joske
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Everything posted by joske
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thanks for the help on that armalib problem, it is solved now. as for the questions: for an image editor i only have paint left although i dont think that will work, and i dont have a terrain editor.
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ok i got a bit further by trying and now i know that you need a terrain which you need to import from an xyz or from a picture, and i need a satellite+mask and that should be more or less enough for my goal. Now where do you find a terrain and a satellite+mask of a flat area, in some off the tutorials it is stated that you need to make them yourself or download them from google earth, but i dont get how to make them myself and i dont think there is a suitable sat-mask anywhere on google earth, and i dont know how to download it from there. and as a second problem, when i try to start up buldozer i get an error screen saying "error ocurred loading armalib/armalib.dll" now this might have something to do with the fact that i have armalib installed, but i have tried removing it and buldozer then still doesnt works.
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it would be nice to have the better quality weapons, but then in a seperate pack. same with units and vechicles, although maybe you can make different combinations of units for different kinds of terrain. like a desert,urban,jungle.. pack
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to shape your power lines, you shoudnt worry about building power lines inside towns, most towns who dont have there own power plant have a transitor station, and in most cases this is located on the edge of town, and the town itself is then suplied trough underground lines. on a bigger level your power lines should originate from a power plant and to the transitor stations at the edges of different towns. the route these powerlines take depends, they can either take the direct route which would be trough the countryside, this is mostly used for the bigger powerlines. secondly you can also build them along a road, although this is mostly used for small powerlines and telephone wires.
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well my nick is derived from the a rather old dutch name "jos" with the diminutive -ke behind it. but there are also slavic language names that sound ridiculous in dutch, like i once heard about an immigrant from the eastern block called "lulzec kakzec" or something which means in dutch something like dick-zec shit-zec.
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this might or might not be usefull. I know a site which has alot of photo's of a particular town in Congo (drc not brazzeville) called stanleyville which was the site of heavy fighting during the congo crisis with it being overrun by simba rebels,belgian paratroopers..etc the problem is that the site is in french and it can be pretty difficult to find suitable pictures but if you look closely you can find alot about the buildings and layout of the town during the period right in front of and during the dekolonisation. http://www.stanleyville.be/ see what you can do with it and if you have questions regarding the site or the congo crisis just ask
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U.S. Military Tractor Trailers
joske replied to soldier2390's topic in ARMA - ADDONS & MODS: DISCUSSION
great to see someone is still working on Arma 1. and if you can continue this addon succesfully it could become a pretty nice . also i want to ask how the ai drives these vechicles particulary in cities because i can see them gettin stuck everytime they take a turn. -
Fww2 - finland at war 1939-1945
joske replied to Von Rundstedt's topic in ARMA - ADDONS & MODS: DISCUSSION
how are you gonna make those mortars work in-game? do you have a system planned for it so players can accurately use them or are you just gonna have them shoot in the air and have the player guess where it is gonna land. anyways great job again and are the units gonna look that dirty/undercooled in the release or are that just effects you added later on? -
so i have been trying to do another experiment and this time i am gonna try to have a mission with the possibility to do several side objectives. so my plan would be that you could activate a trigger and then you receive for example the objective to clear out a certain town. now doing that would be pretty easy using hidden markers and objectives, but the problem is that i would want the amount of objectives to be in the area of 10 objectives to start with and add more if this is succefull, and having to put all of these enemy units on the map it is probably gonna lag like hell, not to mention the fact that units in these towns might interfere with other objectives when you are not doing the objective they are in. so now my question is: can you spawn units and possibly markers and triggers...etc (the entire optinional objective) in an easy way that can be easily repeated on an entire island and can be understood more or less by someone who doesnt knows much about scripting, i have already tried to use mission.sqm files of seperate simple missions and then using them as scripts in the hope of spawning them but that seems a bit too easy too work and apparently it doesnt. also i want to say that it isnt a disaster if there isnt any way to do it in a simple way and that i would be better off using dead-zones and possibly scripts that can solve my performance problem rather than use very complicated scripts that i dont understand and are hard to use.
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Realistic G36 and ACOG Sights?
joske replied to jasonnoguchi's topic in ARMA - ADDONS & MODS: DISCUSSION
ace mod has several g36 with the ability to change between the longer range sight and the cqb sight by using some button (ctrl-f i think it was) -
when i first started playing Arma one of the reasons i wanted to play it was the ability to fight in large open cities and when i saw that fighting in build up areas wasnt the best quality of the Arma ai i gave up more or less. but when i recently started playing deus ex i got the idea of instead of just having two squads meet in a city with the resulting clusterfuck, to have one ai guarded complex and the player character needs to go in that building/complex and complete a goal (like destroy that mg so we can advance). now for the basic idea of having a guarded complex i think i am thanks to some scripts doing pretty well, but now i am trying to tweak the default Arma gameplay to suit urban warfare more. for this it would be helpfull if i found some addons/scripts(yes i already searched some addon sites): -a way to attach a certain animation to a key so i can scale some obstacles. -maybe a way to make the character able to aim straight above itself (like in ace) -although i already found some addons that can function: boobytraps or anti-personel mines that can be placed in the editor -a way to enhance the difficulty level of the ai on certain points like reaction speed or situational awareness. -(any script that might be usefull in making a stealth, urban mission) -(any ai enhancing addon that changes that changes there urban behaviour in a positive way) -(trivial things like security cams or things to turn of lights...) -or anything that you might think off that is usefull i hope that this is the right place to post it and i also hope that i get some usefull things that i can use
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New island projects - what do you want?
joske replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
i totaly agree with you about the fact that when you build cities they need to be formed in a realistic manner, but all the examples you use about how a city should be composed is geared towards big cities which stretch dozens of kilometers and have thousands of inhabitants. But when you build a city in game this city will almost always be the size of a minor city with countryside around it (except if you build a map which only has a city on it) and these minor cities or villages are shaped in a different way then the big cities you are talking about. and secondly when you talk about the need for all kinds of services that need to be provided, you would need models for a school for example and when these are not provided and you cant make em yourself then you cant have that sort of facility in your city. -
i've searched 'direct hit' already. Felt that this is necessary. pls read on
joske replied to RichSz's topic in ARMA - OFFICIAL MISSIONS
i dont really know which mission you are talking about but dont measure this game by its campaign because in my opinion well the campaign wasnt good at all, the real potential of this game is in the realism, the amount of user made content and its endless posibilities. so if you got some time download some mods(you have all kinds of mods from vietnam war to science fiction to gameplay additions), download some user made missions or just try to make some missions of your own( although this takes some time and can be frustrating). for the mission itself i assume you are talking about a mission where you need to fly an attack helicopter, well some tips for playing with them is: use cover and pop up to select targets and fire of the rockets and then get back behind the cover, also when attacking the enemy with unguided rockets and cannons fly over low and quick and again use cover to your advantage. also you should download all the patches because pre patch missions are buggy. and if all this doesnt work just look up some cheats because some missions really arent easy to complete and certainly not fun. -
New island projects - what do you want?
joske replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
what i would like to see, is not traditional jungle,woodland,desert...maps(not that they arent fun to play on) but islands which are build with creativity and do something that nobody else has done before. for example instead of normal jungle island which has some rollin hills covered in tropical trees, make an island with high cliffs lookin out to sea, a jungle build up out of gigantic ancient trees, deep chasms, a vulcano in the center of the island...etc (a bit like skull island of the king kong movies). or for example instead of making a normal city make a city completely made up with some crazy style like art nouveau or art deco (as an example think of the city from bioshock which is art deco). off course these kind of projects would take much longer to make because of all the extra work involved (shaping weird geographical formations, creating new kinds of models..etc) and i also dont think that the ai would handle all the stuff you need to build such islands well. -
oh i didnt realize i still had that campaign installed and it looked like the official campaign. ah well probably just looked over the official one.
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did you just download the 1.14 patch or have you downloaded all the patches as is said on the armed assault website and have you downloaded the patches for the right version? if you just downloaded 1.14 here is the link to where it is all explained http://www.armedassault.com/dwnl_update.html if that doesnt help check in you Arma files (which should be at c/program files/ bohemia interactive , or something) and then select campaigns and see if tcc1.sara is in it. if the file isnt in there and it isnt solved by reinstalling then i dont know what might be causing it.
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as the title says i want to use the killing of a unit of a certain side as a condition for the activation of a trigger, i have already searched in my editing guide and de-pbo'd some deatmatch missions but i havent yet found anything so im turning here for help.
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yeah i now think that i better go with eventhandlers for now and as i doubt that i will release/finish this project(it is more a learning project) but who knows it might become something fun to play. well thanks for all the help
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@seba1976: yeah i just thought of it that i might have explained it a bit wrong, i want this script this script to accomplish that when somebody from one side kills a guy from another side then a marker is put on top of somebody of the other side keeps following him (the marker part i have already figured out thanks to help i received here), i also will try to use the script for some kind of sacrifice humans (ai) for weapons but i havent really figured out yet how im gonna do that. (im trying to make a sort of pvp mission over which i am influenced by tribal warfare, so that you dont start thinking wrong things about me) @Mike84: thanks again for the script i havent tried it out but it sounds logic to count the guys on all sides, but as i am quite new to scripting it is probably gonna take a bit of time to decipher this code but i can only learn new stuff from it so im still positive about it.
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yes i know how to do that but for that you need to fill in the unitname what i need is a way to activate a script when you kill a random person from a certain side
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you probably wont find all of those things you are searching for but il give you some links for some addons which might be usefull. -bank building:http://www.armaholic.com/page.php?id=2827 -law enforcement of both north and south (you need to watch out with vilas cars because they are alot tougher then vanilla cars and can destroy them pretty easily)http://www.armaholic.com/page.php?id=4473 you should also search around a bit on armaholic to find some of the adons you need.
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just tested it and it works, thanks for your help
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im trying to figure out how to make a marker which is created by a trigger follow a unit once the unit has completed this trigger (preferably so that the position of the marker is updated every like 10 seconds) now i have been able to spawn the marker on top of the unit but i want the marker to move with the unit once the unit starts moving.
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thanks for the script, it works like a charm but the problem is that i am a bit new to scripting, init and description files so now i want the script to be activated only when a certain trigger is activated, so how do i do that?
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you first need to place a unit on the map and then you can see "empty" in the drop down menu where you can select the sides of the units you place. or if you dont understand this or you dont understand the editor as good as you would like maybe go to ofpec.com and read there beginners tutorial or download an editing guide.