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liquidpinky

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Posts posted by liquidpinky


  1. Having been on holiday in the middle east a while back, I find the Takistani drivers to be quite realistic in their slack driving style. :P

    Can't vouch for the CZ or US drivers though. *whispers* but I hear they are quite slack as well. :P

    It is a shame the footprints and tracks don't last, a lot of tracking target missions could have come out of.


  2. There are no invisible H pads involved and all the waypoint types are "move"

    The problem seems to be that the LHD the chopper starts on is actually technically off the map (although it can be placed on the editor) and there is a barrier between on map and off it. Once the helo hits the barrier it stops. I can fly this distance myself but I want the players in this mission to have the option to be flown by ai if they wish.

    I may have to cheat and just move the chopper using setpos once it hits the wall.

    Have you tried using the load or unload on the LHD, maybe force a load and have an AI waiting for pickup on the LHD. Or even use a getout waypoint and see if the pilot will land and indeed get out at the LHD.

    the AI may not willingly do a move outside of the boundary but can perhaps be forced into a landing on the LHD, one way or another.

    There is also the new capture function with AO if all else fails you can record a landing that you can use.


  3. A lot of the time I get what happens in your first case, even on long distance between waypoints it will increase altitude and then duck back down again a few times over the course of the distance. It just seems to be poor speed control by the AI.

    Where you or I would reduce the helis throttle, sometimes completely, before slowly pulling back over a long distance to ease of some speed, the AI seems to just pull back full throttle and try to lose speed in a short space.

    Maybe using the setvelocity command may help to keep the speed down, or it may just make it worse with the heli doing the climb manoeuvre more frequently to strip of speed.

    Problem 2, is the waypoint after the one where the heli sits in the air the unload/load?

    If so it is this waypoint that needs looking at more closely and not the move one, try using an invisible H at the landing area etc.

    You may want to check your getout commands for the units and maybe review how your dealing with the unload or load.

    Usually having a getout for each unit in the action box of the unload waypoint will force them out.


  4. Last time I ran our local obs course with an AR and patrol order, I found it hard (believe it or not) to stop on a dime, go prone and shoot a smiley face in a Russian, then alternately jump and teabag him.

    Train more often then. :P

    I agree though, this isn't an FPS twitch shootah and the current actions give you proper weight, but some polish on the animations would be nice.


  5. With combined ops or OA standalone the Boot Camp parachute missions for both OA and A2 won't allow control over freefall or when the chute is deployed.

    If I uninstall OA the freefall and chute control is fine in the A2 Boot camp mission.

    This is also effecting scripts in the editor for freefall also. Without OA, A2 freefall is simple enough to trigger and you get the full control over it and when your chute is deployed.

    I tried OA on it's own also but the freefall and chute control is non existent in both the editor and with the Boot Camp mission.

    I later copied Air2 from A2 into the common folder in OA and got some semblance of control over the chute part of the descent but it was still a little ropey to look at, possibly because it was the unpatched version of A2.

    Reinstalling both fresh tonight and will try again.


  6. With combined ops or OA standalone the Boot Camp parachute missions for both OA and A2 won't allow control over freefall or when the chute is deployed.

    If I uninstall OA the freefall and chute control is fine in the A2 Boot camp mission.

    This is also effecting scripts in the editor for freefall also. Without OA, A2 freefall is simple enough to trigger and you get the full control over it and when your chute is deployed.

    I tried OA on it's own also but the freefall and chute control is non existent.


  7. also seen these sounds mentioned elsewhere in a Halo script topic. BIS_HALO_Flapping and BIS_Steerable_Parachute_Opening

    You could maybe have one of them active while parachuting.

    EDIT, just found that the freefall and para control works with vanilla ARMA2 on its own but not with combined ops, been a lot of coding for nothing for some folks. Going to uninstall ARMA 2 and have OA on it's own and see what happens.

    Was trying out the parachute in boot camp and neither the OA or A2 ones worked, uninstalled OA and the A2 one works.


  8. Couldn't you take a game engine style approach and have a trigger spawning them when you or other players are within range via scripts.

    Normally sandbox games will have an area around the player that the peds will spawn within to give the feeling of life going on in the game world, with ARMA 2 it would be a similar method.

    Say a town ,Rasman,for example has a trigger radius that you find acceptable for civilians etc appearing within that will reduce or negate visible pop in altogether.

    Then just have the trigger check if yourself or another player is with the radius and have it trigger the RasmanCivSpawn.sqf.

    Then have it destroy those civilians when no one is within that area for a set time, to prevent loading and reloading needlessly when players are on the borderline of the area.

    Then keep any story driven characters separately from the spawn scripts to keep them active and avoid having to create variable registries to store their stats, positions etc. Although that can be done so you can remove their AI when not in use as well. Not sure where the system load would be more appropriately used between keeping them alive and storing a lot of variables would cross over though.

    This would reduce load times as well because all the AI wouldn't be kicking off right at the start but coming in dribs and drabs instead.

    Again if every character you create is an individual with a name(RPG style) you could have a variable checking if they are alive etc to prevent them spawning if they have been killed, same for their vehicles etc.

    Of course multiple players could easily break it as well by splitting up and having someone go individually to each town. But you can have checks to either prevent spawns once the max AI is already reached or even separate spawn scripts depending on amount of players in area, or lots of triggers within a town to split the spawns up some more etc.

    Sorry for no actual script code as I am new to ARMA mission editing but not scripting, but that is the logic I would take about your situation to reduce the AI load.

    I might give this a go myself now as it has given me something to think about.


  9. Oh yeah!!! You bring your hands and I bring... an armoured division backed up by attack helicopters and artillery.

    Its gonna be epic.

    Last I checked soldiers are still trained for close quarters in varying degrees, Last I checked they don't use it against tanks as that is what tanks and anti-tank weapons are for.

    Let's face it, you run out of ammo or the guy is too close to get your gun out in time, either way you are going to be fighting for your life. Or are you just going to be standing there waiting for them to kill you?

    Also you can silently kill someone with confidence knowing you don't have to worry about all the tanks and helis because no one was alerted in the first place. Suppressed weapons can still give you away, while a choke hold or slit throat tends not to.

    All it would add is some more elements to special forces side of things for ARMA 2 missions, I don't expect every soldier to be proficient. Just limit it to the Operators etc.

    While you are at it, can I haz a dart gun, men's mags for distractions and maybe some octocamo wouldn't go amiss. Oh yeah, and some big assed exclamation marks over soldiers heads when they spot you. :P


  10. Place a couple of friendly squads in the editor, run in a nearby building and start topping them from a window or rooftop. Enjoy the nade rain coming your way.

    It seems to be only one unit in a squad, the grenadier possibly, that will use them straight off though.


  11. ah thankyou guys

    will put a jet in the editor to fly in, when i get used to them will do armoury so i get few of them little mission things :)

    i been spending to much time in the apache, my fav helicopter of all time :p

    that leaves my 2nd question? supose you wouldnt know if there australia troops for arma2 OA yet?

    You can use the current A2 ones, if you don't have A2 and OA installed/combined then they will possibly be unarmed when placed in the editor but you can add weapons in their init.

    They may require a specific weapons mod made for them, they will then be armed when placed in the editor if you also use the weapons addon they require.

    Basically, pretty much all A2 unit addons work OA to some degree.


  12. The animation system in Arma 2 is needlessly stiff and buggy. For a year now in A2 and OA I've occasionally gotten a weird tactical-looking sideways evasion animation when I've moved diagonally or sideways and brought up the weapon sights, and it's gotten me killed countless times in MP. Since OA I've also noticed that the soldier is sometimes stuck in walking mode for a second or two after he changes stance and starts moving. It's things like these that make moving your guy very, very awkward and you can never be sure whether he does what you want.

    You can't defend it with CQB realism until the shorter weapons have shorter physical reach. It doesn't matter which weapon you're holding, you always get the same result indoors. Even handguns are clumsy as hell.

    Do the guns not have their own individual collision model?

    If so, then they do portray their individual lengths. The real problem is that the character is always walking with the weapon shouldered, why lowering the gun does help in CQC or just navigating tight areas.

    Other shooters will let you hip fire whereas ARMA 2 doesn't, this would also help in CQC situations.

    The Pistol I will grant you as it is also held in the ready position, would be nice to be able to lower it as well.

    I agree with wolfbite, MGS4 CQC overall is the best implemented in any game. I would love some of that hand to hand ability in ARMA 2, it would become the perfect game them.


  13. Weapons catching on door frames is a real occurrence also, why there are shorter CQC versions of assault rifles. Try turning around 180 degrees in a tight space holding a Barret 50 to get the idea.

    You can use the lower weapon key to get slightly better movement within buildings so the gun doesn't catch or better still only use CQC weapons in CQC situations or switch to pistol.

    I think this, whether intentional or not adds to the realism of CQC battle situations.

    I do agree that a lot of the animations could maybe be smoother or more refined but the overall game experience itself elevates ARMA 2 and OA well above the clunky feeling controls being a problem.


  14. Wouldn't the whole freefall and parachute system be better if there was one definite script for both which can be triggered by a few of simple checks, is player above certain altitude, is he out of a vehicle and does he have a parapack.

    Then when entering a vehicle give the player a chute so it can be triggered when he bails at or above the required altitude, maybe adding in a variable that can be switched so it is disabled in a static halo until the check for the player falling out the tailgate switches it active.

    This could be also used for base jumping if someone made cliffs or buildings high enough by giving them the parachute at the top and having the same trigger style as the C130 static.

    Possibly the freefall could be triggered without having a chute, just you ain't going to survive the trip. At least it would negate the ability to act normally and do actions while falling to your death.

    Currently I am new to the scripting ARMA game, done a bit with GTASA so I can get my head around scripting, but currently I can create triggers and get my jumping out the C130 and going into freefall with an altitude check.

    I have incorporated the C130 shake and will add the attached real C130 to get the sound, all without any external scripting so far by just using trigger activation and unit action boxes etc.

    These are all bits I can do, the scripting of controllable freefall and controllable chutes are out of my league at the moment.


  15. Ice is always a problem at altitude, where the external temp is below freezing.

    As for heating up, rather than argue about it, have a picture:

    chook.jpg

    Apologies for the small size, but this is all my google-fu could come up with.

    CH-47 through TI, you can clearly see that the blades are glowing hot.

    I think i will concede on this one too, found this better thermal image as well.

    th_ChinookThermal.jpg

    If BIS did implement it they would have to adjust the heat signature for altitudes and running time etc as it would look naff with the blades glowing on a heli that is parked up.

    But, if they can do it for gun barrels.....


  16. I got the rocking motion and the c130 static to be replaced with a real c130 once you jump out but does anyone know how to get the c130 sound effects when inside the static model??

    ---------- Post added at 06:51 PM ---------- Previous post was at 06:02 PM ----------

    I've uploaded what I've done so far here, It's just a really simple example mission if anyone is intrested. The base on the map is from the US showcase mission by BIS and the C-130 stuff was done looking through the BIS parachute mission I just can't seem to figure outt how to make the sound effects :(

    Halo.Takistan.rar - 0.01MB

    Thanks mate, I will take a look. I was going to give it a go myself but it makes life easy when you have an example to take in.

    As for the sound, wouldn't the playsound be the one to use, then you will have to dig up the engine noise soundfile and play it. Hopefully there is a list of them somewhere.


  17. Wrong.

    As I said, what you see in the NVG is the sand/dust/dirt being struck by the rotors and causing sparks/heat.

    See The Kopp-Etchells Effect

    As for being hot - typically (I realise it varies from helicopter to helicopter) they're ~9m long blades being thrashed through the air at ~250 rpm. Theres gonna be a TON of air friction causing them to heat up. Sure they wont be red hot, but they will be a lot hotter than other parts of the helo.

    The dust strikes I will give you, it is called the Kopp-Etchells effect, where helicopters in dusty environments actually suffer abrasive damage.

    As for rotors heating up, they are actually more concerned by keeping ice off them it seems. http://www.emeraldinsight.com/journals.htm?articleid=875207&show=html

    http://www.eng-tips.com/viewthread.cfm?qid=186283&page=23

    The only thing I can find about heat and rotors is a warning not to leave your RC helis in a car on a hot day as it knackers the resin on wooden bladed helis.


  18. Tracers (and I'm guessing hot lead bullets) and flares need to be white hot in FLIR.

    So do birds. Are the other animals?

    The edges of the rotors of helicopters, as in this video... (if they glow like this in Night Vision I'm certain they do in FLIR, too)

    qYAUcBaXmXI

    Do barrels of weapons start to glow in FLIR when they are fired?

    That will just be the luminous painted rotor tips lighting up with the landing lights, if anything the rotor blades will be ice cold and not hot at all. Otherwise my RC heli wouldn't be up in the air very long with it's plastic rotors. ;)


  19. Doesnt work because it tries to run the command after the troops are unloaded, but since it cant unload it just sits there forever stuck.

    Edit: Gotta put it on a MOVE marker before the transport. Now it works, its not silent though but it works.

    doGetOut units group player; runs it silently but they still announce them selves when they get out :/

    Maybe set them into stealth mode before they get out, they may whisper it instead of shouting.

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