dimitri_harkov
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Everything posted by dimitri_harkov
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Spritz Island 1.0 released
dimitri_harkov replied to shezan74's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Congrats on the release! -
31st Normandy mod for ArmA2: WW2
dimitri_harkov replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah, ok. Sorry! I thought weapon classnames were in this list too. Here you go (Class Name / Display Name / Magazine Class Names): Extracted with a little modification of the script posted by Doolittle above: Cheers, D. -
31st Normandy mod for ArmA2: WW2
dimitri_harkov replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
pff... how about a search? This question has been asked 1000 times here. Anyway -> http://forums.bistudio.com/showpost.php?p=1590347&postcount=804 D. -
Island compatibility between A2 and A2OA
dimitri_harkov replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
@Gnat no. You CAN use your existing ArmA 2 install without problems. The resulting combination is called "Combined Operations". Cheers, D. EDIT: shezan was faster :) -
Return Value From .SQF File?
dimitri_harkov replied to Gil Galvanti's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Or you just compile your script into a function and use 'call' with it. like: That's basically the same as Joshii proposed above, with the difference that you don't need to re-write your script to match the structure of a function (not that that would be a lot of work, but still...). D. -
WIP: Stuff you are working on 2!
dimitri_harkov replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
? I have not tried to put down anyone. I said 'It's a nice model'. And a nice model it is for sure. -
WIP: Stuff you are working on 2!
dimitri_harkov replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Oh, cool. Yet another Vintorez. Well, variety never hurts I guess. And it's a nice model. D. -
Great! Many thanks Oden :)
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arrowhead warfare ??
dimitri_harkov replied to ab928654's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It IS being out straight away - there are multiple warfare missions in OA. -
31st Normandy mod for ArmA2: WW2
dimitri_harkov replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Uh-oh... I hope data loss was not too high. Fingers crossed. D. -
WIP: Stuff you are working on 2!
dimitri_harkov replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Boris Balzer Great idea! The fact that Takistan is on the western border of that map could make for some great 'when ArmA 2 & ArmA 2 : OA meet' scenarios. Good luck! Cheers, D. -
World tools 1.0 released
dimitri_harkov replied to shezan74's topic in ARMA 2 & OA : Community Made Utilities
A little suggestion: Could you add a feature that automatically & mathematically rounds any coordinate-output to numbers with no more than 6 digits? That's at least better than letting Visitor just cut off everything that is too long. Cheers, D. EDIT: oh well, forget it. In fact, that doesn't really help at all. -
Vietnam the Experience: Discussion
dimitri_harkov replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'd say split it. -
Save My Ax 0.9 released
dimitri_harkov replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
:) Thanks Shezan74! -
Cannot use my "Put" weapon in multiplayer.
dimitri_harkov replied to ADuke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I guess he has to add his weapon classnames to the weapons array in cfgPatches. -
World tools 1.0 released
dimitri_harkov replied to shezan74's topic in ARMA 2 & OA : Community Made Utilities
Sure, just a moment... EDIT: Funny thing: WITH MoveCursor: WITHOUT MoveCursor: It has ignored the decimal dot and added/deducted meters instead of centimeters. BUT: if I use "," instead of ".", it is correct: Ok, but in Visitor it's wrong again. Visitor cuts the 1/1000 parts of the coordinates and rounds the 1/100s in a strange way... See: coordinates of the curved rail after import in Visitor: X: 2071.01 Z:10517.9 EDIT 2: Visitor simply cuts every number that exceeds 6 digits! Crap, that... so no railroads in areas where any coordinates are larger than 9999.99... Oh well - So everything's alright with the World Tools. -
World tools 1.0 released
dimitri_harkov replied to shezan74's topic in ARMA 2 & OA : Community Made Utilities
And many thanks for the great tools and your fast response :) And yes, at first I tried the normal fence generator function - it returned the same result as the first script I posted. Cheers, D. -
World tools 1.0 released
dimitri_harkov replied to shezan74's topic in ARMA 2 & OA : Community Made Utilities
Hello Shezan74, I have a little question: I've written a very small script to place a set of rails: two straights and three curved sections. it looks like this: begin InsertObject(f31a6c08-e87f-4150-8d95-cd4c7a912507;0;0;40;Red) //rail dam 40m InsertObject(f31a6c08-e87f-4150-8d95-cd4c7a912507;0;0;40;Red) //rail dam 40m InsertObject(6a264b23-1d4f-47e3-b71e-14cf37c99a4d;5;0;20;Red) //rail dam curve right r30 20m InsertObject(6a264b23-1d4f-47e3-b71e-14cf37c99a4d;10;0;20;Red) //rail dam curve right r30 20m InsertObject(6a264b23-1d4f-47e3-b71e-14cf37c99a4d;10;0;20;Red) //rail dam curve right r30 20m end The result is quite nice at first: But close up, one notices that the straight and the curve don't fit: Now I thought: No problem, I'll just use the 'MoveCursor' command. I know that the deviation is +0.14 and -0.05, so: begin InsertObject(f31a6c08-e87f-4150-8d95-cd4c7a912507;0;0;40;Red) //rail dam 40m InsertObject(f31a6c08-e87f-4150-8d95-cd4c7a912507;0;0;40;Red) //rail dam 40m MoveCursor(0.14;-0.05) InsertObject(6a264b23-1d4f-47e3-b71e-14cf37c99a4d;5;0;20;Red) //rail dam curve right r30 20m InsertObject(6a264b23-1d4f-47e3-b71e-14cf37c99a4d;10;0;20;Red) //rail dam curve right r30 20m InsertObject(6a264b23-1d4f-47e3-b71e-14cf37c99a4d;10;0;20;Red) //rail dam curve right r30 20m end Unfortunately, the MoveCursor command seems to ignore the decimal places. All values smaller than 1 are ignored. btw: I tried it both with "," and "." as decimal point. Final world size is 12288x12288, preview size is 2048, world size multiplier is 6. What am I doing wrong? :confused: Cheers, D. -
Cannot use my "Put" weapon in multiplayer.
dimitri_harkov replied to ADuke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I think so, yes. Maybe you could cook something up with CBA/XEH. D. -
Cannot use my "Put" weapon in multiplayer.
dimitri_harkov replied to ADuke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I guess that's the old problem with custom 'put' and 'throw' weapons. Try my grenade bug fix posted here: http://forums.bistudio.com/showpost.php?p=1653303&postcount=1012 Just replace any references to "Throw" with "Put" and "P85_Throw" with "ad_Put" in the script. That script is more a workaround than a fix. I don't know why custom throw/put weapons don't work :( Cheers, D. -
VILAS addons release thread
dimitri_harkov replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Not really. It's a bit quiet in Vilas' forums right now. EDIT: A helpful user just posted an even better solution for put/throw problems: http://forums.bistudio.com/showpost.php?p=1653489&postcount=5 -
VILAS addons release thread
dimitri_harkov replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
A little update on the good olde grenade bug: It's definitly caused by the custom "P85_Throw" weapon. Now that I know that for sure, the workaround script for this has been simplified quite a bit. Here's the new script for the mission makers out there: Put this in your init.sqf: if (isServer) THEN { sleep 0.1; { [nil,_x,"loc" + "per",rEXECVM,"DIH_grenade_fix.sqf",_x] call RE; } forEach playableUnits; //or: allUnits }; And this is the DIH_grenade_fix.sqf, that you need to put in the same folder: private ["_unit"]; _unit = _this select 0; _unit removeWeapon "Throw"; _unit removeWeapon "P85_Throw"; sleep 0.1; _unit addweapon "Throw"; _unit addweapon "P85_Throw"; if (isPlayer _unit) THEN {hint "Grenade Bug fixed";}; NOTES: -Functions Module has to be present in the mission. -This fix works for the 31st Normandy grenade bug too (Just with "rw_Throw" instead of "P85_Throw") Cheers, D. -
31st Normandy mod for ArmA2: WW2
dimitri_harkov replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We at FHW had some great time in a nice little Caen CQB COOP-Battle yesterday. If anyone is interested in the mission, get it here: http://www.filefront.com/16786877/DIH_CO10_Caen_v15.rip31st_normandy2.pbo/ Nothing big, just a small mission to kick the Allies back out of Caen's train station (max 16 players, with a modified revive system). -------------- On a sidenote: While I made this mission, I came across some bugs/work arounds for bugs (I guess you'll know most of them already, but still...): -The Panzerfaust does not work in a Dedicated Server environment - it never has ammo at game start. Workaround: Remove PF - add PF magazine - re-add PF after game start by script (see the mission for an example). -The aforetime mentioned Grenade bug is caused by the custom rw_Throw weapon. The 'solution' script I posted before (the one you included in your first patch) has been replaced by a much simpler and more performance-friendly script. Here it is: Put this in your init.sqf: if (isServer) THEN { sleep 0.1; { [nil,_x,"loc" + "per",rEXECVM,"DIH_grenade_fix.sqf",_x] call RE; } forEach playableUnits; //or: allUnits }; And this is the DIH_grenade_fix.sqf, that you need to put in the same folder: private ["_unit"]; _unit = _this select 0; _unit removeWeapon "Throw"; _unit removeWeapon "rw_Throw"; sleep 0.1; _unit addweapon "Throw"; _unit addweapon "rw_Throw"; if (isPlayer _unit) THEN {hint "Grenade Bug fixed";}; NOTES: -Functions Module has to be present in the mission. -This fix works for the Project '85 grenade bug too (Just with "P85_Throw" instead of "rw_Throw") Thanks again for bringing WW2 to ArmA2 :) Cheers, D. EDIT: A helpful user just posted an even better solution for put/throw problems: http://forums.bistudio.com/showpost.php?p=1653489&postcount=5 -
The DAM object is in roads2, but not in the roads2 that comes with the tools, you have to unpack the roads2 that comes with ArmA2. And all pond objects I know are in structures\pond Cheers, D.
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Spritz Island rev. 0.3.0
dimitri_harkov replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I like your island. It will become a nice playground for the community. :) Many thanks for your great world tools by the way... (any chance to add railroads to it? ... well a man may dream :)) Cheers, D.