charon productions
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Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The AI is a script that is being run from a module. When such an addon is signed properly i see no reason why it should not run on public MP. But i am not so much into MP stuff. All i can say is that convincing monsters or whatever you call them can`t be done without addons. There is certain problems with the animations. Women skeletons can`t perform the throw grenade animation, so female zombies can`t have any attack animation which sucks. Found a silly looking but at least somewhat offensive looking animation to replace it for women. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well if scripts alone could retexture models, tweak animations, add custom sounds and assign different models to config classes, then it would be done with scripts only ;) -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It`s both, addon with invoked scripts, nothing special really, just a simple experiment. That`s all. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
A slightly better kill scenario,blood fx and fast swing animation. You hear the zombie swinging at you, but there could be blood particles displayed right in front of the camera to visualize that the player has been hit : <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=vKYK3DQilHc&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=vKYK3DQilHc&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Nemesis: Hehe i had the same idea after what MadRussian said. Would be nice to have them strike much faster. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It`s not implemented in Arma2, or hidden in the hard-code. At least its ="" in the config. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well, pretty much all zombie mods and even that funny Land of the Dead game use arm movements (damaging strike). You can see it in this video, together with single headshot kills: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=vom0LUle9lA&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=vom0LUle9lA&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
They have to be of side resistance and be friend with the player. Otherwise their AI will let them stand where they are (remember the engine wants to use the best suited weapon for AIdistance and shoot the enemy and not run up to him which is non-sense in a military game) and do nothing. When they are friend with the player side the engine will not try to position them away from the humans. It`s all about cheating the game engine here. As long as you dont mutually declare friend then they are still considered enemies by the humans and will be engaged. It`s kind of funny but that`s the only way. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
goose4291 is right, Romero did shoot newer zombie movies, but their movement is still like in the old movies : <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=p2qJZ5r5faQ&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=p2qJZ5r5faQ&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Didn`t know that their is also a game for Land of the dead. Was surprised that their attack doesn`t look better than what they do in Arma: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=MGfuHPZdoPA&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=MGfuHPZdoPA&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> This does not work either unfortunately, i will test it again, but early test showed no effect on soldiers, just on vehicles. EDIT: The damage is spread over the whole body, that s why the handledamage EH doesnt work as intended and the class definitions of armor for separate part are entirely useless ! : You expect such a unit to withstand a whole magazine of shots in the leg, but he also dies from 2 shots in the leg. That proves that this does not work. EDIT2: Ok, i found a working method to kill a zombie with 1 headshot and he can withstand like 8-10 bodyshots. You just need to crank the values to their absolute extremes and play around with the settings to overcome the damage spread. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It also very much depends what class the AI is inheriting concerning those damn FSMs. Just made a test with russian soldiers instead of civilians and surprisingly they do catch up with the player pretty fast, that is mainly due to a different, smoother movement control method that i am using that deviates from the methods formerly used. If BIS would fix the handledammage EH bug, then this could also nicely allow zombies to drop with a single headshot. As of now it does not work as intended. @MadRussian: That is all good points. The most convincing animation would actually be when the zombies stretch out their arms towards their victim to grab it once in close range. If the bones could be tweaked to do that, it would look killer. For those Romero freaks, the wobbly drunk walking animation could be satisfying. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
There is different preferences when it comes down to Zombies. Romero`s and "28 days later" kind of zombies. In optimal case it could be an option to choose from. The whole animation thing is highly unaccessible in the hard-code. Sure you can change the animation type, but the engine`s decision to choose the movement speed for AI can not be overidden. ( i have tried, maxspeed = 50 or whatever wont work for infantry). So who of you likes no challenge and just camp the creepingly slow zombies and not risk anything will probably be happy with whatever zombies will be brought to the game. Me personally am bored if i don`t have anything to fear from enemies when i can simply outrun them, but that`s just me. ;) I have written the other day a decently working Arma2-hunting script that allows for zombies to move up to humans even in cities with no screwed up pathfinding, but their chance to kill you as a player is extremely low except if you are out of ammo and trapped in a backyard. I`d really like them to be more of a challenge. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hmm, do you honestly think that would be fun if you just drop dead? That would look really boring imho. The thing is that they sometimes stop 10 or 15m away from the player and just walk slowly and then run a few meters again and so on. There is no setting that can make any AI unit just run,run,run. As long as all character models can only run with the same speed, there is never a real danger from a monster at all, because the player can always outrun them. -
Vehicle towing script
charon productions replied to rundll.exe's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Didn`t mean to misinterpret rundll.exe`s intentions with what he meant by breaking. tcp, you are probably closer to what it will eventually look like. -
Vehicle towing script
charon productions replied to rundll.exe's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
May i be so impudent to ask you to add a global variable to keep the towing at all costs even when the angle becomes too big? Something like YOURTAG_ALLOWBREAK=true or false ? I am thinking of situations where you have remote AI trucks tow a vital piece of equipment, that is important for the mission to reach its destination at all costs. It would be disappointing if it just sticks around somewhere on the map far away for the player to even check that it was broken due to a broken towing. -
Monsters, zombies and so on
charon productions replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
NeMeSiS is absolutely right, the engine is not made for zombies, it`s as simple as that. I gave it a go one night and tried some stuff, but hard-coded pathfinding spoils every imaginable approach resulting in the zombies just standing around a lot while they should attack you. They just deny to complete their waypoints sometimes too. If you are just happy with shooting somy bloody textured unrealistically moving units, some guy will probably sooner or later release something like that. But it just won`t be like you see it in the movies. Or just re-install Arma1. CSM was as good as it can get. ;) -
TroopMon2
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for letting this be known. You don`t have to restart the mission, closing and restarting TroopMon2 should be enough to re-initialize it. Without knowing in what viewmode you have been for the error to occur, i am afraid i can`t reconstruct the error situation myself. Regards, Charon -
TroopMon2
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Keycat: Wow, you really have gotten deeply into it ;) Well V5 and V7 are supposed to do this, but if you talk about any other view mode, then this is not intended. I have personally not experienced that, but will check it again. I will fix that, the minimize function has to close like 100 GUI elements conditionally, so its rought to take track of those, when you add new ones. Always welcome ;) I will test and fix it, when i implemented the function it worked alright. So you work on some kind of tunnel/subterranean mission? Good idea and good to know what application individual users do have for this. I will defininitely look into that. Do you talk about a route indicating the path to upcoming waypoint destinations or also a display of all previous routes beginning from the very first waypoint, so you can track back where a group was coming from? Exactly right, that`s what was planned for the OPTN screen. Will be a major effort though, because i have not used text color homogenously and such a feature would have been best implemented at conception level hehe. I have stumbled myself over some minor issues too, so there will be a little update soon. The more feedback there is, the better TroopMon2 can be improved. Thanks and regards, Charon -
Vehicle towing script
charon productions replied to rundll.exe's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great start! Have you tested it on steep terrain too? Like hills on Chernarus? Looking forward to your release ! -
Arma 2 Addon request thread
charon productions replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Those scripts already exist for a long time, also check mandoble´s work. Or simply search for chopper landing script, you will find plenty. -
HandleDamage Shortcomings
charon productions replied to Big Dawg KS's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Sorry if this has been brought up elsewhere. But for infantry units, this also does not seem to work as intended. If you put this in the config (or add an EH) : handleDamage = "hintsilent format [""part %1"",(_this select 1)]"; and shoot the unit,it ALWAYS returns "legs" no matter if you hit the head,hands etc. So maybe the damage is also distributed over the whole body and thereby fires many handlers and the "legs" part is covered last ?! -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=SotxWvVJY7w&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=SotxWvVJY7w&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> The projectile detects if a building is the target and releases the submunition inside the building. @booze: Soon man, soon. All features are fully functional in Single Player, i have yet to ensure that they work in multi-player. No point in releasing it before. Anyone with multiple machines is welcome as an alpha tester for the MP compatibility. -
How to detect disarming mines
charon productions replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@shk: There is unfortunately no "disarmedmine" Eventhandler ;) You could do several things. Re-write the mine script, so that when it is disabled the nearby engineer gets found. Or put such a script on any engineer and check if he is within range of a mine. To identify the mine disarmament, you could check if the engineer unit is "playing" the disarming animation (if there is any, lol have never checked that) -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
A new ordnance for DPICM : <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=UFY7R8_l4Uw&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=UFY7R8_l4Uw&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Less friendly fire danger than with conventional DPICM fire missions. Limited target area spread but higher target selectivity. -
Star Wars Stormtrooper
charon productions replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The engine applies gravity calculations to every projectile fired in the game. The game was not made for laser weapons. There is no possible config setting to prevent a bullet from "falling" even with a massless (Geo-LOD) projectile. The ammo uses slightly positive (!) friction to at least negate the air friction component in the blaster bolts. The tracers could be modelled cylindrically, that is no problem. I agree on the "big" aspect. is probably best. They don`t look like star wars lasers at all How many shots should it take to kill? I remember in Jedi Knight you had to hit at least 3 times to kill. -
Tactical Nuclear Device
charon productions replied to Vino3's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Well and that`s where there is the real difficulty in this thing. Tweaking hit parameters is easy. There is by now countless nukes out for arma1 who have great visuals already, why re-invent the wheel? Just have a look how they did it.