla + ACE) -
Zeus AI Combat Skills
Nephris1 replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is Protegimus still around? He logged in a few days ago, so i am wondering if he could give us a statement about any fixed version or answers to all that questions,although a lot are the same. I also pmed him already but no answer. So perhabs another one playing with him in the Zeus Gaming Nights could ask him to look around in his thread. I am using atm a very old Zcommon release which works but doesnot have all features of the latest one of course. -
JIP : how does it really work?
Nephris1 replied to Cali's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cali is taking a good point here. Is it possible at all to synchronize the weather at all? I always expierience that my fellows get rain or fog asynchron from me. Is there a way to synch the weather liable and continuing? Otherwise the use of dynamic weather is almost senseless on dedicated. -
arma 2 money system
Nephris1 replied to idan1356's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Search for "money" in this forum. More than a few threads about that topic. -
Dynamic-AI-Creator (DAC) V3.0 released
Nephris1 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can someone tell me if the Dac created units will loose their eventhandlers when they get reduced or when they get build again? Means do ihave apply an EH again? Atm i give´em in the DAC_Config_Events.sqf an EH when they get created. Within the map they get reduced and build several times. Do i need to add the EH again ? Is it possible to activate the _setskill value dependant to a condition? Several values can be chnaged by the init line of a logic etc (like makers, radio distance...),so i nthe presence of an addon i would like to change the skill of DAC units. -
How to take pictures ingame, without all the interface
Nephris1 replied to ViV's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry for diging that old one, but i am not able to disavle the cinema border means player exec "camera.sqs"; showcinemaborder false; doesnt work for me. I use that code in the init line of my player and teted also in init.sqf. Any ideas, anyone else who knows that problem? Edit: Sorry didnt get that one... works at restart. -
LoadingScreen (how-to)
Nephris1 replied to rübe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Danke dir, gonna test it at home. Description stuff is makin me tick since OFP and my first dialoges.... -
LoadingScreen (how-to)
Nephris1 replied to rübe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi folks, thx for the tutorial. I am using a loadingscreeen.ext file. The class class RscPicture { #define _RSCPICTURE_DEFINED 1 access=0; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; shadow = 0; }; is defined in it. Right now i am using also a picture beside the loadingscreen, which got defined in my descriotion.ext...and i guess u know what happened...ctd. As the class got defined twice i receive that ctd. I thought i could delete the class in the loadingscreen.ext as it is already defined in my description but that doesnt work. So what is the correct way to get double classes defined in descriptionext and loadinscreen.ext working besides? -
[HowTo] Check for addon presence
Nephris1 replied to VictorFarbau's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
K....:confused: Gonna check it once again. If it works for ya the error must be 30cm infront of my monitor i guess,as always. -
Not what I paid for: BAF from Gamersgate not installing.
Nephris1 replied to ESheppard's topic in ARMA - TROUBLESHOOTING
LoL...u mean he bought BAF and tried to install it for ArmA1? Jeez, i would piss me pants if true? Sry for being that harsh,but that´d be funny anyways. -
cursorTarget and key
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Works great thx.:) -
Is it possible to use "cursorTarget" and pressing a key like "shift" or a rmb click to identifie an object? Atm i am using "cursorTarget", coz "knowsabout" is not liable enough, as u can see an object, but the engine sometimes doesnt assign a correct value, to ask for. But "cursorTarget" only, is a bit less, as a player could also just mark the object by chance, coz his "rifle" just brushed the object by chance, although he doesnt really know about it. Inthis case a combination of "cursorTarget" and a confirming click would be cool and imho the solution, to identifie the object. I know we can use shift and alt as default e.g. in onmapclick, but i dont want to open the map. I hope i was able to express what i actually wanna try to do. Any ideas?
-
[HowTo] Check for addon presence
Nephris1 replied to VictorFarbau's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I really like thatidea, as ucan adapt a mission for the presence of certain addons. As i am playing a lot with ZeusAI, i treid to ask if that addon is present, but i guess i made sth wrong. I used... IF (isClass(configFile >> "CfgPatches" >> "zeu_sys_ai")) then { hint "Zeus available"; } else { hint "Zeus NOT available"; }; ....in a trigger. Although the addon was loaded,my hint"Zeus NOT available" kicks in. What am i doing wrong here? From the refering config.cpp -
Very nice 1. Made me a silent smilie on work.
-
Dynamic-AI-Creator (DAC) V3.0 released
Nephris1 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I guess most of them are used as coop. And since OFP, private coop servers were always those ,that provided most fun to all involved players. So just a few maps with DAC reach the public. -
What a bunch of dirty lookin whores .... Nice one m8. Have their character gone bigger?
-
Not what I paid for: BAF from Gamersgate not installing.
Nephris1 replied to ESheppard's topic in ARMA - TROUBLESHOOTING
If u want to save an executable file u need to save the exe before the installation starts. Neverthelss, arnt u in the wrong forum? As BAF is for ArmA2 and u r in ArmA1 section. -
I really prefer the hovering feature, as "landing - unload - start/fly away" takes much more time as "hovering - unload - fly away". At the end a game is always a balaning between RL and GL. What i am interested in, is the fix for deploayable weapons. I guess in the meantime everyone knows about the prob ,that u cant (un)deploy static weapons anymore. Would be fantastic if that feature could get running in the next "fullpatch" again,if not already in one of the betas.
-
Emplacement weapons Question
Nephris1 replied to x_ringo_x's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
When i am right several functions for deployable weapons were screws in the past patch.