gvse
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Everything posted by gvse
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JTD Building Search script
gvse replied to TRexian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Lol, you've never heard of it done this way probably because that is not the way to do that (told you I'm new to all this). Thanks for the hint, you are very helpful! -
JTD Building Search script
gvse replied to TRexian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey man, This is the line I use now: srch = [team1, 50, "NEAREST", (getPos_53912)] execVM "JTD_buildingSearch.sqf"; I need to test it more tomorrow but on first run they still do not seem to be entering the building I want them to. It's on a custom island, Thirsk, summer version. I'll post back tomorrow what I find out. (Hope the line I'm using is correctly phrased).Thank you for your feedback! :) -
JTD Building Search script
gvse replied to TRexian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've just tried and can confirm that it does not work indeed. The reason Im asking is because AI choose a different building from the one I really want them to search (a defecting VIP is hiding there) -
JTD Building Search script
gvse replied to TRexian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks again for the answer. Another quick question: Can I substitute _initialPosition with the ID number of the building I want AI to search (it's a pretty big building)? -
JTD Building Search script
gvse replied to TRexian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh, that was a quick response! :) I think a temporary solution in a trigger activated script could be to have only one or two specified fireteams devoted solely to house-searching. Considering that, what do you think should be the activation code for a group called e.g. "team1"? -
JTD Building Search script
gvse replied to TRexian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, I thank you kindly for the script and the mission which in itself was really fun! And here's my question (and I apologize for it's noobish nature as I'm only a beginner mission maker): Could the script be initialized via a trigger? Say, when blufor detected, opfor AI starts searching all available buildings? I also think this script could work well with UPSMON: they already have a "reinforcement" function where AI go to the area where enemy was detected. Your script could really nicely complement that. Again, sorry if what Im saying is gibberish. Anyways, great job! -
Any chance of an update for this pack Mr Hammer? Torches and lasers (where possible) would be fantastic. I love all of your weapon packs, but this one is my favorite :)
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ACE 1.7 (Advanced Combat Enviroment) for OA/CO
gvse replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello, I was wondering if anyone could explain how to use ace but keep the recoil of rifles as found in the vanilla game. Is there a pbo I should remove or config values to change? Any help would be appreciated! :) -
UPSMON - Urban Patrol Script Mon
gvse replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've tried upsmon with Zeus and had some strange results, e.g. AI spinning around doing nothing so now I just use upsmon and I'm pretty happy with the outcome. Zeus creator says that there's no conflict but some commands do overlap and so get duplicated. You'll also get more stress on the cpu too. Anyways, I'm curious what other people have observed. -
Night Infil: AI detection behavior
gvse replied to WingmanSR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK then, could you point me to such a script please? I'd appreciate it! -
Night Infil: AI detection behavior
gvse replied to WingmanSR's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi, I have applied these triggers but I do have a question or two: 1. alarm seems to be raised immediately when an enemy soldier spots me, even if I kill him straight away. Can we apply the 5 seconds window within which I have to eliminate the enemy before he can report my presence and raise the alarm? I'm not sure how to do that because timeout seems to be just delaying the trigger that is otherwise inevitable. These 5 seconds seem plausible and would add more more pressure to those sticky situations. 2. I wonder if the enemy know my exact location once the alarm is triggered regardless if they have eyes on me. It's understandable that they know where I am if someone spots me but if I kill all those present then they should know only my approximate position. Otherwise the idea of the triggers is great, and I thank you for sharing the solution you have arrived at. Hope someone can answer my questions! -
Thank you for the reply. Are you saying then that close quarters combat is almost impossible on Arma? I'm not trying to troll; I'm just looking for something that will let me enjoy cqb and will have me on my toes while going against enemy AI. Thought zeus would do the job, but I can run circles around AI and go rambo against two fireteams. Edit: I tried both Zeus and upsmon on Thirsk Winter island, and I get the impression that the enemy AI make fewer blunders without Zeus (e.g. they don't throw smoke while under direct fire). On the other hand they do seem to be looking for cover more actively when Zeus is on. Tough choice ;) Anyways, I do appreciate the effort you guys are putting into this, and I look forward to any and all improvements!
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Hi, I was wondering if anyone would recommend or advise against using zeus in conjunction with upsmon script? Also, have you guys tested Zeus on custom islands? I've been trying it on Lingor and got AI running around like headless chicken (felt almost like I was invisible).
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Hi Raunhofer, I really like your Thirsk winter island (seen this really recently and I'm hooked on it), and I was wondering how far you are with the 1.10 update. I hope you still work on this project as the snowy environment is one of a kind. Anyways, thank you for sharing your work and I look forward to more :) GvsE
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Agreed, an outstanding addon! Is anybody aware which servers allow this gem to be used by the client?
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Hi folks, Is there any way in which I would bring back the higher color saturation to betas for OA? I noticed that vanilla game is much more colorful and vibrant whereas betas have more washed out color palette (especially early in the evening). I do like that more colorful world but I don't want to miss the fixes brought in betas. How can I get that? Any help would be appreciated.
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OrdeaL, that is not true I believe. Try Eliassoundmod for OA and you will get suppressed sounds on all guns equipped with suppressors.
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Same: Mk17SD has unsuppressed sound.
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Damn! Anyways, thanks for the answer!
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Look, I started this thread not to argue what is more or less realistic but how (if at all) can I bring back the original color palette. I would really appreciate some pointers.
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Well, it may be the matter of personal preference, but I too happen to prefer the color palette in vanilla game. The question is how to bring it back to the game with beta patches.
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Here are the images: First one is of the vanilla game: http://a.imageshack.us/img268/1156/arma2oa2010081410385554.jpg Second one of the beta-patched game (both show the exact same mission at the exact same moment in time): http://a.imageshack.us/img199/374/arma2oa2010081410412129.jpg Notice how the second one is devoid of color. Both screenies are actually a bit darker than what I see in game on my monitor but you should get what I mean. Again, I appreciate your help!
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RH Mk18 pack 1.1 for OA / CO
gvse replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you kindly for this. Quality work as always! I love your weapon packs man :) -
Hi. I like this addon a lot and I thank you for creating it. I do have a question though: in OA when holding mp5, aiming down ironsights and going left (i.e. only "A" key pressed) there are some starnge artifacts popping up to the left and right side of the screen. Any chance you could look into that please? Also would it be possible to add laser attachments to the wepons? That would be outstanding! Once again, thank you for your work and I look forward to more! :)
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Operation Arrowhead performance optimizations/comparisons
gvse replied to jpinard's topic in ARMA 2 & OA - TROUBLESHOOTING
I'll add my two cents as well: getting the stuttering problem too no matter what settings I use. Game stutters when I zoom in while aiming and when I get close to built up areas (I spawned a city on the desert map and on approaching it framerates stutter. A2 runs just fine. Specs: Q6600 GTX275 4gig ram Vista