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Jedo

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Everything posted by Jedo

  1. Hello, I did a search and couldn't find my issue so would be glad if someone points me to a thread. After I installed 1.05 patch the AI command system got messed up on a couple of crucial commands. 1. When I tell AI to follow my stance they simply stand up and keep running. Before 1.05 they would actually copy my stance. I know this doesn't sound like much, but I do play off-line a lot and this is quite an important command with AI. 2. I don't know if this is even a bug, but the awareness levels seem to be auto-managed now. Before 1.05, when I used to tell my men to be "aware" they would move around normally right until stuff starts exploding around them. Now they seem to be switching to "Danger" when nothing really is happening around them. This really slows things down.
  2. 1. Can someone make a mod so grass obstructs the enemy's view? I can't see through it, AI can - annoying. I know about the shorter grass mod, but that kind of takes away from immersion. Anyway, you can be concealed from view even when lying in short grass. Why not make grass useful for stealth and such? I know the answer is probably "no" as grass is not an object, right, so not possible to add any script to it. 2. Is there a way to make some grass extend all the way to the end of the player's view distance without messing up framerate? The grass doesn't have to move in the wind or be detailed, just be there as some low-poly cover so it doesn't look like the hills are barren. Every game out there has an issue with grass and nobody seems to mind. I think it looks really weird. 3. Can someone point me to a infra-red goggles mod if there is already one or make one? And no, the FLIR mod is not one of them because it doesn't detect heat sources - it's more a fake FLIR, for the looks...
  3. I've been trying to make a proper mission for a while now, first for OFP, then ARMA and now ARMA II. The problem is I am a complete noob in scripting and I do not have the time for both learning scripting from 0 and building the mission. As a result I am usually left with an idea and a mission that is about 35-40% complete and it might as well be 0%. SO: I had an idea and I started building on it not long after the release of Arma II, but have been stuck on the same spot for a while now and it's obvious I can't finish it. The mission, current name "Sniping Wander", is my stab at a realistic never-ending yet not boring sandbox sniping experience, where a team of two elite Russian GRU snipers are flown into Chernarus at the peak of activity to help fight CDF and the guerrillas (Chechnya VS Russia war type scenario). It is, overall, quite a simple concept and mission really, but there are complications here and there. I need to know: if I give a detailed description of what I have in mind and what I got so far (will provide the mission file as well), can someone or somebody with experience take the file and finish the mission, for a little release to the community? If I hear a yes, I'll come back on it with all the information.
  4. OK: THE PLAN (in more detail): As previously described: Two Russian snipers get transferred to Chernarus. 1. The battlefield is already divided into 2 areas, one under Russian control (north) and one under Chernorussian control (south) 2. Snipers get flown in by helicopter to a Russian FOB in the middle of the map 3. They report to the local commander (with a dialogue) ; this triggers first objective to be completed 4. Snipers are then given new objective to move south 5. Once the two cross the frontline, the ACM and SOM get activated, the player receives support and the standard SOM random missions (but well spaced in terms of territory and time). 6. Part of the support - player gets a "tomahawk" strike with a rearming period of about 10 minutes 7. Every now and then a primary assassination mission is given (this is the tricky part), whereby an officer target is spawned randomly with bodyguards in one of the nearby cities (or several other designated areas). Snipers have to take him down. After this the standard SOM missions continue. 8. Another idea is to add a bomb disposal mission (you know when they use the rifle to blow up unexploded ordinance) 9. At any time, snipers can return back to the FOB to heal and rearm. 10. Once the player leaves the war perimeter, the ACM and SOM modules get deactivated until the player crosses back. The mission itself is not supposed to have an "end". It stays interesting to me because of the random factor and because ACM intensity being set to 1. The mission is meant to be played with one of the sniper mods that add sight adjustment (with windage etc) - not going to be much fun without it. WHAT I HAVE 1, 2, partial 3, partial 5, partial 6, 9+10 WHAT I DON'T HAVE/PROBLEMS 3 - I used to do ARMA dialogue easy, but ARMA II has some weird system I can't understand at all so even the reporting in has been done via a separate option attached to the officer and once the player reports in the action doesn't disappear; 4, 5 - I don't understand why ACM has a mind of its own , but the enemy land forces just won't spawn. I tried everything posted on this forum and I thought I had solved it, but now the enemy, once again, won't appear. The helis do, but the infantry doesn't - I think the spawning distance is somehow bugged. 6. need to add a respawn time so that this powerful missile is not readily available - spoils the gameplay 7 and 8 (haven't even started on these) I can send the mission by e-mail if needed
  5. Sorry folks, didn't quite know where this one went, considering it is a bit of a mod request. So was that a possible "yes", schaefsky? Anybody else?
  6. Hi, thanks for the conversion first of all. I'm a long time amature sniper wannabe. One thing I can't figure out. When I do my good old mil formula to calculate range, am I supposed to always zoom to max or to min first (target takes up more mils of course if it's zoomed into). And connected to that, can someone explain the current situation with the sniper scopes in ACE 2 - are the mils calibrated? I only tested M107 so far with mixed results.
  7. hi, anyone a fix for this yet? After patch 1.05 the problem seems to have become less, but the stuttering is still quite annoying. It seems to be completely unrelated to PC specs, because even with minimum view distance and no grass, all AI and other players on MP stutter. I myself and the bots I hire do not stutter at all. I choose servers where my ping is under 30. The video at the beginning of the post describes my problem exactly. Anybody??
  8. Jedo

    Dragon Rising has been released

    Well, that's quite a lot of posts, many on different subjects. Anyway, I - long awaiting the release of ofp2 - have come here to join the long line of disappointed people. I must however state that if OFP2 was just some "Dragon Rising - the life of a Marine" game, it would have received much less beating. The game itself is not THAT bad. A few horrible points however, some of which many of us have already mentioned: - lack of kick option in multiplayer (people I tried playing with never found one) - horrible vehicle collision and lack of looking around - no possiblity to save the game while playing the hardcore (the realistic) mode and only checkpoints on other (hard difficulty) levels - cover up of bad graphics with effects like bloom to make them look passable - the editor has to be decoded before the general public can use it. To put some units is easy, but to actually create a simple mission - what the hell am I supposed to do? No manual so far, no nothing. Some of the good points, especially when compared to Arma: - Graphics, despite the poor rendering, still look better than Arma2 - MASSIVE view distance with no slow downs - few bugs - Good sounds ; and - Overal better feel of a generic professionally made game as opposed to the endless but bugged potential of Arma 2 CONCLUSION: Sadly, Arma 2 wins from OFP2 by a Grand Canyon. OFP2 ends up being shallow and needs at least a couple of thorrow patches to fix the issues (and an editor manual).
  9. Sorry for that last post - too many threads open and got misplaced. Now, I came back, after fooling around with the settings, to explain my successes for those who are trying to activate this stuff and do so at a specific moment in the mission, e.g. only when you enter the hostile area. So, first you disable the module at the beginning of the game by means of putting: this setVariable ["settings", [[], true, nil, nil, false]]; in the initialization field of the module (as explained earlier in the thread) To activate SOM, you can then use a trigger to define the area/moment when the sec-ops should initialize (again, pretty simple and a different topic so not explained here) and in the "on activation" of those triggers you then manually set the particular variable using the following template code: (player getVariable "mainScope") setVariable ["[i]thenameofthevariable[/i]", [i]thevariable[/i]] again, as already previously explained earlier in this thread. As CodeRedFox quoted these are the names of the variables to use in the above code: And of course you need to specify the variable itself. The large list of configurable settings to use with the above names of variables are all over this thread with explanations already included so I won't copy it here. So, as an example, what I was trying to do was to activate the Secops module by a territorial trigger, for several types of missions to begin and then have those missions be spread apart by at least 300 seconds and at most 600. So I used the following code in the "on activation" field of the trigger: (player getVariable "mainScope") setVariable ["pool", ["ambush", "attack_location", "patrol", "destroy"]]; (player getVariable "mainScope") setVariable ["secOpSpacing", ((random 300) + 300)]; And of course you can disable the thing by emptying the pool, using the following code in, for example, the deactivation field of a trigger (make sure the trigger is set to "repeatable"). (player getVariable "mainScope") setVariable ["pool", []]; Tested this code twice and seems to work (after the first secop at least 5 minutes pass (300 sec) before the next mission is given.) You may have to play with "" and () when creating these codes if something doesn't seem to work. P.S. I don't know why the code field in the forums is so short and people have to scroll to see the whole code.
  10. Jedo

    How do you change AI Skill Level?

    quick recall. The problem has since solved itself. Don't ask me how, I don't know. That's the worst about the Arma2 issues/bugs - they are unpredictable.
  11. Jedo

    How do you change AI Skill Level?

    I guess this is as good of a place to put this as any other. Here's the deal: I'm trying to solve the ai-super-android-sniper problem by modifying the profile settings. I test it out with a a single enemy who spawns about 300 m in front of me and starts firing. Now I set the following for all difficulty levels. skillFriendly=1.000000; skillEnemy=0.700000; precisionFriendly=0.700000; precisionEnemy=0.100000; <- just to test the minimum Guess what, the enemy spawns and still kills me in a few shots. Conclusion the above settings do not work. Is it maybe the amount of zeros?... PS I did notice that this seems to have dumbed the enemy down - the distance he does anything to me has been reduced. I'm confused.
  12. Jedo

    AA-guns friendly fire

    The reason for not posting any extra details is because all the stuff is pretty standard. Game version: Steam downloaded version Updated to latest official 1.03 patch System's a Intel 2 Duo E8400 with 3 gigs of RAM and an Ati 4870 card The mission in question is just a quick and simple editor built piece - just imagine a few Russian soldiers and warfare builings with a couple of Tunguskas guarding it (guard/hold waypoint). It's quite simple really, the AA Ai just has a rough collision detection.
  13. I kind of had trouble figuring out in which section to place this thread. It's about a bug but I am hoping someone in the community could fix it. The problem is: I tried creating a base protected by AA units and those units kept destroying everything and everyone in the base every time the base stood between the AA and the low flying enemy heli. I've noticed this issue with other units as well. Possible to fix?
  14. Jedo

    AA-guns friendly fire

    Just wanted to come back on this and say how annoying the AA guns really are. They keep destroying my base and moreover, they keep firing at already downed helis...vertically through anything that stands in between. AA AAA!
  15. I have tracked my Russian-teammate-talking-english problem to this thread :P For some reason it was ok for a little, but at some point the game snapped and now all Russians except the first guy who spawns (i.e. the player) talk English. I checked all add-ons I have one by one and it's caa1 somehow. Update: I have also tracked my Russians-can't-open-compass-or-watch problem to this add-on (the stuff doesn't appear on the map as it normally would either). I'm currently redownloading and will see if and for how long that will fix the issues. Conclusion: my watch and compass are back but the Russians started talking English straight away. Considering that Rus sniping team is my home, it gets pretty annoying pretty fast.
  16. Jedo

    BF2 Criticism and Thoughts

    I'm surprised that anyone who plays ARMA would play BF2 plain, without Project Reality. I recently tried playing vanilla BF2 with a friend, and yuck! Everybody moves like they have little engines in their legs; No system whatsoever, bullets flying everywhere but not doing any damage - chaos at best; Jets fly in a 2x2 circle. it's like watching a children's cartoon or something. And I know that it can get much much worse than that in other games.
  17. just appeared: spawned some Russians in editor and when tested: the first one to spawn speaks Russian, but everyone else speaks English. Wth? found out to be a mod related issue after all.
  18. Just installed CAA and started getting strange freezes every 5 minutes or so (the game freezes for about 5 secs, sometimes once, sometimes keeps freezing and unfreezing). Don't know if it's related to this add-on yet, but thought I should mention. EDIT: sorry for the false alarm. Looks like it turned out to be a mulfunctioning anti-virus (every explosion would instantly bring the game to a hault). I have since uninstalled it and hunted down the makers.
  19. This perhaps sounds strange, and please feel free to redirect me to a thread I have obviously not yet found, but I'd like to ask: where can I find the pbo/sqm files for missions I make with the simplified editor in Scenarios -> Single Missions -> My missions? I am trying to get to the bottom of why the ACM works so much better in those missions than in the ones I create with the normal editor. Thought I'd unpack a few to look how they are made and I have already looked in Missions folder (nothing) and in missions.pbo where I only found template files (which make no sense on their own). Can someone tell me where Arma stores the missions created with Scenarios editor?
  20. nope, just looked. I see only normal editor missions get stored there. However, in the missions folder (the one in my custom profile in my documents) I did find ARMA2WIZARDMISSION files with the names of my scenario missions. The problem is those files look empty. I can't unpbo it and test them out. Does this mean the wizard compiles the mission each time I start it or something?
  21. Wow, naming the module and using the above with a trigger actually seems to have fixed my troubles with acm, at least so it seems now.
  22. I am trying to modify the group spawn script to make the spawnpoint random. I have modified it as follows: _unit = _this select 0; _lives = _this select 1; _delay = _this select 2; _markerarray = ["marker1", "marker2", "marker3", "marker4", "marker5", "marker6", "marker7", "marker8"]; _respawn_point = _markerarray select (floor(random(count _markerarray))); _move_script = _this select 3; _unitsGroup = units (group _unit); _side = side _unit; etc... (the rest is the same) did a similar thing with the respawn sqf Doesn't work - the unit just spawns where I place him on the map rather than randomly, moves to his waypoint and does not respawn after dying. Can someone push me in the right direction please.
  23. OK 22 pages later and still confused: I discovered that sometimes ACM doesn't work and sometimes it does. I can not see the pattern. It always works during those quick-made custom scenarios (war is all over the place) but when I create the mission in the editor it seems to have an intensity of 0.01 :S. But that's the thing, I created a mission with a civ once and ACM did work there. Also, this comes with a very strange Secop fenomena - I called for a UAV and the UAV stayed a good 500 meters away from me and from the location I called it to. The same was the case with the airstrike - I thought I heard a jet but it never even approached the location I was at. It's almost like there is an invisible trigger around me which tells all units from Secops and ACM to stay as far away from me as possible I already tried creating the init.sqf with: waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; and all those other options WTF is going on, guys? BIS?
  24. Jedo

    How old are Arma2 Players?

    16 50+ers ! really?! Maybe I won't be that weird as an old man after all...although isn't an Arma player by definition weird?
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