charon productions
Member-
Content Count
724 -
Joined
-
Last visited
-
Medals
Everything posted by charon productions
-
New in game radio?
charon productions replied to netrocyn's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
There is a reason for Man , front, far and that it sounds robotic. The sounds are chained together, because the engine determines what does the unit see, where is the seen object and how far is it. Then the text string as well as the sound chain is being created. To respond to that with coherent sentences would have increased the memory/disk requirements of the game by multiples. It is also disturbing to have hundreds of different voice actors that record sounds that only one and the same unit in-game is using, which sounds odd. But i don`t wanna discourage you, maybe someone will do something like that. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
There is no way that i know of to affect the ingame camera settings of the permanent camera that has not been created with camcreate. For cam-scenes, i leave that up to the scripter. -
F-117A NightHawk - Alpha Released
charon productions replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
High quality! Impressive skills ! Waiting for beta. -
Star Wars Stormtrooper
charon productions replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Okay i tweaked the weapon config and now the E11 does do damage and has the red tracer. My previous assumption that tracers have no Geo Lod was erroneous, apologies. The reason was a too high divergence in speed values of the ammo and the magazine. The E11 is rather slow compared to Arma2 weapons. Will put the config here later. Here a little neat fire fight between rebel and scout troopers on Chernarus: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=7VdwsbSMnBQ&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=7VdwsbSMnBQ&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Thanks Rupert. That`s a lot of fun to play star wars units :) Looking forward to more releases from you. -
Star Wars Stormtrooper
charon productions replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Rupert, there is a couple of ways to realize the tracers. For the video demonstration i used the in-game tracer model, that has the inherent disadvantage that it has no geometry LOD. So it won`t terminate it`s lifespan after hitting something and of course also doesnt cause any damage as it is. Due to the binarization, it is uncertain how the p3d of the tracer looks like exactly, but i guess it could be easily modelled, unless of course there is some defined sections in it that we don`t know about. I`ll see if i can model a tracer that will do damage. My kind suggestions to you concerning your E11 weapon config (and that`s what i used for that video) are: - change aiRateOfFire=0.4; aiRateOfFireDistance=10; - use only modes[]= {"Single"}; since i am not sure if E11 is like a machine gun, but who knows so the muzzle would be like: For the magazine config : Your initspeed was way too high with 9000. 110ish looked a lot like the Jedi Knight game setting. And for the ammo: You might have to fix the memory LOD points for the barrel a bit too, because if you fire the weapon yourself the tracer shoots upwards, but i am not sure about that. Hope that helps. Charon EDIT: With textures, they look great! -
Star Wars Stormtrooper
charon productions replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It would be rather : ;)The E11 will look nice with tracers enabled, like this for example: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=0cf4p6O78OE&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=0cf4p6O78OE&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> -
Star Wars Stormtrooper
charon productions replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Don`t worry about it. Can happen. Enough SW enthusiasts here to help you fix it ;) -
Star Wars Stormtrooper
charon productions replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks for releasing it. Needs to undergo a few corrections though. It has a couple of errors (results in a few hundred .rpt file lines). Have you checked your arma.rpt file? Can`t imagine that these geometry errors did not show up on your machine. To fix that add semicolons to the line where you define the side in the config. Not sure about that one. Maybe you use texures in the Geometry LOD? Self-explanatory, the faces need to be checked. I believe there is even such an option in oxygen to check face normals. Also the textures don`t load, they were probably local in your path. So you did not notice that they were not correctly assigned to the actual addon I could not find the rebel unit, but maybe i overlooked it. The untextured geometry looks fine in-game. Good work on that. The E11 has no tracers. Is that also missing or intended? Keep it up! -
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=M1NRdYqVKcQ&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=M1NRdYqVKcQ&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> The DPICM will have duds just like the real thing. They occur usually at a 3-5% rate. They could be made in-game to detonate after 7 minutes, thats what the real thing is doing or they could just remain a nice mine. What do you think? After testing many prone crawl scenarios concerning infantry reaction to DPICM attacks, i figured it is probably best to have them run as fast as they can out of there. At least some units survive then, if they stay prone in the impact zone, chances are they ALL get killed. I haven`t done this before, but i consider making this a public alpha to get maximal oppurtunity to improve things and have a high number of different testing scenarios as each mission maker sets things up differently. The fire mission names won`t be changed anymore, so it should be safe to integrate it into missions already. -
Star Wars Stormtrooper
charon productions replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Rapidshare can host the same file multiple times with different DL links ;) But it`s your call. Keep it up! -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Here the working vehicle artillery evasion script in action: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=Vx7zA3CjA-k&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=Vx7zA3CjA-k&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> If the AI does not create a traffic jam, then the vehicles are much harder to strike with artillery with this script. I even consider a global variable to turn it on or off. Basically only when the first rounds immobilize the vehicles then they are an easy target. Or when the tanks are not moving at all. However DPICM deployed at sufficient altitude will immobilize light armored vehicles like trucks and cars in a big area. -
What about TroopMon addon
charon productions replied to gmanouvrier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@MattXR: Happy you liked TroopMon1 , you will enjoy TroopMon2 for sure. A demonstration of the waypoint editing functionality. The current waypoint position can be changed in 3D view or on the map. Particularly good for misplaced waypoints in long missions to test. <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=3XCZngBAR64&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=3XCZngBAR64&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looks like i had a syntactical error in the script, it really works now with just domove to have the group spread a bit and no messy waypoint scripting. The nice thing is that they will continue with their current waypoint AND even if it is a spawned group with just a scipted move group command, they will complete that move command that was given prior to the artillery reaction domove command. Now that needs adapted a bit for vehicles and then the AI suddenly makes a much smarter impression when they have incoming artillery. Nou, i think BIS have stayed away from computing the trajectories for LA because of the mountains. It would be nice though to have for more flat terrain islands. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks Binkowski. I am in a bit of a dilemma getting the units to crawl to their spread out positions. It is the old story with domove and given waypoints interfering with each other. Disbanding the group is not a good option, because for the scenario that the player is the group leader, he would have no-one left to give orders to ) What i am trying to do is give them domove commands every 6 seconds, but still they return to their old waypoint path and disregard the domove command. Using the stop command prevents the execution of all movement and the domove command too. Lockwp would only work if the current waypoint will be completed, so i don`t know how to handle this. One sick thing that comes to my mind would be to copy the waypoints to a dummy group, then delete all waypoints of the attacked group then domove them and when the artillery barrage is over then copy the waypoints back. Complicated, but might be the only way to go. What works fine is that friendlies immediately cancel the fire mission if the shells impact closer than 60 meters. That only has a noticable effect if the fire mission has a very high round count. Most shells will be already in the air when the cancel call is made. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah there is many possibilities for your FO script. You could make the guy evade the patrols or pass the FO function to other units nearby or make him replacable if enemy patrols knock him down. I really gotta read up on counter artillery, that could be awesome. It is unclear to me how accurate they could really pinpoint where the other artillery is located. The shots would probably be more like guesstimations (if not aided by satellites or drones). However that could disturb the enemy artillery commanders operation, in case he decided to relocate his batteries to protect them. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That is very valuable input! Nice one. If i can really achieve that the waypoint and group coherence is not disturbed by that, then it`s worth to give it a shot. What is the most likely reaction to counter the strike? To look for the enemy FO and kill him or to request your HQ to make friendly artillery hit the enemy artillery? It could be given to mission makers as an option. I am also considering to cancel the fire mission if friendlies are being hit. (Close call situation) Yeah i merged a couple of samples and tweaked them, so 80mm and 105mm shell whistles sound differently. I am more of a sound guy ;) This will also have distant sounds that are not so catchy when done by the ingame sound engine. Is there actually already someone creating Howitzer tanks (like M109 howitzer/Paladin) for Arma2? For those big calibers like 155mm. -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Nou: You are probably right. So have the group get down and then crouch to a more spread formation. Everything else would be too complicated and depends on way too many factors. This only happens when the incoming shells impact closer than maybe 100 meters for 105mm+ HE and maybe 60 meters for ~80mm HE to not disturb the continuity of a mission. For scripters i will add a variable to the attacked group that they are under attack and when the attack occurred and by whom. Also i will place an open support call for counter artillery for the rare case that the friendly arty is actually available for such a purpose hehe. Here is what i have so far (the formation change is still missing, not sure if they bother while on the ground): <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=XrzIq3J96hM&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=XrzIq3J96hM&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The reaction to incoming artillery turns out to be not that easy to implement. The artillery scripts should not screw up the mission makers waypoints and what he wants his groups to do and to move to. However having a group just continue advancing into the artillery barrage is non-sense. So when a shell will impact within a range of 150 meters (for HE), i figured the steps to do are: 1) Get down 2) all group members stop true and now comes the hard decision. It could be 3a) wait until the barrage is over, then continue with the current waypoint or 3b) crouch away from the artillery impact zone or maybe even 3c) compute a new waypoint around the barrage zone (if the wp path leads through it) and then continue the normal waypoint order What do you think? -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Gedis: Thanks for your input. That`s exactly what this does. The Tunguska can`t engage aircraft 4 kilometers away, but the gunner can still use the cannons to visually target the aircraft. I am not so sure that the missiles could be fired without a lock though. If the player is the gunner he can fire all weapons if he likes, just the bullets won`t lock. It´s a hard decision between realism and feasability, since if the AA is only 80% functional instead of 100% there is pretty much no point in adding this even ;) -
DPICM Artillery Addon
charon productions replied to charon productions's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Just had an idea to implement a feature that would make infantry warn their group about "incoming shells". Maybe even force them into prone position which would be the most likely real-life reaction to such a warning. -
Creating an explosion that doesn't damage anyone
charon productions replied to MortenL's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Allowdamage -
How do I keep a script from executing if a vehicle is destroy or cant move?
charon productions replied to emcnally's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You mix SQF and SQS syntax. There is a command : CanMove Check for this condition. -
What about TroopMon addon
charon productions replied to gmanouvrier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Here is a little demonstration of the capabilities of TroopMon2. It starts with an empty map and the units are added while the mission is running. It can be very entertaining, it`s like playing chess against yourself hehe. Countless new features have been added, that make this tool the ultimate parameter verification tool for mission makers: - Full waypoint editing of the current waypoint Very helpful when you are stuck on a waypoint late in the mission - Waypoint 3D indicators show the waypoint route - Repositioning of units in 3D view or map view - Spawning of support units without having to restart the whole mission - Kill buttons for individual units, groups, vehicle types or the entire side to test end trigger conditions - Nightvision for the camera for night mission - 2 New map displays - Map selection of units or 3D selection of units - A projectiles camera mode that helps evaluate a unit`s firing position, his target selection or firing skills - Slow motion camera to take your time when monitoring the unit`s actions in quick fire fights <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=DwBdUDqYo-8&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=DwBdUDqYo-8&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> -
Createcenter command bugged ???
charon productions replied to charon productions's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks a lot, i seriously have overlooked the bottom comment by UNN while reading through the wiki page. I need a break :D -
Createcenter command bugged ???
charon productions posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
With just 1 civilian on the map, the following script is called: Result is that the units dont attack each other. They are enemies to each other, i checked that. They will attack each other only, if there is west and east units already on the map at init. So the whole point of the createcenter command is lost. Other people had similar problems: http://forums.bistudio.com/showpost.php?p=1386648&postcount=3