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malkekoen

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Everything posted by malkekoen

  1. malkekoen

    Call Of Namalsk - SP Mini-Campaign

    I don't doubt it. Glad to hear you're still in business. Tried your Simple Zombie mission and it's fun, but what turns me on is the story driven play. So in the long run i'd always prefer something like Call Of Namalsk, and then again, Namalsk is such a cool island.
  2. malkekoen

    Call Of Namalsk - SP Mini-Campaign

    Any news on this! Hope you guys haven't lost the spirits; I just retried your "demo" mission 1 and it's awsome.
  3. malkekoen

    Map: Favslev, Denmark

    I agree! Being a dane I really look forward to this map, but seeing the video the mountains struck me as something very unfamiliar in the danish landscape, so if the horizon could be altered... Very nice, look forward to see the church!
  4. malkekoen

    Call Of Namalsk - SP Mini-Campaign

    I'm sure you will, with that kind of attention to detail and excellent setup there's no doubt you guys got talent. Keep up the good work!
  5. malkekoen

    Call Of Namalsk - SP Mini-Campaign

    Hello. I just tried your mission and I think it's great. -Voice acting is actually quite good (not normal in community missions, or even commercial games). -Ambience is spot on, I really want more -Number of enemies is perfect -Love the healing system (making the game playable) -Fantastic that you resist the temptation to add tons of addons, just keep it simple! -I love the down to earth approach on mission making. Logical survival goals: Get warm, get some Vodka. It's great that you're doing this, it's very different and it's good. I'm amazed at what the Arma engine is capable of! Feels like a new game. Things I think you should be aware of when making more missions: -Be careful not to overdo the ambience thing. People might get enough of always too dark, rainy environments. I don't say you should let the sun shine for the rest of the campaign, just make a few breaks (bleak daylight, still foggy and mysterious). -Build on the campaign. Don't continue to annoy the player with simple tasks, like get that, go there. It works great now, but move on. But be careful not to abandon the down-to-earth survival feel. Good luck!
  6. Maybe it's the CBA addon that does it. I had it installed, and suddenly yhe HC module was acting very strange. All friendly units under my control, my own squad also, and the Takistans spoke some things in English. I'm not sure if it's that, but after i load without it it works just fine. Give it a go!
  7. malkekoen

    OA Mission E04: Jackal

    It is pretty hard, but I also finished it without firing a shot. I crept through a small hole in the wall, near the armoury (just mind a BMP) and crept to the tanks. The enemy has no NVG so they see pretty bad in the dark. There are convinently placed extra satchel charges behind the tanks; the trick is to match your satchel-planting pattern with a guard that walks around the tanks so he always has a certain distance (hearing distance) to you, and his back towards you. It's okay to kneel, just remember that running is a no-go as it increases your detection range alot. You can sneak out the same way and place a charge by the armoury on the way out. Keep one for the fuel station on your way up in the hills. Good luck!
  8. malkekoen

    AC-130 Script for ARMA2 (0.3)

    Ok I see what you mean. It would be cool to implement that somehow... So that hanging at altitude doesn't mean you can't see thing properly on the ground. Just wishful thinking!
  9. malkekoen

    AC-130 Script for ARMA2 (0.3)

    Great improvement to this fine script. Nice to have the FLIR effect. Comparing the AC-130 camera to the AH-6X (the ULB) camera when used in conjunction with AH-64, it seems that the AH-6X camera, when zooming, adds details and objects that was previously invisible due to distance, LOD, etc, whereas the standard cams (like the one used by the AC-130 script) never adds these details. This means that no matter how much you zoom, the objects visible and their LODs are dependent on your actual position. Try it and you'll see what I mean... ;) Do you think it would be possible to use this kind of cam, or zoom mode, in the AC-130 script?
  10. malkekoen

    STEAM troubleshooting

    I have the CD version of ARMA 2 and just bought the Steam version of OA. So here we have a new beta, and I can't really make it work with the Steam version. I tried installing the beta, but it doesn't seem to register OA, just the old cd version of ARMA. There is a folder in the Steam directory under "Expansions" called "beta", but it crashes when I try to launch the .exe situated there. What is the correct way of beta patching a Steam version?
  11. malkekoen

    AC-130 Script for ARMA2 (0.3)

    I have been having some troubles using your cool script in a mission, explained further in this thread: http://forums.bistudio.com/showthread.php?t=100469 In short, it is concerning the behaviour of AI targeting. We have all noticed that the AC-130 itself, when in cam mode is all but invincible (AI not targeting properly/not causing damage) and it seems the problem extents to even AI engaging on the ground: http://www.youtube.com/watch?v=e_i1bj2FiqM I have been doing some testing along with F2k Sel and it seems the problems are related to the script somehow. I know it's probably a BIS bug somewhere, but please, do you have any advice or idea what is going on?
  12. Hi. Could anyone give some advice on how to make several units hunt an enemy unit continuosly? I have tried adding a "move to pos NAME" in the init line of units, but they will only move to the position where the unit starts. I then tried creating a global trigger that said "NAME move to pos NAME" and set it to check continously, but this just seem to do the same as in the above case. Maybe this can only be done creating a sort of script, but I'm not very strong in that field I'm afraid. Any advice would be appreciated. *** Edit: Added mission for anyone interested: If anyone would care to see what I'm using these fine hunt scripts for, you're welcome to try my *very early* alpha release of the mission. When I first tried LurchiDerLurch's AC-130 script I was inspired to try and do something like CoDMW (yeah I know, very original :o). I have only little experience in scripting, so this is a bit of learning-by-doing project. As stated above, this is not to be regarded as a complete mission, but is more of a sketch of what I strive to do: Download link: http://www.filehosting.org/file/details/152953/SaviourNoAce.Chernarus.zip The link might not work in Chrome for some reason. To install, move the file in the documents/ArmA 2/missions and open it through the editor.
  13. malkekoen

    Hunt script?

    I agree with you. I've never seen this happen before I used the AC130 script neither. The AI generally has a lot of problems coming to terms with the script there, also you're practically invulnerable as the AI rarely targets the plane and when it does it seems that it's invincible. I'll try and post the movie in the AC130 script forum to see if the author has any comments on it.
  14. malkekoen

    Hunt script?

    Me too and for testing purposes without any add-ons. I actually tried moving units with waypoints too, and the same happens. Even with a search and destroy waypoint. I'm not sure, but I suspect that maybe to conserve processing power, AI units are kept on a kind of "maintenance" mode when a player is far away. But sometimes, yes, they engage each other (rarely though). It is strange.
  15. malkekoen

    Hunt script?

    I just made a video to show you what I mean. The OPFOR AI are following the hunt script, the BLUFOR a waypoint. Notice how neither part engages, and all BLUFOR and OPFOR leaders have NVG. Notice that as soon as I select one unit the targeting engages. And they are all "aware" and "open fire". Strange... http://www.youtube.com/watch?v=e_i1bj2FiqM
  16. malkekoen

    Hunt script?

    That's because I set up triggers to force the groups to engage. I made 3 triggers, all set up to activate repeatedly, one that gives the CommandTarget order, one Fire order, one Reveal order. I don't know if they're all necessary + they are set up to target the team-leader only. Is there a way to let a group target another group as a whole and not just one person in that group? And would it be possible to use the hunt script to allow the groups to target each other, something like: It's strange, I tested this: If two enemy AI groups (infantry only) move towards each other due to, eg. converging paths or a hunt script, they will not fire or even report seeing the other part. I tested this by making myself a member of unit (not in command) and placed myself far away from my leader. No radio calls like "enemy man at XXXX". As can be seen from the AC-130 groups will just not engage, I've seen them literally bump into each other (without the triggers running as mentioned earlier). And they are in "aware" mode and have full stocks of ammo. If then, I choose one playable and switches to that unit, they open up on each other immediately. Also if I make myself, eg. a civilian and places me next to the action they also engage normally. So it seems that AI is "forgetting" to report and engage enemies if there's not an active player around to supervise them. So if this is a fact, then how could a script be done that contiously forces one group to target (and fire upon) an enemy group?
  17. malkekoen

    Hunt script?

    The original post, top of the thread :) How would you create a waypoint? I have the problem that infantry units don't seem to engage the targets and neither does the targets engange the hunter's infantry. I have tried alterering the sleep to much more, but it doesn't change anything. Maybe a waypoint would fix this behaviour. Vehicles engange normally though, strange... Any ideas?
  18. malkekoen

    AC-130 Script for ARMA2 (0.3)

    Thaks for the reply Lurch. The grey NVG doesn't seem to work thought, I've tried the: in the setup file in both the rotate and attach folders, but it just makes the NVG unselectable. That makes me think that there may be a small typing error somewhere in the script that's supposed to call for the grey NVG? Concerning the: I'm not sure it helps... Still got the odd thing targeting me, are there any other places this should be inserted? By the way, yes, it is strange that the AI really seem to have trouble coming to terms with the A-130 as it sometimes ignores it, other times fires. If it helps, I have noticed that when you start in the aircraft and uses the option "AC-130 camera" the plane gets targeted but is invulnerable as long as you stay in cam mode. If you map-click the AC-130 into position the AI are having great difficulty detecting the plane, but sometimes fires though. This doesn't seem to harm the plane, though... No missiles btw, only AAA fire from eg. Shilkas.
  19. malkekoen

    Hunt script?

    New, updated, mission available. Link at the OP. ACE free.
  20. malkekoen

    Hunt script?

    Too bad with ACE... Strange I really tried to keep it clean from ACE stuff, I'll try to get it set up without when I get home in a few days. Maybe ACE makes some independent classes in the "default" categories and not only in the defined "Æ ACE" classes. :)
  21. malkekoen

    Hunt script?

    If anyone would care to see what I'm using these fine hunt scripts for, you're welcome to try my *very early* alpha release of the mission. When I first tried LurchiDerLurch's AC-130 script I was inspired to try and do something like CoDMW (yeah I know, very original :o). I have only little experience in scripting, so this is a bit of learning-by-doing project. As stated above, this is not to be regarded as a complete mission, but is more of a sketch of what I strive to do: Download link for Saviour: Removed, see top. Future plans: I would like to make a collection of CoDMW inspired missions, from the extraction of the agent, to the flight from the crashed helicopter, and finally this AC-130 mission. Let's see how my skills progress. I am not sure about the location yet, so maybe I'll move the crash site later on. There seems to be a problem with AI not engaging the Bravo 2-1 team properly, so I have set up triggers that forces AI teams to target Bravo 2-1. This has helped, but I'm working on a more permanent solution. Have fun, and please forgive my Noobish skills!
  22. malkekoen

    Hunt script?

    Ok that is great. This script is working perfectly! Thanks mate
  23. malkekoen

    Hunt script?

    Thanks for the answers. I figured that the _hunter and _target were a "name-holder", but what's the point in the 0 and 1? It doesn't seem to use these numbers in the script... Please forgive my stupidity ;) Would it be possible then, to target a group as a whole, or is this script limited to single persons. Another thing: When I tried grouping more scripts into the same SQF file, as here: ... the script doesn't seem to work. So I set up a script for every unit chasing the target, which is quite alot. Here it would also help if I could get the hunter to target the group, and not just an individual. Hope you can help a bit Edit: Just to help me understand: If I deleted the "sleep 10;" at the end of the script, would it then just run once, or continously as long as hunter and target are alive?
  24. malkekoen

    AC-130 Script for ARMA2 (0.3)

    Hi. First of all thanks for a great script. I have some issues (I'm not good at coding): 1.) Does anyone know how to initialize the script so that NVG are defaulted (and then turn off FLIR) 2.) No troops showing by default 3.) How to make the grey version of NVG. 4.) And finally how to make the spawned (map clicked) AC-130 to be ignored by enemy AI, like if is possible to insert a setCaptive true command somewhere in the script. I got all this sorted out in the previous version of the script, but it is a little too complicated for my skills atm. Any help would be appreciated.
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