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dimitri_harkov

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Posts posted by dimitri_harkov


  1. A possible bug report:

    Tanks seem to be immune to mine damage (stock & I44).

    Tested with several german tanks with the Armor Penetration Module on the map.

    I just want someone to confirm this prior to creating a ticket, to make sure I don't have a corrupted installation or something.

    Awesome job in any case! Congratulations.

    Cheers,

    D.

    EDIT: This is with latest CBA_CO & the latest beta (1480)


  2. I used this for my FAL version.

    Works like a charm.

    class CfgAmmo
    {
    class G_40mm_HE;
    class DIH_Stg58GG_shell: G_40mm_HE
    {
    	hit=30;
    	indirectHit=6;
    	indirectHitRange=10;
    	minRange=20;
    	minRangeProbab=0.300000;
    	midRange=105;
    	midRangeProbab=0.550000;
    	maxRange=210;
    	maxRangeProbab=0.050000;
    	cost=5;
    	CraterEffects="GrenadeCrater";
    	explosionEffects="GrenadeExplosion";
    	muzzleEffect="BIS_Effects_Rifle";
    	model="\ca\Weapons\granat";
    };
    };
    class CfgMagazines
    {
    class CA_Magazine;
    class DIH_Stg58GG: CA_Magazine
    {
    	scope=2;
    	type=16;
    	model="\ca\Weapons\granat";
    	//modelSpecial="\ca\Weapons\granat";
    	displayName="Gewehrgranate";
    	ammo="DIH_Stg58GG_shell";
    	initSpeed="67 + (random 2)";
    	fuseDistance=4;
    	count=1;
    	class Library
    	{
    		libTextDesc="Gewehrgranate";
    	};
    };
    };
    class Mode_SemiAuto;
    class Mode_FullAuto;
    class CfgWeapons
    {
    class GrenadeLauncher;
    class p85_FAL58;
    class DIH_StG58: p85_FAL58
    {
    	muzzles[]=
    	{
    		"DIH_StG58Muzzle",
    		"DIH_StG58_GG_Muzzle"
    	};
    	class DIH_StG58Muzzle: p85_FAL58
    	{
    		class ai_Single: Mode_SemiAuto
    		{
    			begin1[]=
    			{
    				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1",
    				1.778280,
    				1,
    				1500
    			};
    			begin2[]=
    			{
    				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2",
    				1.778280,
    				1,
    				1500
    			};
    			soundBegin[]=
    			{
    				"begin1",
    				0.500000,
    				"begin2",
    				0.500000
    			};
    			reloadTime=0.085000;
    			recoil="p85_762natoRecoil";
    			recoilProne="p85_762natoRecoilProne";
    			dispersion=0.003700;
    			minRange=2;
    			minRangeProbab=0.100000;
    			midRange=200;
    			aiRateOfFire=2;
    			midRangeProbab=0.750000;
    			maxRange=400;
    			maxRangeProbab=0.050000;
    			showtoplayer=0;
    		};
    		class Single: Mode_SemiAuto
    		{
    			begin1[]=
    			{
    				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1",
    				1.778280,
    				1,
    				1500
    			};
    			begin2[]=
    			{
    				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2",
    				1.778280,
    				1,
    				1500
    			};
    			soundBegin[]=
    			{
    				"begin1",
    				0.500000,
    				"begin2",
    				0.500000
    			};
    			reloadTime=0.085000;
    			recoil="p85_762natoRecoil";
    			recoilProne="p85_762natoRecoilProne";
    			dispersion=0.002250;
    			minRange=2;
    			minRangeProbab=0.100000;
    			midRange=20;
    			aiRateOfFire=2;
    			midRangeProbab=0.750000;
    			maxRange=40;
    			maxRangeProbab=0.050000;
    		};
    		class AUTO: Mode_FullAuto
    		{
    			begin1[]=
    			{
    				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1",
    				1.778280,
    				1,
    				1500
    			};
    			begin2[]=
    			{
    				"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2",
    				1.778280,
    				1,
    				1500
    			};
    			soundBegin[]=
    			{
    				"begin1",
    				0.500000,
    				"begin2",
    				0.500000
    			};
    			reloadTime=0.085000;
    			recoil="p85_762natoRecoil";
    			recoilProne="p85_762natoRecoilProne";
    			dispersion=0.005000;
    			aiRateOfFire=12;
    		};
    	};
    	class DIH_StG58_GG_Muzzle: GrenadeLauncher
    	{
    		displayName="Gewehrgranate";
    		magazines[]=
    		{
    			"DIH_Stg58GG"
    		};
    		scopeWeapon=2;
    		modelOptics="-";
    		muzzlePos="usti hlavne";
    		muzzleEnd="konec hlavne";
    		cartridgePos="nabojnicestart";
    		cartridgeVel="nabojniceend";
    		cameraDir="gl look";
    		memoryPointCamera="gl eye";
    		opticsZoomMin=0.350000;
    		opticsZoomMax=0.950000;
    		opticsZoomInit=0.400000;
    		reloadTime=3.500000;
    		recoil="MortarRecoil";
    		backgroundReload="false";
    		dispersion=0.025000;
    		initSpeed=60;
    	};
    };
    };

    Cheers,

    D.


  3. This is a form of optimization; surely not the most elegant solution, but a simple and effective one.

    That's highly user-unfriendly and a pain in the ass to script for. No substitute for a truly optimized server.exe at all.

    Fingers crossed they ditch the HC fast and integrate something similar into the .exe.

    Still, it is great that BIS works on optimizations at all for a game as old as ArmA2.

    D.


  4. Didn't know CWR2 has bren gun? I thought someone told me I44 has one, well I PM'ed I44 and sadly no permission but was redirected to Hell in Pacific and no reply.

    Yeah, sorry, that permission-request didn't reach most of us until yesterday and some on the team have not responded on it still.

    I would point you to CWR2 UK's Bren too, as it seems to be the modernized L4 Bren. This would fit a modern army much better, I think.

    Looking good, keep it up!

    Cheers,

    D.


  5. That's most probably because the SIX guys changed our mod directory to read '@pacific' instead of '@pacific_beta' for reasons unclear to me.

    Some missions are looking for our logo in the modfolder and can not find it in mod versions that have been aquired using SIX.

    Sorry, there is nothing we can do about that.

    I have no clue about the SIX services, but normally, you could 'cure' that problem by renaming the mod-folder to '@pacific_beta' and by changing you mod-line/launcher options accordingly.

    Cheers,

    D.


  6. @Elena:

    As alway when running a script in the init field, you need to store the script handler somewhere. So, if you want to use the script from an init field, it needs to be something like this:

    _crap = [ship,0,0,[0,0]] spawn DIH_cv_fnc_anchor;

    ***

    Also, check out the 'Carrier Command 1942' mission that came with the latest mission pack (get it on Armaholic).

    If the user actions show up in that mission, you did something wrong in your mission.

    If they don't show up, there is something wrong with either your installation or your mod line.

    Cheers,

    D.


  7. Thank you for your detailed feedback Elena :)

    On the water-clips-through-boat issue I can not really comment, since I am no modeller.

    But I'll put it on our to-do list.

    On planes & ships: We are well aware that these are not as they should be, neither in quantity nor quality. But we wanted to include some as a 'sneak peek'. We are working on improving this part of the mod (You might remember the Wildcat and D3A shown before).

    - Possibility to attach/detach vehicles in the Landing ships, and airpalnes on top of the carrier so the carrier can move with planes ontop and only has to stop for takeoff and landing.

    This is already possible.

    There are 2 ways to pre-place planes on carrriers.

    In hangar:

    [carrier,["WX_Zero_lr",24,"WX_Zero_Green_lr",24]] execVM "\wx_attacktransport\scripts\DIH_cv_fillHangar.sqf";

    On deck:

    [carrier,["WX_Zero_Green_lr",3,"WX_Zero_lr",3],true] execVM "\wx_attacktransport\scripts\DIH_cv_fillDeck.sqf";

    in both cases, 'carrier' is the name of your carrier. You can add more/other classnames and amounts to these arrays as well.

    Finally, i have two questions.

    a) i'd like to reconstruct a naval battle, but the AI ships, at least the huge ones, always start anchored. How do i make the AI lift the anchors and follow waypoints? (I once saw an advice to call some function, but i cannot find it anymore and it didn't work, anyways)

    Use this function:

    [ship,0,0,[0,0]] spawn DIH_cv_fnc_anchor;

    Where 'ship' is the name of the ship in question.

    Use it again to anchor the ship

    b) I cant seem to find the arrestor useraction on the carriers, resulting in my unability to takeoff from them. In a step-by-step guide, how would i start with a US Plane from a carrier?

    This is covered in detail in the manual. Don't forget to name your capital ships in the editor.

    Thanks again

    &

    cheers,

    D.


  8. Well, as far as ArmA is concerned the term 'vehicles' includes all units, including tanks, soldiers, buildings... So: yes, this will list soldier classes too.

    But you do not need to place any units in the mission.

    Here's the same for magazines/ammo:

    _cfg = configfile >> "CfgMagazines";
    _c = count _cfg;
    _array = [];
    for [{_i = 0}, {_i < _c}, {_i = _i + 1}] do {
    _entry = _cfg select _i;
    if isclass _entry then {
    	_veh = configfile >> "CfgMagazines" >> configname _entry;
    	if (getnumber (_veh >> "scope") == 2) then {
    		if (
    			(([configname _entry, "I44"] call CBA_fnc_find)==0)
    		) then {
    
    
    			_s = format ["%1\%2\%3", configname _entry, gettext (_veh >> "displayName"), getText (_veh >> "ammo")];
    			_array set [count _array, _s];
    		};
    	};
    };
    };
    
    {
    diag_log text _x;
    } foreach _array;

    ...and for weapons/magazines:

    _cfg = configfile >> "CfgWeapons";
    _c = count _cfg;
    _array = [];
    for [{_i = 0}, {_i < _c}, {_i = _i + 1}] do {
    _entry = _cfg select _i;
    if isclass _entry then {
    	_veh = configfile >> "CfgWeapons" >> configname _entry;
    	if (getnumber (_veh >> "scope") == 2) then {
    		if (
    			(([configname _entry, "I44"] call CBA_fnc_find)==0)
    		) then {
    			_s = format ["%1\%2\%3\%4", configname _entry, gettext (_veh >> "displayName"), getArray (_veh >> "magazines"), getText (_veh >> "magazine")];
    			_array set [count _array, _s];
    		};
    	};
    };
    };
    
    {
    diag_log text _x;
    } foreach _array;

    ***

    And on topic: Maybe you can trade some civilian vehicles with September '39, if I'm not completely mistaken, they work(ed?) on some.

    Cheers,

    D.


  9. You can generate a vehicle class list in a matter of seconds if you call something like the following script from a mission:

    //get vehicle ClassNames
    
    _cfg = configfile >> "CfgVehicles";
    _c = count _cfg;
    _array = [];
    
    
    for [{_i = 0}, {_i < _c}, {_i = _i + 1}] do {
    _entry = _cfg select _i;
    if isclass _entry then {
    	_veh = configfile >> "CfgVehicles" >> configname _entry;
    	if (getnumber (_veh >> "scope") == 2) then {
    		if (
    			(([configname _entry, "I44"] call CBA_fnc_find)==0) or
    			(([configname _entry, "Land_I44"] call CBA_fnc_find)==0)
    		) then {
    
    
    			_s = format ["%1\%2", configname _entry, gettext (_veh >> "displayName")];
    			_array set [count _array, _s];
    		};
    	};
    };
    };
    {
    diag_log text _x;
    } foreach _array;

    The output will go into your .rpt.

    Adjust accordingly for other tags and/or config parts (weapons, magazines ...).

    Cheers,

    D.

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