runforrest
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Everything posted by runforrest
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check for civilian casualties with civilian module activated?
runforrest posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
hey there. to all of my missions i wanna add a loss trigger if civilian casualties are to high. without the civilian module i would place some civilians within the area of a trigger with settings: activation: civilians not present (not sure if thats the exact word in the english editor) type: loss but with the civilian module, how would i do that? afaik the civilan life is created around the player within a certain range, and deleted when not being in that range. so cheking for alive civilans with a trigger wouldnt work. any ideas? -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
runforrest replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
hm strange i have no cwr2 in the addons manager list, thats why i ask (LEA tool is uptodate) -
Real Damage for Arma 2
runforrest replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for this inisght information. I already expected an answer like that, because if it would be easy to do the community would have done it already ages ago, on the other hand in the past much things was said its engine limitation and cant be worked around, JSRS and TPWCAS prove that wrong and i hoped maybe ur script is also on that track :) But anyways ur script IS an improvement nevertheless. -
No one else having problems with the part 2 downloads from armaholic or the 24th platoon links ?
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Real Damage for Arma 2
runforrest replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hm i was wondering if u can fix another problem within the ArmA damage system. Would it be possible to change the way how damage is calculated at already-hit non-vital parts of the body like legs,feet, hands, lower arms. I mean it should not be possible to kill a unit by shooting 3 times in the foot. Mabye the bleeding out rate should increase a bit but there shouldnt be additional damage to the body. If ur scripts could change that, that would really be amazing :) -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
runforrest replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
Hi im using this tool for quite some time now, i really love it. Back in ArmA1 days with ACE1 i already thought something like this should be already build into ACE by default to avoid the mess with the backpacking at each mission start. I dont know if it has been mentioned yet, theres is a small issue. When renaming a profile "Apply to @LEA" doesnt work, first u need to close the profiles editor and open it again, than "Apply to @LEA" works. And i would like to ask if there is CWR2 mod support planed? This would really help. Thanks again for this really convenient tool:) -
Awsome! Everything that can be said already has been said, so just let this awsomeness shake the universe. However i can not feel the shake yet: Part 2 download from Armaholic gives me error when unpacking with 7z: 0 Dataerror in "JSRS Mod 1.5\@JSRS 1.5\AddOns\jsrs_movement.pbo" . The file is damaged. I downloaded 2 times *edit I tried downloading part 2 from 24th platoon.de,same result when unpacking
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Real Damage for Arma 2
runforrest replied to Murcielago_ESP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very nice! This looks interesting, i wonder how to add this to missions that use DAC. It is not shown on the video but i assume shots right in the face are finally lethal with ur scripts? -
Making it appear as though the battles are bigger
runforrest replied to porte's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
u might try this : http://www.armaholic.com/page.php?id=13459 viel spass :) -
Ambient Combat Module
runforrest replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
the fixed example works and the acm works on a dedicated server, to bad it cant be synced to something else than a player the wiki is a miracle to me, i need examples to understand stuff, without examples it might as well be written in chinese - same result for me :rolleyes: -
Ambient Combat Module
runforrest replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
jea but the wiki should be moderated by someone official to prevent confusion and wrong infos, in the end its BIS fault, the documentation should be there already *sigh* ill check ur solution and report back, might take a while. Thanks again :) -
Ambient Combat Module
runforrest replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for ur reply Hexerie above has the same in the init. The modules in my mission are named BIS_ACM1 and BIS_ACM2 u mean it should be like that? //ACM Settings ACM1 PLACE AT END OF INIT! waitUntil {!isNil {[color="#0000CD"]BIS_ACM1[/color] getVariable "initDone"}}; waitUntil {[color="#0000CD"]BIS_ACM1[/color] getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 300, 800] call BIS_ACM_setDistanceFunc; [[ "BIS_TK"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0, 0.6, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.4, 0.9, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; [bIS_ACM1, ["TK_InfantrySquad", "TK_MotorizedPatrol", "TK_InfantrySectionAA", "TK_InfantrySectionAT", "TK_SpecialPurposeSquad"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM2 waitUntil {!isNil {[color="#000080"]BIS_ACM2[/color] getVariable "initDone"}}; waitUntil {[color="#000080"]BIS_ACM2[/color] getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [0.1, BIS_ACM2] call BIS_ACM_setIntensityFunc; [bIS_ACM2, 500, 1000] call BIS_ACM_setDistanceFunc; [[ "BIS_US"], BIS_ACM2] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM2] call BIS_ACM_setSkillFunc; [0.6, 0.9, BIS_ACM2] call BIS_ACM_setAmmoFunc; ["ground_patrol", 0, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; [bIS_ACM2, ["US_RifleSquad", "US_DeltaPatrolATV", "US_DeltaPatrolHMMWV", "US_MechanizedInfantrySquadICVM2", "US_Team", "US_TeamAT"]] call BIS_ACM_addGroupClassesFunc; }; than the example at the wiki again is totally wrong -
when i use the link to dev-heaven at first post, firefox tells me the url is not trusworthy ?? *edit i dont had that problem in the past
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Ambient Combat Module
runforrest replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Szenario: 2 US Squads in Clafghan starting from FOB with HMWEES for patrol Mods uses: ACE2, TF86Seals,Clafghan Download mission from here:http://213.239.196.115/tobpublic/forrest/Missions/co10@A_JustaNormalDay_v01.clafghan.pbo The ACM Moduels are synced to the teamleaders, human players take slots of the teamleaders AI is active, grouprespawn ACE Wounds is enabled im using this in my init: //ACM Settings ACM1 PLACE AT END OF INIT! waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 300, 800] call BIS_ACM_setDistanceFunc; [[ "BIS_TK"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0, 0.6, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.4, 0.9, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; [bIS_ACM1, ["TK_InfantrySquad", "TK_MotorizedPatrol", "TK_InfantrySectionAA", "TK_InfantrySectionAT", "TK_SpecialPurposeSquad"]] call BIS_ACM_addGroupClassesFunc; }; //ACM Settings ACM2 waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [] spawn { waitUntil {!(isNil "BIS_fnc_init")}; [0.1, BIS_ACM2] call BIS_ACM_setIntensityFunc; [bIS_ACM2, 500, 1000] call BIS_ACM_setDistanceFunc; [[ "BIS_US"], BIS_ACM2] call BIS_ACM_setFactionsFunc; [0, 0.7, BIS_ACM2] call BIS_ACM_setSkillFunc; [0.6, 0.9, BIS_ACM2] call BIS_ACM_setAmmoFunc; ["ground_patrol", 0, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 1, BIS_ACM2] call BIS_ACM_setTypeChanceFunc; [bIS_ACM2, ["US_RifleSquad", "US_DeltaPatrolATV", "US_DeltaPatrolHMMWV", "US_MechanizedInfantrySquadICVM2", "US_Team", "US_TeamAT"]] call BIS_ACM_addGroupClassesFunc; }; result in the mission: EVERYTHING is spawned, we even encountered NAPA troops, lots of enemy air activity from the configured init i expect that there is only TK groundpatrols and sometimes a friendly airpatrol Can anyone tell me what im doing wrong? -
Ambient Combat Module
runforrest replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Mygod im frustrated, ok here we go. The example in the wiki is not very good! It doesnt work! BIS_TK_INS seems not to be a valid entry for factions! And if it would be, insurgents are by default friendly to all other factions, so there would be no fight at all when u would use the example. The documentation about this is HORRIBLE. It also says before What does this mean? why is that not included in the example? Is there any info if this works only for selfhosted games or also for dedicated servers? What happens when the unit that the acm is synced to, is a squadleader and the squadleader dies? Is the acm passed over to the new squadleader? Does this work with different spawn types (group,base etc...) If it is passed over what happens when the group is dead? Is the acm deleted? I guess it is. We can also just sync ONE ACM module to a group. If i want only enemys of one faction to be spawned PLUS a few friendly airpatrols from time to time, i cant do that with the ACM right? -
hi Is there a way to exclude all asr_ai features from specific units by dropping a command in the init line of the units? I mean those units should behave like a vanilla arma 2 AI. In some situations something like this is really needed. i know theres command: _unit setVariable ["asr_ai_sys_aiskill_exclude", true]; is that enough to make units behave like vanilla AI ?
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ArmA2 / OA (low) performance issues
runforrest replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
@Sagehorn im sorry i have no idea what those errors mean :confused: maybe others can help u -
TPWCAS - TPWC AI Suppression System
runforrest replied to ollem's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for this masterpiece to all involved. This is like ASR_AI, it changes compeletely the way how to play vs AI, in fact the feeling is more and more like u play vs humans. PLUS its very customizable, has good documentation and präsentation, covers singleplayer, selfhosted, dedicated, was developed with ASI_AI in mind for best compatibility... what can u want more? Nothing i can think of, this is PERFECT ! Respect gentleman :notworthy: -
ArmA2 / OA (low) performance issues
runforrest replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
@MAVEN i agree, ONE very well structured post with all facts regarding optimization would be nice @Sagehorn hm is it lag (connection problem - no FPS drops) or is it stutter (FPS drop from time to time) Did u check ArmA2 logfile file? (arma2oa.RPT at Win7 64bit located at C:\Users\urUserName\AppData\Local\ArmA 2 OA - open it with default wordpad/notepad or better notepad++) does it get spammed by errors? To check that close ArmA, delete the file, start ArmA, wait until ur in main menu, alt+tab out of the game, open the file, check how many lines are written in the file, alt-tab back into game, join the server, wait until u are in the mission, alt-tab again, check how many lines are written this time(how many more), alt-tab back into game, play until lag happens, after lag alt-tab out of game, check again how many new lines are written since the last check. If the stutter is caused by errors, that are written to the RPT, it has to be many errors (a few hundred or thousand lines in short time). Note that it is quite normal to get a few errors in the file but it depends on how many addons u load. Also note SSD hardrives can reduce/elimate that stutter even when the RPT gets spamed like crazy. Im just guessing here the cause may also be something totaly different -
PvP Animation replacement/enhancement pack
runforrest replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hey smookie im using the lite version of ur excellent animation replacement (i also tried full version but that was a bit to much for me) and i have kind of a small request/idea. It would be great/very useful to have an animation when prone to raise ur head a bit to be able to look over the grass. Not for shooting but just for looking. Pressing the turbo key + move forward key. The prone right and raise body(turbo + forward) animation is already almost like that but raising is not high enough and using that animations and going back to normal prone takes to long for me to be useful. So something like that a bit higher in normal prone position would be a really great addition imo :bounce3: Anyway thanks alot for ur addon:) -
ArmA2 / OA (low) performance issues
runforrest replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
hey Dar i know exactly what u mean, it had to wait 3 years until i could run ArmA 2 like i should, and still theres enough situations where i get below 30 fps. The CPU definately has the largest effect on performance in most cases, the more Ghz u can have the better. (OCing my CPU from 2.7 Ghz to 3.3Ghz helped alot) But it also depends on the the mission, something like domination or warfare will NEVER run very fluent, u will notice when u are at start on a domination and u look into the sky ur FPS should be higher than when u look forward. If ur FPS is nearly equaly low in both cases theres much likey nothing u can do to change that. And there can be several reasons to it why it is like that. Most likely its a domination edit with lots of vehicles and objects at base and every object will eat FPS even if u are far away and cant see it. Or the server is not good enough. So only thing u should do is disconnect and find other server and see if FPS is better. But domination or warfare will never run with good FPS (30+) like a small 8 player coop mission. And as i said in missions like that NO grafic setting will give u better FPS, quickest way to see that is always look in sky (50-60 FPS) and lower viewdistance, if that doesnt increase FPS nothing else will do it either ( if ur connected to a server). Also when u play singleplayer or host a game urself performance will be not so good as if u connect to a dedicated server and play the same mission there. And of course addons like ASR_AI or especially twpc_ai_supress have quite a hit on ur FPS. (on ArmA 2 Benchmark 01 twpc_ai_supress eat 10 FPS !!!). Theres one thing for me that gives me stable +5 fps (or even more depending on ur settings in IVD): use SAP_clutter (short grass,sadly only works on Chernarus clutter) combined with Instant Viewdistance. In the userconfig of IVD play around with settings for terraindetails, 48 is what should give u 5-7 stable FPS more than usual Viewdistance in missions should be around 2000, in towns go down to 800m or crowded Zargabad or Fallujah down to 500m and u will have nice FPS one more thing: play around with rendered frames ahead in ur driver settings and GPU_MaxFramesAhead in ArmA2OA.cfg. Try setting both to 0,1,2 or 3 and see what gives u best results *edit i just saw the link above, it says it all :) gdt grass maybe is better choice than sap_clutter as is has better blending in of grass some notes to AA and stuff always make sure ur driver is set to application controled with NVidia AA off and in arma fxaa=low gives me best results for comparison see my signature, with JSRS, Blastcore and tons of other addons i get 40fps in ArmA2 Benchmark 01 -
I also totaly agree with Jerryhopper And anyway what u all want with ArmA III in 2013? U would need a hig end nasa rig and still wont be able to play it fluent (35 FPS+ minimum on high settings) PLUS there would be tons of bugs. I can wait unitl 2015 but than it should be very bugfree :) See it this way, maybe the development of DayZ with its unique features and the "explorer" mind of rocket is a good opportunity for BIS to polish ArmA III in regards of gameplay, multiplayer,UI ,bugs ,JIP-support, cheat protection, etc...
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The Undead Mod
runforrest replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
wow i accidently stumbled over this thread, good to see u back Charon, i thought this excellent mod died a long time ago. cant wait for the new version -
Arma Role Playing Items - ARP Mod
runforrest replied to thedog88's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice Addon. Does the script work in MP? (Selfhosted? Dedicated Server? Do all clients need it or just host/server?) -
Cold War Rearmed² : Demo 4
runforrest replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
oh boy im getting old :rolleyes: :D