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Jan_F_W

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Everything posted by Jan_F_W

  1. How can I tell an AI bots to take place at a certain gunner / turret position within a helicopter (in this case MI8 MTV-3)? Using "assignAsGunner" command only makes one AI Bot take a seat at the first Machine Gun and the other bots will then ignore their command and even not get in the chopper.
  2. Jan_F_W

    Peripheral vision hints

    Sir, you have my beans! :) Many thanks for your support! I will see what I can reach at the hoster and maybe set up a local test server for a better understanding!
  3. Jan_F_W

    Peripheral vision hints

    Again thanks for your reply; we are using a server-hoster and will request if they could handle such a rotation. In the case of DayZ, what would it mean exactly to have such a mission rotation? Our server currently restarts at 7 am and 6 pm - could a rotation then take place e.g.? Is it possible to "fake" a rotation like only having one map in the rotation pool and let it run eternally (until restart)?
  4. Jan_F_W

    Peripheral vision hints

    Thanks for your quick reply; we are already running the server on "expert" / mercenary but it does not seem to work - maybe something is missing or incorrectly stated? Configs look like this: server config: [font=Courier New]{ [b] "difficulty":"mercenary",[/b] "hostname":"PG-Server.de", "hostname_own_database":"", "passwordAdmin":"***", "passwordRcon":"***", "password":"", "enableBattlEye":true, "enableBec":true, "enableAntiHax":true, "enablerMod":false, "enemytag":false, "friendlytag":false, "motd":[ ... ], "motdInterval":1, "disableVoN":false, "BEPingLimit":350, "vehicleSpawnLimit":40 }[/font] Arma2OAProfile: class Difficulties { class Recruit { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=0; Map=0; Tracers=0; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; PeripheralVisionAid=0; VonID=0; visionAid=0; }; skillFriendly=0.34999999; skillEnemy=0.34999999; precisionFriendly=0.2; precisionEnemy=0.2; }; class Regular { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=0; Map=0; Tracers=0; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; PeripheralVisionAid=0; VonID=0; visionAid=0; }; skillFriendly=0.44999999; skillEnemy=0.44999999; precisionFriendly=0.34999999; precisionEnemy=0.34999999; }; class Veteran { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=0; Map=0; Tracers=0; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; VonID=0; }; skillFriendly=1; skillEnemy=0.75; precisionFriendly=1; precisionEnemy=0.75; }; class Expert { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=0; Map=0; Tracers=0; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; VonID=0; }; skillFriendly=1; skillEnemy=0.75; precisionFriendly=1; precisionEnemy=0.75; }; class Mercenary { class Flags { Armor=0; FriendlyTag=0; EnemyTag=0; HUD=0; HUDPerm=0; HUDWp=0; HUDWpPerm=0; WeaponCursor=0; AutoAim=0; AutoGuideAT=0; 3rdPersonView=0; ClockIndicator=0; Map=0; Tracers=0; AutoSpot=0; UltraAI=0; DeathMessages=0; NetStats=0; VonID=0; [b] PeripheralVisionAid=0; visionAid=0;[/b] }; skillFriendly=1; skillEnemy=0.75; precisionFriendly=1; precisionEnemy=0.75; }; }; shadingQuality=7; shadowQuality=3; gamma=1.5; brightness=1.4; singleVoice=0; maxSamplesPlayed=32; volumeCD=6.5; volumeFX=6.5; volumeSpeech=6.5; volumeVoN=6.5; vonRecThreshold=0.029999999; sceneComplexity=300000; viewDistance=2500; terrainGrid=25;
  5. Jan_F_W

    Peripheral vision hints

    Is there another way than using t_gui_peripheral to turn off the peripheral dots? We are hoting a DayZ Server but cannot get rid of them either; I have seen servers where the dots are disbled but we cannot figure out how to deactive them by config.
  6. Hi, I am currently in touch with the author of the Namalsk map; we want to create an overview app for this map. Therefore I would require vectorized data of the map overview. Is there any way to export the map overview to a vector graphic? I read that there is a tool "Visitor 4" which may come in handy - could anyone comment on the process of converting a map to vector? Is it possible at all? Cheers, Jan
  7. Ok, thanks! I already tried Inkscape with a high-res img of the map but Inkscape was unfortunately unable to open images of this size (28000 x 28000px!) but I will try to reduce resolution and see when the app gets to open the map bitmap. The EMF export is unfortunately bitmap data, too, so it is not of any use. The Export from VISITOR does also only export single EMF bitmap files so unfortunately also no success here.
  8. by the way, I just searched for the TOPOGRAPHY export command and found information that it generates a map in EMF format, so thats why I listed it here
  9. Ah, ok, sorry for expressing myself inappropriately; with vector graphics I ment files like *.ai (Adobe Illustrator), *.eps, *.svg to name some common ones. EMF (similar to SVG) sounds good, this is something I am looking for; we will surely give it a go and I will report back. Other than that are there more ways to export such a file? Are there any example EMFs available? I could then check if this is what we are looking for. Also, thanks for your reply - much appreciated!
  10. Does this addresses the problem mentioned here? http://dayzmod.com/forum/showthread.php?tid=10119&page=2 or here ?
  11. War - War never changes... Abstract: You will find yourself placed on a barnyard which has been rebuild by the US Army to a secret outpost. Your aim is it to defend this base at any price. You will have several weapons for defending the base, these are HUMVEE HMVs, static Machine Guns of different calibers, Weapon Crates with Special Weaponry and -of course!- a bunch of AH-6 LittleBirds. Version 2.02 / 11.12.2009 http://acid_saint.spacequadrat.de/acid_saint/AH-6_LittleBirds_BigBattle_v2.02.zip Required mods/addons: Little Birds in ArmA2 by Cyborg112 (http://forums.bistudio.com/showthread.php?t=74856) Mission Description: Yesterday, we have successfully attacked and destroyed several heavy weapon factories of the Guerrillas Army. Thus, rockets are in a very short supply in the whole country so you will mostly have to count on your cannon - any so will the Guerrillas fortunately do, too! Informants report that the Guerrillas are now planing a counter attack with a massive flying army. Without exception the Guerrillas will search and destroy every US troop they encounter on their campaign of vengeance. Defend our outpost at any price! Destroy AH-6 LittleBirds Informants report from a squadron of AH-6 LittleBird choppers on their way to attack our outpost. Try to eliminate as many as possible! Destroy MI8 MTV-3 Informants do also report that MI8 MTV-3 (Codename 'Hip') helicopters are in the near and searching for our troops and outposts. Watch out for these heavy killer machines especially! Destroy incoming Jeeps Informants also let us know that Guerrillas on Jeeps will search the surrounding areas next to our outpost. Watch out for them! Weather Forecast: It is late afternoon and it looks like it is becomming another rainy day in autumn. Night is approaching. Enemies will use Night-Visions and so will you when the sun has set! Features: - Arcade like gameplay - Pure and straight action - Detailed Killing Log in Diary (http://img693.imageshack.us/img693/6026/arma22009121314034451.jpg) - Advanced Kill Display (http://img121.imageshack.us/img121/508/arma22009121313151031.jpg) - Classic Dog Fights - Script to handle vehicle/units damage much more arcade-like (scripted by acid_saint(); - if you are interested in this script simply drop me a PM) - EasyFly Script (http://forums.bistudio.com/showthread.php?t=90955&highlight=EasyFly) - Nice location with many things to discover - Great atmosphere - Vehicle respawn - Briefing, notes and hints and tickable objectives - Squadrons of enemies challenging your abilities again and again Map does not feature Team-AI so when you play you need to have real players join in order to not play alone. Map is intended to be played by more than 1 player. All players will fight against AI and defend the base against dozens of enemies! Installation: Unpack and put the pbo to your Arma 2 "MPMissions" folder Screenshots: Please check http://profile.imageshack.us/user/acid_saint Upcoming: - v2.03: -> increase number of US LittleBirds from 6 to 7 -> add a very few more polishing objects to US Base -> Add/Improve Team-AI supporting you when playing with only a few Human players - PvP version - more/other improvements By acid_saint at 2009-12-13
  12. Jan_F_W

    AH-6 LittleBirds BigBattle! v2.0

    Unfortunately, I never used ACE by now; if anyone could test it this would be pretty fine (on armaholic I couldnt find a comment implying its ace compatible)
  13. Jan_F_W

    AH-6 LittleBirds BigBattle! v2.0

    Though Im not to a 100% sure, I think this should be compatible with ACE. ---------- Post added at 02:14 PM ---------- Previous post was at 02:10 PM ---------- Much appreciated! :D Please feel free to add this map to your air server - I would be really pleased with this especially since local hosting of this map is no bed of roses ;) I could imagine quite well to create a 2nd version of this map in PvP style; I will drop a line if I do
  14. Jan_F_W

    Patch 1.05 suggestions

    - Add "addKill" command for scripting to handle custom kills not directly caused by player - Include LittleBirds mod by Cyborg in Patch to have this great mod spread __
  15. Jan_F_W

    Little Birds in ArmA2

    Here you can find a pretty cool arcade like MP mission with the LittleBirds in action: http://forums.bistudio.com/showthread.php?t=91791 Pls let me know what you think
  16. Hi there, please download AH-6 Little Birds Big Battle V2 http://acid_saint.spacequadrat.de/acid_saint/AH6_LittleBirds_BigBattle_v2.zip Please let me know what you think about this arcade map. In order to play you need the Little Birds Mod by Cyborg (http://forums.bistudio.com/showthread.php?t=74856)
  17. War - War never changes... You will find yourself placed on a barnyard which has been rebuild by the US Army to a secret outpost. Your aim is it to defend this base at any price. You will have several weapons for defending the base, these are HUMVEE HMVs, Static Machineguns of different calibersl, Weapon Crates with Special Weaponary and of course a bunch of AH-6 LittleBirds. Version 2.01 / 11.12.2009 http://acid_saint.spacequadrat.de/acid_saint/AH6_LittleBirds_BigBattle_v2.zip Required mods/addons: Little Birds in ArmA2 by Cyborg112 (http://forums.bistudio.com/showthread.php?t=74856) Description: Yesterday, we have successfully attacked and destroyed several heavy weapon factories of the Guerrillas Army. Informants report that the Guerrillas are now planing a counter attack with a massive flying army. They will kill and destroy every US troup they encounter. Our outpost has to be defended at any price! Destroy AH-6 LittleBirds Informants report from a squadron of AH-6 LittleBird choppers on their way to attack our outpost. Try to eliminate as many as possible! Destroy MI8 MTV-3 Informants do also report that MI8 MTV-3 (Codename 'Hip') helicopters are in the near and searching for our troups and outposts. Watch out for these heavy killer machines especailly! Destroy incoming Jeeps Informants also let us know that Guerrillas on Jeeps will search the surrounding areas next to our outpost. Watch out for them! Weather Forecast: It is late afternoon and it looks like it is becomming another rainy day in autumn. Night is approaching. Enemies will use Nightvision and so will you when the sun has set! Features: - Arcade like gameplay - Script to handle vehicle/units damage much more arcade-like - Nice location with many things to discover - Great atmosphere - Vehicle respawn - Briefing, notes and hints and tickable objectives - Several enemies challenging your abilities again and again - Pure action - Dog Fights of your dreams Map does not feature Team-AI so when you play you need to have real players join in order to not play alone. Map is intended to be played by more than 1 player. All players will fight against AI and defend the base against dozens of enemies! Installation: Unpack and put the pbo to your Arma 2 "MPMissions" folder Screenshots: Please check http://profile.imageshack.us/user/acid_saint
  18. I have an addEventHandler["killed" ... ] for AI-Units so that killed AIs get a note in the diary. When I -as a player- kill an AI with e.g. a helicoper the EventHandler returns the victim and the killer but in this case the killer is the helicopter Id and not the players one - how can I resolve the player then? I have already succeeded in using commands like "assignedGunner _vehicle createDiaryRecord [...]" but since helicopters like the MI8 MTV-3 and UH-1Y have more than one gunner seat I cannot get the player when he is not the 1st gunner... Called on a units init like this: this addEventHandler["killed", {[_this select 0, _this select 1] execVM "Scripts\playerKilled.sqf"}]; I'm using the following code in the "playerKilled.sqf": _victim = _this select 0; _killer = _this select 1; hint format["Killer: %1, Victim: %2, NameOfKiller: %3", _killer, _victim, name _killer]; When killing an AI unit when Im 2nd gunner of the UH-1Y the hint reports for the "_killer " the name of the uh1y, "_victim" is correctly traced and the name of the "_killer" is mine (playername) but I cannot find a way to get the id/name of the killer and not only the screenname of my player - I cannot address a "createDiaryRecord ..." correctly.
  19. Hi guys, How can a respawned infantry move to a vehicle and drive or fly it to a certain marker? I somehow feel that a respawned infantry loses his information of who it is and what to do or where to go.
  20. Well, you could maybe create a loop in a script where the players position is set to the same coordinates by using setPos - not sure if this works though but you could give it a try and tell us if it worked. Would actually try myself but dont have my arma pc here now :(
  21. guess he means "random" instead of "dynamic" ...
  22. When I destroy a unit/vehicle with setDamage 1 the kill is not credited to the last shooter who hit the unit/vehicle. I would like to handle this by script though - is there a way to modify not only the score (by addScore) but also the kills (there SHOULD be something like addKill...)
  23. yeah, this would be even better :) adding a killed-handler script for a certain unit will enable us to check which shooter did the most damage and award him accordingly. in combination with addscore this would make lots of sense ...
  24. should be: _veh addEventHandler ["killed", {sleep 20; deleteVehicle _this select 0}]; // _veh in the handler wont work since the scope has changed ^^
  25. only therefore: fortunately there is no ranking system like in bf2... though im missing something like this quite much
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