dissaifer
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Everything posted by dissaifer
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New to modeling - Blender import issue
dissaifer replied to dissaifer's topic in ARMA 2 & OA : MODELLING - (O2)
is that big enough to see the issue? the vertices in the foreground aren't connected -
New to modeling - Blender import issue
dissaifer replied to dissaifer's topic in ARMA 2 & OA : MODELLING - (O2)
What occurs is as you look around the model, the lines connecting the vertices connect in the far side of the model. As you rotate, the connections disappear to the close ones and appear on the far side. So, I should copy all the faces in Blender and fix them? -
Corrected link above and some issues with the mission - there are still others, I haven't tested much since the thread died awhile ago.
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yeah the post is outdated, I have to correct the a sound issue and I'll repost it for you. Thanks!
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This is such an awesome platform to create... well, anything, but it seems that there is a lack of real assistance between each other. I mean everyone learns the hard way and I think there should be some kind of mentoring program for scripting, programming, creating 3d models, etc. That's it...
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Thanks for the quick response. I'm not sure what typos are in the diaries can you point them out ("English") is supposed to be English if you are referring to the tire/tyre, but I'll look at it again. The label and errors I need to fix. Balance Objectives For the sound, should I use say3D or something else? For the tire, well, that's part of Neo's script, you just look down at it and it gives you the option to drop it, maybe there should be an option from the action wheel. I'll look into adjusting that. Thanks again for the feed back, I'll see what I can do about the other things you mentioned.
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addCamShake to single player
dissaifer posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey, Looked in the forums and can't seem to find this, I was trying to connect the addCamShake http://community.bistudio.com/wiki/addCamShake to a single player when they are hit. Sadly, I tried using an eventhandler but when you use setdammage, no event seems to fire. I'm at a bit of a lose on what to do now. Any ideas? -
Infection (light zombie addon)
dissaifer replied to Einherj's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Einherj - about the FSMs I won't correct you if you've tested it. :) Funny this is coming out, after seeing Celery's stuff I started working on a zombie mission, I have some tricks you may want to put in later. But now more reading code until I figure out why the spawner isn't working for me. -
Infection (light zombie addon)
dissaifer replied to Einherj's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Checked it out - Good start, keep up the good work. I put a bunch of zombies down about 100 (started to slow down my computer but not much)walked through town and back. I got hit twice, maybe? Hopefully your trick to make them more deadly is pretty good :) Just a suggestion you may want to put a !isServer -> End in the beginning of your FSM, so it doesn't have to run on everyone's box. Seems like every iteration of zombies for Arma just get better and better. -
ArmA2: Operation Arrowhead Impressions - ALL OA Impressions/Videos/Screenies Here
dissaifer replied to Placebo's topic in ARMA 2 & OA - GENERAL
Made a video of some scripts that took me a while of learning. It was going to be for a zombie sandbox. There seem to be a good deal of zombie sandboxes now, so I'd figured I just show you what I can load up at any time and fly through (or walk, but that involves dying). Took a bit of time to get the sound to match the video because of the randomness of the scripts Scripts included Zombies spreading (not from Charon's mod) - random start, distance spreading Cars placed on roads in random directions (angle and placement) with random damage Certain amount of zombies per area (X + whatever felt right) Zombies Spawning/Despawning in an area (based on distance) Tire popping for cars if driven off road too long, by percentage chance based on speed, with sound (not shown) and a changed version of fixing tires from Neo to include more cars Random placement of survivors around town (amount and distance) Random weapons for survivors (including the flare gun - which is cool because they fired two in the video) Script to fire the flare gun when you were in range. -
@DeclaredEvol I'm going to preface this with I agree BIS does need to work on close quarters AI. But to be fair, go back and watch the video again. In the first 5 seconds the AI runs right into the corner. I was looking at the video discussion - the user made it (not devs), with the CryTech Flow Graph http://freesdk.crydev.net/display/SDKDOC2/Flow+Graph+Editor. This is basically a Finite State Machine, which Arma already has built it and you can edit. So, you can make the each same thing in Arma now, given the time and effort. Sadly, the Arma FSM isn't documented as well as Crytech's. :(
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Finding the right ballance between realism and playability
dissaifer replied to someone1's topic in ARMA 3 - GENERAL
I don't think that the original topic of the OP is being addressed, and I think because it isn't fully clear. The post says that Arma is sacrificing play-ability for realism. I'm curious on what parts of the play-ability, in your opinion, are actually lost for realism? One shot kill - this occurs in BFBC2 which is pretty main stream Being maimed (shot leg) - this is unique to Arma (I have to admit, can be a bit annoying) Long drive times (well it is a big world, but that is a really mission design issue) Having half full mags? - pretty sure this is in other games, but I think it keeps you honest These are a few examples, but maybe you had something else in mind? Semi Off Topic: I think you may be referring specifically to player control aspect of play-ability. Like maybe you feel like you can't react fast enough because the character feels like he's drugged? -
The trouble with getting people into Arma
dissaifer replied to instagoat's topic in ARMA 3 - GENERAL
Toybox... that is a really good name for Arma, it's much better than 'game.' UI, yes everyone says we need a better UI. I agree. I also agree that radial was a pretty good way to make it. But no one has made a mod to change the UI, radial or otherwise - at least that I'm aware of. If my scripting skills were better I'd do it myself, but I hardly have the time or patience to painfully learn the scripting language for Arma. Not that it is terrible but the documentation is poor and little 'oh - that's how that works' takes forever. I also agree the tutorials are pretty bare bones, but about the only user made tutorial mission I've seen is for Helicopters (and it was pretty cool). So, there is another gap 'We', the community can fix as well. And for the 'game' part or easing in new players. Well, you have to think about the current state of games - usually if you point at it and pull the trigger, it dies, if you die you come back quickly, the area is small, and you are usually trying to unlock ... something 'better', especially in multi player. This actually has been done in Arma and it was called Evo, which is why it was probably so successful. Now, if you played America's army... that unlock system I think would go over super well in Arma. You have to qualify with the weapon, then you got to use it in multiplayer and some of those qualifications were no joke. I'm actually surprise no one took that method and made a multiplayer set up for that yet. Now, am I saying that BI isn't responsible for the game they've made, tutorials (or lack of), or difficulty of use... No. But I am saying that other than complaining on the forums we can help them along the way, by making some well needed mods. You have to think, the people that make some of these complaints easier in game are going to be community heroes. And on that note, why isn't BIS like Blizzard and just steal the really good mods and put them directly into the game... my 2 cents for what it's worth. -
Degeneration-Redux- Zombie Invasion -
dissaifer replied to genesis92x's topic in ARMA 2 & OA - USER MISSIONS
Congrats on the release Gen! -
It is so laggy it is unbelieveable
dissaifer replied to sheafromme's topic in ARMA 2 & OA - TROUBLESHOOTING
Yeah, new graphics card... it's more common for game devs to push some of the processing power to the GPU - you'll need a better one for any current or upcoming game. -
Arma 2 Addon request thread
dissaifer replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I would like to request a video camera model (like new casters) and camera (like personal camera) a model be made. if any modeller can do it, thanks in advance. -
lol nice
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Did everyone have their hater-ade today? Sure looks like it from these posts. To answer the question: Do you want to experience the fear/excitement of getting shot and not instantly respawning? Do you want to call in an airstrike and have someone actually perform it, not a bot? Do you want the real feeling of team work? Do you want the real feeling of accomplishing a difficult tasks with high stakes? Do you want to actually swim, not watch a script of someone doing it for you? Do you want an entire actual island to explore and have combat on? Do you want to see if you can actually hit someone as a sniper/bomber/heli pilot? Do you want hours and hours of re-playability with free new missions and mods (so many you may never see them all)? If you say yes to any of these questions... then you should by this game.
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Steel (ahem..take inspiration) from the popular mods!
dissaifer replied to -=seany=-'s topic in ARMA 3 - GENERAL
I'm torn about this. There was stuff in ACE that I just didn't use, it was nice to have though, and there were other things I felt like, well this is a mil-sim, why wasn't this in the game. Then I think... this is a game. I don't always want realism out of it. You get shot, a medic comes and heals you, your back in the game :) Maybe add the stuff as a default? Then you can turn it off and on... up to the modders of course. -
I don't think foolish is the right word. There are some very common things that would be addressed in a zombie mod that would directly impact Arma gameplay. 1. Pathfinding - yes, zombies in a field are simple to script, but in buildings is much more complicated. 2. Structures - there would be a direct need to have more buildings as running from zombies in a field would not be very interesting. Now add those two components together and you have ... Close Quarters Combat that is AI capable. While you think the CoD guys are making kidding games they are really improving their engines and making some money on the side with the experiments they've made. And if you think I'm lying... look at Take on Helicopters.
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Aww man, I thought we were calling it...
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I'd definitely pay for the zombies, for the art work, sounds, new animations, some built in path finding (including houses) and attacking for barricades. @Nemesis - right there with you... it becomes painful to change the FSM, only to find out there is a huge part missing.
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mission makers, please, for the love of god!
dissaifer replied to Millenium7's topic in ARMA 3 - GENERAL
I've been playing for 3 years and have only played once in evo... most of the time I don't see them. -
I honestly can not believe this conversion is still going on... Proof that you can not only sync extreme ragdoll physics but you can also play it back over and over and over... Halo 3. It's not prefect but it's good enough. ... and I'm done here. Shouldn't be posting anyway.
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I always liked rainbow six vegas 2's cover system, you can use it if you want or not. And they even patched it later so in third person you couldn't peek behind the wall (see down the alley). off topic... it would be cool if A3 had repelling... pipe dream.