Murklor
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Everything posted by Murklor
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Nobody plays anymore, atleast for MP
Murklor replied to m241shotk1ll's topic in ARMA 2 & OA - GENERAL
Wait there's a proper way to use the ingame browser?!?! :eek: I noticed now when returning to the game since BC2 released an eon ago, that the browser still display random servers everytime I refresh. Oh there's a 20/30 player green server - REFRESH - no wait its not. But there's another 30/50 player server I didnt see the last time, awesome - REFRESH - max populated server has 13 players on it. :rolleyes: Either I agree, the saturation of missions, the complete lack of a uniform gameplay mode really puts new players off. I'm still very dissapointed Domination never turned into that single, simple hey-its-a-compromise-live-with-it gameplay mode with a fixed feature set. Its still has random features on random versions scattered across servers. We're drowning in options. It's like a mission within a mission within a mission. -
Military SciFi Projects Thread
Murklor replied to Zedrein's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Has it occured to anyone that there is a perfect "Scifi" template for the Arma II coop design that stretch back like a decade? No need to look at those all-high-and-mighty-OMGAMERICARULEZJOO-scifi movies that's just crap. No need to bring mecha battles into the picture. Its called... X-Com! As in the original X-Com: UFO. Think about it. Aliens terrorizing villages in Chernarus and/or Takistan by launching raids... A small band of elite troops has to take a transport there and kill them all. Recover alien tech to research new weapons. Expand your base by getting funding from protected areas. Alien saucers crash and once again, the troops get sent into battle. Gameplay would essentially be Domination, played until you've researched a way to shoot down the massive alien command ship and control it (simplified final random take over zone) or until the aliens have taken over your base. -
Nobody plays anymore, atleast for MP
Murklor replied to m241shotk1ll's topic in ARMA 2 & OA - GENERAL
Hahaha... Oh yes there is. I just joined my first game since many, many months ago. Hud DK or whatever the server is called, a Danish Domination server. I've always enjoyed it in the past, lots of action there and usually friendly people. Well I play a while and end up next to the wreck pad, chilling in the wreck helo and had an... interesting... situation. To cut it short, this is basicly what happened: Some dude: "Get out" Me: "Why?" Some dude: "Get out or I shoot you" Me: "There's no more wrecks so its not like this helo can do anything, why do I have to get out" *fires a couple of shots* Me: "Once again, why?" *Some dude kills me* Some dude: "Told you" Now some of you may say that I should have just gotten out, but I'm not in the habit of abandoning a helicopter to an apparently random guy threatening to kill me if I dont. I asked him again, why he needed me out. Well it turns out the wreck helo is for wrecks and there's rules about it you have to obey (*GASP WHAT A SHOCKER!*) I told him that I had just recovered the abandoned helicopter in the middle of nowhere, repaired it, flown it all the way across the map, picked up a Stryker, repaired the Stryker, picked up an MGS, repaired that too and was now chilling next to the wreck pad because there where no more wrecks. But no. There are rules to obey, the wreck helo is only for wreck recovery! You have to keep collecting wrecks, possibly turn every wrock in Takistan to find them otherwise you're abusing the helicopter by having it parked in the base. Arguing against him earned me a kick and possibly a ban from the server, guess I'll find out if I bother to join it tomorrow or something. I really dont even know why I bothered to land in the first place, I should have just smashed into a hillside for laughs or something. Its so fun to come back to Arma II and witness the relaxed, non-elitist community first hand. I see no reason why it should be so bad for new players?!? -
ACE 1.10 (Advanced Combat Enviroment) for OA/CO
Murklor replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well I dont have the d3d overide thing and from what I could tell, the actual updater seemed to work fine, going through a couple of updates. So I dont really know what the cause was for it failing. The only other difference was that I let 2.5 install in the default directory while I installed 2.4 in a specific one. That shouldnt break it of course, but still. -
ACE 1.10 (Advanced Combat Enviroment) for OA/CO
Murklor replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Meh, sounds too complicated :p The new updater looks like it has advanced quite a bit since last I used it, but unfortunetly it just stops working at the splash logo every time I launch it. This is with 2.4, guess I could try that beta version. Edit: Yep 2.5 beta 2 works just fine it seems. -
ACE 1.10 (Advanced Combat Enviroment) for OA/CO
Murklor replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So I got bored and decided to give Arma II and try to give the latest ACE a spin, last version I played was like... half a year ago or something lol. Are people running the stable release or is everyone still using the updater? -
Is addaction/removeaction local or global?
Murklor posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just wondering. I know a unit is local, but is actions added to it the same for all players (ie if you remove an action on the server, no player can see it)? -
Making the AI fly at a stable height?
Murklor posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to make an AI C130 that is supposed to paradrop soldiers over a target area, a narrow corridor between two waypoints. Now, this sounds simple enough however the plane is ALL OVER THE PLACE! The AI just wont fly straight, he's turning and turning and can end up flying half a kilometer off the track (to the point of dropping soldiers into the ocean instead of on land, lol). I think the problem is that he's always adjusting for height and wont fly just straight forward as I want him too... I've tried smoothing out the waypoints, I've tried few and simple waypoints but nothing seems to work. So how on earth does one accomplish flight at a steady altitude? Or do I have to send the AI back to basic flightschool? :rolleyes: -
Just thought about something out of the blue, didnt we have single manned tanks in OFP as an option? I mean controlled like in the Battlefield series, turret with the mouse and body with the keys. I may remember TOTALLY wrong, I dont know. I've really been missing this in A2. Of course having all those different seats is "realistic" and this version of the tank should still be there as usual, but its not exactly fun when you want to have a tank vs tank battle with your friends, or something. Filling the seats with AI make it more like a battle vs your own crew :rolleyes:
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Is there a way to change the model of a unit (human) during game?
Murklor replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can use selectPlayer unitname to change the player character (obviously need some setPos to replace on the spot) -
Editor based AI spawn script by trigger
Murklor replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Have you tried specific names and using the script squadleader init instead? nul = [this,trigger1,"once",1,1,"your_sl_init_string_here"] execVM "murk_spawn.sqf"; (1,1 is just default values) Ie you use "U1 setPos ((position U1 nearestObject 8389) buildingPos 8); U1 disableai 'MOVE';" etc. -
Wave by Wave Enemy Fighting
Murklor replied to KC Grimes's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
A simple while would fix it. while { waves > 0 } do { _group = [vars] call your_spawn_function; while { ({alive _x} count _group) > 2 } do { sleep 5; }; waves = waves - 1; } -
Editing, Expanding and Modifying Domination
Murklor replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What? Why would it require addons? :confused: I'm not talking modules, I was talking about using game logics in a similar manner and running their specific script in the logic init. Just a matter of different mission structure with more independant and easier to replace systems, rather than starting from the init and working your very, very long way down. The mission.sqm could still be equal as the description settings would use setVariable on each game logic to control its function. -
Did "addAction" get changed in the last patch
Murklor replied to riouken's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
myid1 = rc1 addAction ["200m Targets Up","reset1u.sqf",[1]]; Work better? -
Editing, Expanding and Modifying Domination
Murklor replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Personally I think everything is hard to read? :p Wouldnt it be nice if you had the editor map loaded, then saw... [Game Logic] dom_vehicles_west - turn every west vehicle on the map to a Domination vehicle (ie reammo, artillery, refuel, wreck repair, etc) [Game Logic] dom_intro - runs the intro sequence at mission start [Game Logic] dom_revive - obvious [Game Logic] dom_mainmissions - starts main missons Etc for every part of Domination Changing it would just be a matter of editing the init, removing or adding a new one (and its related files of course). Meh, maybe it isnt possible, I dont know. -
Tried doing cargo_container setPos (getPos cargo_container) after using setDir?
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Editor based AI spawn script by trigger
Murklor replied to Murklor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hm? The first_group/second_group sqfs etc was made obsolete from V5 if I recall correctly, that version much improved the script core and compressed it to a more flexible single file, V6 optimized it further on Xenos advice, heh. Download link is some 14 posts up or so. Oh and you can use it however you want :) -
CLY Heal - a self-bandaging script
Murklor replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It has goto! Fire will not be enough!!! :eek: An SQF version should be next order of the day. Just a suggestion. -
31st Normandy mod for ArmA2: WW2
Murklor replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Curious question: What's "Diamond Rock" (lower left)? The only "Diamond Rock France" hits that shows up on Google is in the Carribean off the coast of Martinique? -
2d maths help needed
Murklor replied to [aps]gnat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You wont be able to do it without an if as you need to compare the two directions somewhere along the line since you want it to say 90deg left or right (you could get the relative difference without if), think you're going to have to live with that ;) -
2d maths help needed
Murklor replied to [aps]gnat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I dont quite understand what exactly you're trying to do. Are you just trying to get relative turret direction compared to the hull (ie ship) its attached to? _shipDir = ... _turretDir = ... if (_shipDir > 180) then { _shipDir = (_shipDir - 360) }; // Express the ship dir in -179 through 180 _relativeDir = (_turretDir - _shipDir); // Calculate the difference of the turret vs the ship if (_relativeDir > 0) then { // Turret looking right of ship } else { // Turret looking left of ship } Example 1: If the ship is heading in a -60 degree angle (ie northwest) and the turret is pointing at -10 degrees (almost north), then the relative angle is +50 degrees to the right of the ship. Example 2: If the ship is heading in a +160 degree angle and the turret is point at +90, then the relative angle is -70 degrees to the left of the ship. I am probably way off in what you want though, lol. -
Editing, Expanding and Modifying Domination
Murklor replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not only did I want to do that, but also how the zones are generated (as in a whole new set of data associated with them). Which is why I wanted to use the description option. Selecting a special option would launch another way of generating zones and how the AI handles them. Just need to figure out where/how it starts the main zones so I can do a simple if and execute another zone init instead. I know could replace the files, but I dont want to do that as it would break the regular mission. -
Editing, Expanding and Modifying Domination
Murklor replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well at least you get that far, lol. The very design of Domination remain a complete mystery to me. I got home, with a simple idea: "Hey I'll just jack into the main target generation to see if I can alter the way it generate the zone!". Change description.ext to include a "my special random 2" option for main targets. Success. Tried finding where the mission is determining generation based on the selected d_MainTargets option. Fail. Tried finding where actual generation of main target and "start" of the mission is. Fail. Working backwards, tried finding where x_server\x_createmaintarget.sqf is called from. Fail. Give up. Success! So that's pretty much it. I managed to edit a single line in description.ext. Well, two really! Edit: Oh wait, after another 20 minutes of scratching my head I got part of it. Dont understand why x_createnexttarget.sqf is only called when d_SidemissionsOnly == 1, otherwise I thought that was the "start"... x_setupserver.sqf doesnt seem to call it? Blergh. -
Editing, Expanding and Modifying Domination
Murklor replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well you already know that I cannot match all those, since I already said it require some manual work. 40 locations wouldnt be that complicated though. Maybe I'll get around to actually modifying Domination than just suggesting things some day so I can see how it works in practice, but without a dedicated server I doubt I'll ever work up the courage. The mission is extremely complicated as is, if you touch something everything breaks, lol. -
Editing, Expanding and Modifying Domination
Murklor replied to Tankbuster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Actually I saw this yesterday, someone found intel on the body of a dead guy :) I dont really know what it did though, not much effect other than the coms saying it. And I get the point about nearby zones, I'm not arguing that logic. Vehicles are generally used far too little in Domination, especially light vehicles (like jeeps), its infantry and helicopters all day long. I just believe your method is a bit over-complicated ;)