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Everything posted by Murklor

  1. I searched around for such a script before and really failed to find anything something like it. Norrins AI/vehicle respawn script work great, but uses icky markers. Dont like filling my map with markers even if they are invisible. If a simple editor based triggered spawn script already have been done - well then this is a repost, lol! Download (sample mission): http://www.mediafire.com/?4dyjmzmnimy How it works: - Deletes units on mission starts and save them - Spawn them again based on a trigger (note that its not instant, there is a 10 second loop waiting for the trigger, can be changed) - REQUIRES THE BIS FUNCTIONS MODULE! - Unlike my sample mission, the AI should be given more time to get "accustomed" to the world. Spawning enemies too close to each other can cause wierd behaviour. - IT HAS ONLY BEEN TESTED IN *SINGLEPLAYER*. Multiplayer should work... in theory. Sleep delays may need to be adjusted there though. Supports: - Any unit - Any group (infantry, land vehicle and air vehicle groups) - Many waypoints supported, unfortunetly not all types and combos (synching a get in and load wont work and I dont really know why :(). I recommend keeping it simple. - "once" mode (one shot), "repeated" mode (respawn), "wave" mode (fixed delay then respawn all), "reset" mode (units can be called again at will) - Global boolean trigger variable, such as approaching a town, variable gets set to true and an ambush spawns or whatever. - Any kind of unit/trigger variable combo (ie you can have units going once together with respawning units and wave units etc on the same trigger variable) The sample mission should give everything needed to use in any mission. How to use the mission: Approach each backpack bag (yeah I'm real innovative with my design) and it will trigger a group of AI units going about their buisness: whatever they where supposed to do when you placed them in the editor. Note on the bottom right trigger: This uses units in reset spawn mode, move to the bags then back out. You can trigger it at will again some 20 secs later. FINAL NOTE: I suck at readmes >.< Edit: Armaholic mirror http://www.armaholic.com/page.php?id=7074, thanks to [MCF] Frantz
  2. A long, long time ago I created a script for Arma2 to spawn AI units by placing them in the editor, then the script delete and store them for future use complete with waypoints and all. But Arma 3 apparently removed vehicle inits, so this is a revised version. Not sure if anyone has already had the bright idea to fix it, I just got Arma 3 myself and is completely out of the loop in the scripting news. So I recap my original words: If a simple editor based triggered spawn script already have been done - well then this is a repost, lol! Example mission on Stratis (zip) The .sqf itself contain all the info needed on how to use it. For the mission, just visit the sandbags. Or poke the dead person. Some trigger hints still left in (mission only, not in the script). NOTE: No idea if it works in MP. Never tested in the original, not tested now either. Works in the example mission at least :p Original script on Armaholic - Do note that this A3 test version is scaled down a bit and just contain the primary spawn sqf, havent gone into details with the changes that ArmAIIholic did. Edit: uploaded as a regular zip file instead of 7z
  3. Murklor

    ArmA3 Wishlist and Ideas

    Some people insist on saying IA (Germans among others) instead of AI. I've yet to figure out what it means. Intelligent Animals? Inanimate Arses? Intricate Art? I dont know. But I know it doesnt mean Artificial Intelligence.
  4. Murklor

    Animation Improvements in ArmA 3

    If I recall correctly, BF2 didnt have death animations and then ragdoll - just plain ragdoll. Crappy ragdoll at that. It beats fixed animations in terms of fun factor (serious fun factor, lol), but its hardly realistic. Look at BC2 instead. It has improved ragdoll a thousand fold over BF2 (ie animations+ragdoll)... And it still look wierd. As another person said, I hope they implement good ragdoll or they really shouldnt even bother. If its BF2 style flail-with-arms-and-legs-while-flying-5m then someone will need to mod it out >.<
  5. Murklor

    AI don't use AT weapon on Vodniks

    Not really since the AI is blatantly buggy. You realize that rather quickly when you run up to a random stationary T72 that is seemingly without a crew... Plonk away a shot at its armor and the turret turns towards you. Yell "OH SHIIIIIIIIIIIIIIIIIIIT!!!" over the coms. And then... Nothing. Run around and watch the turret follow you. He doesnt shoot with the gun. He doesnt shoot with the machinegun. He doesnt move at all. He just calmly swings his turret around. This is just one of many stupid things that can happen when the AI have a battlefield lobotomy.
  6. Murklor

    fix the parachuting

    And deploy it 10m above ground as usual? The parachutes are extremely annoying and not jumping from so high is hardly a solution... Bohemia should really step up and fix the parachutes, create a hardcoded system that works for everyone and goes in line with the "realism" aspect of the game. You shouldnt join a mission and find insta-deploy parachutes which can be controlled, only to join another mission where parachutes take 4 seconds to deploy and cannot be controlled, and then join yet another mission where your parachute doesnt even deploy when you do a HALO.
  7. Murklor

    Why is AK74PSO considered as sniper rifle?

    Under normal circumstances, you might ask yourself why is there even an icon there? What is the purpose of this icon?
  8. Murklor

    insurgency PvP

    No the problem is that its a hell of a lot more challenging to battle 100 AI entrenched in a city rather than 10 humans where half is AFK and the other half is teamkilling themselves at the base.
  9. Murklor

    Look at this , the graphics

    Of course the graphics is nice and sharp - its a CG movie, not a realtime game engine. I really fail to see the point.
  10. I suppose that its theoretically possible. The problem is the addon restrictions - you wouldnt be able to run A2 in CO with OA units, but rather only OA in CO with A2 units, if you get my point. You could just try it by using the CO install instructions. Worst case scenario, reinstall both :p
  11. Murklor

    Why is AK74PSO considered as sniper rifle?

    Captain Obvious strikes again!
  12. Murklor

    co26 Domino OA [2.54]

    Problem is that the player is often WAY more powerfull than your average retarded AI soldier. With your own retarded AI, fighting retarded AI become unbalanced. However, the ideal way would be to simply scale friendly AI with the amount of players online. Such as these random numbers: 1-5 players - 6 man AI squads 6-15 players - 4 man AI squads 16-25 players - 2 man AI squads 26+ - No AI
  13. Murklor

    Why is AK74PSO considered as sniper rifle?

    Yeah you're right, its obviously the complete opposite. Is there anyone BUT civilians that carry the AK47 anymore? :D
  14. Murklor

    Helicopters and autohover!

    Arma 2 soldiers dont hold hands nor sing Cumbaya. But they just .Anyway, just turn off autohover and wobble the helo yourself if you miss it.
  15. Murklor

    Meaning of yellow and raid chain symbol?

    Yellow is essentially just a lag varning. Red is complete desync - you're not getting any info from the server and everything will rubberband once it syncs. With red for example, you can be upside down in a transport helo in the middle of a church, only to fly 2km away the next second.
  16. Murklor

    Helicopters and autohover!

    Autohover is only good when you need to be perfectly stationary from an already near stationary position, otherwise NEVER EVER USE IT. it has little point and will probably make you crash.
  17. I must say I am stumped every time I join a server that doesnt use revive for these missions. Lets face it: This is not milsim. Domination and Evolution is all about repeating the same objective over and over and over again, offering AI resistance. One cant bloody argue "realism" for missions which core functionality is respawning and rushing into combat again. So why do server admins hate revive? It improves the feeling of teamplay by a factor I cant even put into text and it lessen frustration in these rince-and-repeat missions. Not to mention it helps against accidental teamkills which is oh so common.
  18. I'm not telling anyone how to run their server. I'm just wondering why, what could possibly be the reason. You say "personal taste", but that just make me think of what mission the server run - ie what the admin like to play, not disabling a feature such as revive - which hardly change the way said admin play the game. After all, he doesnt have to revive if he dont want to. So I see your point, I just dont understand it.
  19. Seeing as Bad Company 2 is pretty much Battlefield 3 on the PC and coming Battlefield 3 is more Bad Company 2.5 than Battlefield 2, I count it as the Battlefield series. Or something.
  20. IMO sound is more important than everything. They are what immerse you in a game - not graphics. Graphics is secondary. Some of the sounds are complete ASS. I dont even know what the sound of an rocket flying by is supposed to be, its like some 8bit nintendo noise, I mean WTF?!?! Or the MP5 firing sound (and G36/XM8 for that matter). Ignoring the fact that its as effective as throwing rocks at the enemy, it sounds like a bloody popcorn machine. It is completely lacking the sharpness of a firearm. Compared to The Battlefield series Arma 2 has an incredibly flat and stale sound even though the engine supporting it is actually quite good (like delayed sounds and such). Not to mention alot of the poor sound is not because of the sound itself, its because of the AI and the netcode doing a crappy job. Many times a machinegun will just be single fire with a second between shots, rather than bursts.
  21. Murklor

    Trees Look Better in ArmA 2

    It was actually noted as soon as OA was released - trees suffered horrible LODding and where poor quality compared to Arma 2. But as most of Takistan is desert, nobody really cared.
  22. Murklor

    Easy solution for automatic mod downloading

    Or the ingame browser could simply check the directories and download if it doesnt exist from the server defined links, then automatically restart the game and auto-join the server. The problem comes when you need to do advanced version checking - downloading entire 500+mb mods every single time you join a server with a .1 version difference would be... annoying. Should it be Bohemias responsibility to keep every mod the user has up to date? No I dont think so.
  23. Ignoring the fact that the mission editor literally allow your imagination to run wild, I'd say its that feeling you get when you are in a transport helicopter packed with 20 team mates, chatting tactics for the objective 5 kilometers away. Battlefield - albiet great - doesnt even come close to that feeling. I just want to keep coming back and experience it again.
  24. Murklor

    SP and Squads

    Direct your editing questions to the ArmA 2 & OA : MISSIONS - Editing & Scripting forum. There you'll find lots of help from scripters that lurk the forums just waiting for a moment to show of their skills. The same goes for your other thread a little ways down from this one.
  25. TBH I have no idea, but avoiding that is a simple matter of an if. So I'm guessing whoever wrote the script thought of that.