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victim913

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Everything posted by victim913

  1. victim913

    Operation unknown wip

    I know. I was just bringing it up because if i do the same thing with a blackhawk, the pilots don't get out. I don't remember seeing any other vehicle where when told to board another vehicle the drivers get out. I have only seen people outside actually move to get in a vehicle. Because they are the only ones that could get in. Since the pilots are already in the vehicle telling them to get in is irrelavant to them because they are already in. No big deal. I just hate color coding teams under my command because it takes a couple seconds to do exposing you to the elements. I wish we could push one button and it automatically select a team.
  2. victim913

    Operation unknown wip

    Is it me or does anyone else see this? If you stand on the shade side of both choppers their shadey side is really shiney. It's the same gloss that the windows have. Once the sun hits it it goes flat. But every piece of shade is super glossy. Love the detail inside Also... I don't think this happens with vanilla choppers but, I was on ground as leader of group had a 46 and 53 in my "squad" and i had a full infantry squad. I selected all and told all units to board the 46 and all the pilots of all the choppers got out and then moved into the 46. As far as i know i thought i had to make them disembark or else they wouldn't get out. Then the pilots usually are no longer the pilots anymore. the infantry is. Just feedback. Did i say i love them enough.
  3. victim913

    Operation unknown wip

    FINALLY! I am so happy now, you made my day.
  4. I keep trying to make big battles and i want to make sure i'm getting everything right or better. I'm thinking it's better to spawn units as i go as opposed to putting all units everywhere i want from the begining. Is that correct? I don't find alot of info about the actual creation of the sqf that creates groups through triggers etc. I see how to set it up and see the directions to call on the sqf but how to create it to begin with. And alot of tutorials on script just tell you what to write without telling you what it means. Like "put execVM" I won't learn it until i know what execVM means. -creating one. Do i place them in the editor then transfer to sqf or do i just open a notepad and code the entire sqf? -Also do i have to spawn them onto a marker or can i have coordinates for each unit? example- I use the RTEditor and i can create a group where i want them and it gives me exact coordinates of each unit. So can't i use that instead of a marker. I would rather not use the markers. I have palyed alot of missions where groups spawn with a marker and they all spawn on top of each other sometimes killing units. And if i spwn a mechanized group the vehicle will definitely kill. Thanks
  5. I already use RTE. My question about making the game run smoother is mostly about having units placed in areas that aren't being used yet. This game runs pretty good no matter what i do. In other games placing 20 units would cause the system to run significantly slower. Here, placing 20 units doesn't make much difference at all. So my question for that is just SHOULD i choose to spawn units with a script or should i just place them there from the begining? As for creating the sqf, I have seen the sqf giuide you mention. That cleared some of it up. But my question about sqf is meant specifically for getting thosse units ingame. I am new to scripting and am trying to build my mission using simple things until i know more about it. Using the RTE, i saw that it had some function to convert what i place into an SQF but it doesn't. It shows me in a window what it should look like but i can't get it into an sqf file. I can only merge with mission which adds it like using the regular editor or saves as xml. This is what it looks like: [0, ["USMC_DESERT_SOLDIER_SL", [203.247, 1281.42, 0.0011997], 359.829, "NONE",1, "LIEUTENANT", 1, "", ""]], [2, ["USMC_DESERT_SOLDIER_Medic", [205.29, 1283.35, 0.0011997], 359.829, "NONE",1, "SERGEANT", 1, "", ""]], [4, ["USMC_DESERT_SOLDIER_MG", [201.777, 1284.09, 0.0012121], 359.829, "NONE",1, "CORPORAL", 1, "", ""]], [6, ["USMC_DESERT_SOLDIER_AT", [205.362, 1286.42, 0.0012884], 359.93, "NONE",1, "CORPORAL", 1, "", ""]], [8, ["USMC_DESERT_SOLDIER_GL", [201.612, 1287.1, 0.0011997], 359.829, "NONE",1, "CORPORAL", 1, "", ""]], [10, ["USMC_DESERT_SOLDIER_TL", [205.611, 1289.63, 0.0012741], 352.581, "NONE",1, "SERGEANT", 1, "", ""]], [12, ["USMC_DESERT_SOLDIER_TL", [200.582, 1290.48, 0.0012645], 359.913, "NONE",1, "SERGEANT", 1, "", ""]], [14, ["USMC_DESERT_SOLDIER_AR", [207.128, 1293.27, 0.0012435], 354.699, "NONE",1, "CORPORAL", 1, "", ""]], [16, ["USMC_DESERT_SOLDIER_AR", [200.511, 1293.79, 0.0012712], 6.96, "NONE",1, "CORPORAL", 1, "", ""]], [18, ["USMC_DESERT_SOLDIER_LAT", [207.138, 1296.44, 0.0012321], 352.855, "NONE",1, "CORPORAL", 1, "", ""]], [20, ["USMC_DESERT_SOLDIER_LAT", [200.16, 1296.85, 0.0012645], 359.913, "NONE",1, "PRIVATE", 1, "", ""]], [22, ["USMC_DESERT_SOLDIER_Soldier", [207.619, 1300.38, 0.0012273], 353.44, "NONE",1, "PRIVATE", 1, "", ""]], [24, ["USMC_DESERT_SOLDIER_Soldier", [201.159, 1301.54, 0.0012760], 7.71759, "NONE",1, "PRIVATE", 1, "", ""]] ], [ [26, ["AAV", [205.541, 1308.84, -0.089012], 358.112, "NONE", 1, "PRIVATE", "UNLOCKED", 1, 1, 1, "", ""]] ], So could i just copy that to notepad, name it unit1.sqf and use that to spawn the units i want? I REALLY don't want to insert them using a marker for two reasons, vehicles will always kill someone and sometimes units kill eachother spawning in. The vehicles run over people enough in a group, a marker makes it worse. AND I want them to spawn EXACTLY where i place want them. Alot of the units i need to spawn will spawn onto or into a building and some are spread out. using a marker will not allow that. Or will it? can i use the marker and still place them using the coordinates? This is a line from an sqf from someone else: _Unit1= Grp2 createUnit ["Ins_Soldier_Sab",[(getMarkerPos "Airfield1") select 0,(getMarkerPos "Airfield1") select 1,0],[],0,"FORM"]; Could I replace the "",[(getMarkerPos "Airfield1") with [203.247, 1281.42, 0.0011997], 359.829 Allowing me to have the unit go exactly where i want? That is the type of sqf i am looking to create for now. If i knew what all that meant in the line i got from someone else, i would probably figure it out. But like i said even with that guide you referenced, I still see alot of "type this" instead of "type this, x , xy, blah" "where x = this xy = this and blah = this"
  6. This happens to me all the time. I create a mission. I select my player, I select all the units i wish to be able to team switch into and 99% of the time only a fraction of thos units actually become playable. I have tried almost every configuration. I've tried only using memebers of my team. other teams etc. Sometimes i can get alot but not all and other times just two out of 10. There seems to be no consistency. Thanks
  7. I just creted a small mission to show you but now it works fine. I think it is happening when i have alot (ALOT) of units. I was using ACE and CBA is driving me crazy. I loaded the map (all created in the editor) and once i spawned i pushed T for team switch and my list was long, Then CBA initialization started about 10 seconds into it and after that finishes I push T for team switch and my list shrank to only aircraft. I'll make a smaller mission and see if it still does it. But i have other questions about a mission so i'll make a new post about those
  8. what is csw for ai? I see people ask but i don't find the answer. It looks like it has something to do with weapons
  9. Is there any place that i can see what the ACE modules do? I don't find anything in the wiki or here. Can someone point me in the right direction? I don't know what some of the modules are or what they do. thanks
  10. victim913

    2 config questions.

    Ok, so the hidden texture is more for video settings? And not a different paint job so to speak. So camo 1 isn't green and camo 2 black or whatever? As far as ammo shot at vehicles. Driving in a t-72 for example my gunner will almost always only use the machine gun at bmps and most other things. If i want him to use the main gun i must manually switch it and order him to fire. So what must i change in the vehicles code that will get other vehicles to use main guns? It looks kind of ridiculous to see armored vehicles get taken down by machine guns. thanks
  11. I recommend using the RTEditor. Real Time Editor. It is alot easier. It's 3d and it works better "converting" to 2d. It is alot more user friendly than the 3d. It sets everything up with your init. so you don't have to guess anything. Especially placing on rooftops and on the carrier. Units don't fall through and it shows you coordinates
  12. I have the weather and fog set pretty bad. On purpose. I want to use the fog to sneak up on the enemy. But AI sees me just as if it was clear. How can I get them to NOT see through the fog? Also it seems like all soldiers with no night vision can see as clear as day also. Anyway to handle that? I tried in both vanilla and ACE same result. The only way i have thought of not getting shot through the fog or the dark is to set everyone as SETCAPTIVE so no one shoots at them, then trigger them back to normal, but then they will still be shot by people far off in the distance still. Any ideas or this will just be ignored like my other questions Also, i will probably post as another question, but is there a way i can get my armor to stop being shot up by small arms fire? My landing craft don't even get close to shore before destroyed buy regular gunfire.
  13. thanks for the reply. I thought this system was supposed to be pretty realistic but it seems the more i try to get into making missions, the more i seem to get let down. I see everyone seems to have fallen into this ACE worship and now no one makes anything without using ACE. It seems to have alot of issues still just like vanilla. Only with different things. I thought ACE was really sensitive to sneaking up but it seems the same with what i am trying. Well if anyone else has any ideas on how this can be done thanks.
  14. I hope this is the right place for this. I want to clone an addon i guess. I am tired of the water armor moving at snail place. For my own missions. I have searched, and i saw people talking about cloning the addon and creating your own because you can't change the configs of the vanillas. ? Also i tried looking at the config.bin with notepad, and it has some english mixed with code. what can i view it or edit it with? Thanks
  15. I'm trying to create a mission where the US is making a seaborne invasion. But when their vehicles get destroyed in the water it takes forever to swim to their location. Especially if they are lead in a group. Then all the other vehicles go at a swim pace. Is there some type of script to tell the units that get out of destroyed vehicles to join another group that will focus on picking up swimmers? Maybe something like "IF vehicle damage = X, THEN crew MOVETO vehicle of group X" or THEN crew GETINNEAREST of group X? that way i can have a rescue group dedicated to picking up downed pilots or crew. Thanks
  16. I had a problem like that before too. You must place "you" on the map first. Once you have "player" on the map, then Empty comes up as an option.
  17. victim913

    AI chain of command?

    I think i know what you mean. You have a squad leader and his squad which usually has 3 or 4 fire teams in it. You can't seperate them into different teams because they still stay in formation according to their squad group. Meaning if you try to seperate them into their real groups, you might have a group of 4 walking 30 or 40 away from each other because they are keeping their place in formation from the big group. The only way i get around it is to create you squad manually. imagine a wedge formation. If you build the team around that you can get them to at least stick together when you seperate. unit 1 is you. the next one you pick will go to one side of you. The next goes to the other side. So if you build a team Keep your team on the same side. So #2,4,6,8. Will stick togetherwhen seperated. and 3,5,7,9 will be too. If you use that to build your squad the main formation won't affect them to bad. They will pretty much stay in a kind of line. On the other hand if you create 3 seperate groups of 4 teamates each the only way to control them will be to use command function. It will still only group all to one lead group. You can't break them down like a pyramid. Basically a general has direct control over everyone. There can be no chain of command further than a one leader. or group lead. You can have multiple groups like that but the minute you try to give a leader to them, their commanders basically just another member. I hope that made some kind of sense. .
  18. I've been looking for an answer to this maybe i keep missing it. What program do i use to save as .sqf? I thought i could use any texting program like notepad or word. But when i save as sqf it just appears as part of the name not the type of file. What am i missing? Thanks I'm trying to spawn units from triggers, I would rather do some type of ingame create unit instead of .sqf files but seems like thats how it works. It will end up being many outside files
  19. victim913

    how to save as sqf

    ok cool. that makes sense, I used to have to do that all the time. I guess i thought it would be something different I didn't even think about that.. thanks If i want to create say 10 groups could i use that one sqf or would i need to create 10 sqfs? If they were to be identical.
  20. This started as a simple question but became bigger by trying to understand all the results i came across and script translations. I searched this forum and found many results. They seemed to just confuse me more. I am trying my first mission using RTE and 2d editor. I place objects in the 3d RTE and set them exactly where i want them. However when i load my mission back in, many of the heights, and positions moved significantly. Most change to different angles, others raise up or down. Usually on uneven terrain or slopes. What i need help with is this; - i want to place earth rampart and trenches on a slope. i get them where i want in rte with angles and heights where i want, when i load the mission everything goes back to a 90 degree angle/flat leaving invisible bottoms. -if i place them using the 2d editor, they have the right angle but the trenches end up being at least a foot high off the ground. If i used the RTE the init field has "this setPos [x,y,z]" after i have merged it with the mission.But using the 2d editor i don't get that info. I want to place them in the 2d editor so that the match the terrain, but it doesn't show me the x,y,z. How can i place an object in the 2d (so it has the right angle) so that i can only change the z value, without messing with the x,y? Is there a code, for example, "setpos height = ?" I guess i could put them in with the RTE and play around with the vector, but then it's all guessing and checking over and over until it's right. But then the problem will get worse when i have a couple objects in tight space. Next thing i know changing the vector, i have a tank shoot up 30 feet in the air cause everything is off. And if anyone has an answer to this, can you let me know what the code means? It's all chinese to me. I get confused when i look at some of these codes. It's usually taken for granted that we all know what all the terms mean. This is how bad i am. I saw a code saying this; player setPos (getPos someobject) getpos, setpos. I don't know if "player" is the name of the unit, or my name, or if it is supposed to say player period. And then (getPos someobject), is that part of the code or is that a note for me? And worse is this? I am trying to figure out how to fold the blades of a cobra. I searched this, and i tried copying this exactly and put it in the init but nothing happens: _xtype = [this,1] execvm "\ca\air\Scripts\AH1Z_fold.sqf This is how i keep seeing script. Everyone throwing a script up and i am supposed to know all of the meanings. The biggest thing throwing me off is color. Some words are in blue or red, etc. what is _xtype? this, is this unit, I know that, but why the 1 after [this,1]? Then this "\ca\air\Scripts\AH1Z_fold.sqf" , Is that code or a file location? Is there any good "dummies" for scripting tutorials? I have looked at alot of the stuff here and armaholic, biki,or wiki but it still requires me to know a little about scripting to begin with. ALL of the scripting help that i have seen is no help, like comref? Basically I need to know scripting in order to learn it. It feels like I am learning to speak spanish, from a book written in spanish. Where there is no english to spanish help. I'm lost:eek: I asked how to keep my weapons while in water, like a navy seal stealthy swim instead of a noisy boat. Someone told me;-- make a waituntil checking for surfaceIsWater, once false, it would add weapons.-- I don't even know where to start or how to go about it. But thats how all scripting help seems to be.So i searched the bistudio,wiki and searched "surfaceIsWater" ; Description:Returns whether water is at given position- huh? returns what? then, Syntax:Boolean = surfaceIsWater [x, y] Parameters:[x, y]: Array - format Position2D Return Value:Boolean No where did it tell me what it means (in english) or how i would use it or how to apply it and why. That is all it said about SurfaceIsWater, why not show examples, like how to use it and what would i use it for. More importantly, why don't they just say what it means. To me i would assume it means the ground(surface) is water. But if it is to help me with keeping weapons, then it must mean the opposite, WaterIsSurface? Shouldn't it? How does that keep my weapons? And give a couple exaamples using it in a script so that i can get an idea of how,why,when i would use it. What is Boolean anyway?I see it everywhere. I have been able to look at user missions to get an idea of how they used script. I don't see anything that tells me why the script is being used. I searched the wiki bis stuff and i try to click on all the links so i can learn it all, but it seems to go around in circles. I start withx, link to y, then link back to x. starting me over again. Each one promising a definition if i click the link, then another, and another. Then i end up with 4 or 5 words i am looking for. The closest i get is finding a glossary of script terms with no meaning or how-to, with a definition. There seems to be alot of info out there, just sorting through it all is tough when it is a foreign language to me. So if anyone out there can point me to a "i'm stupid, teach me script" tut thank you , if not can you at least get me going in a good direction. THANKS
  21. victim913

    Arma 1 vs Arma 2 single play

    I must be missing something with Arma1 and OFP. Both look bad to me. I couldn't get into something that looks that bad. They look like Atari compared to the graphics in Arma2. I know OFP is like a sacred bible to all you guys but I don't get it. ( i know i'll get bashed for worshiping them) I am coming from Battlefield 2. And Arma2 was like taking a giant breath of fresh air. Sure some of the missions have some problems and could be done better, but what game isn't like that? You can't make everyone happy. I went from playing maps about a square mile or two in size with huge lag, to this game with miles and miles of free roaming with no lag at all until the very last mission. I did HATE Razor team though. Looks like they came out of a bad Rambo movie. I would have liked to use U.S. equipment, but you can do alot with the entire Harvest Red campaign. It added realism while still making it fun. Even if i had to drive a couple miles to get to a mission. It isn't just 48 people running around killing anything that moves. The scenario missions on the other hand are horrible. They give you the ability to buy more units and equipment but there is no time for that. I have to go take down one of the tasks in order to get money, then i have to make it back to the base in order to buy more units or better equipment. By the time you get back to the "purchase area" half of the tasks have already failed or been accomplished by the other units. When you get back to the battle there is nothing left. But Eagle Wing? I really don't understand why so many of you love that but hate Harvest Red. You fly in an Apache that belongs to the ARMY, which weren't in country. Then you have to shoot down Russian planes that just let you kill them with no one getting a clue to you or fighting back. You can't fire the hydra rockets. I guess it's common for an apache, in wartime, to fly around with empty hydra pods. --Then the Nuke, which was the coolest part of the mission and weather-- Then you end up teaming up with the people you were just trying to kill 5 minutes earlier (and one that you personally shot down) and they are your best friends. And trust you giving you a gun. And from talking to them, they think they are retaliating from a NUKE that the U.S. fired first. But don't worry they are your friends just for the hell of it. In reality, if they didn't kill you on site, they would have beaten the hell out of you and taken you prisoner. THEN TO TOP IT OFF, you, a U.S. pilot is supposed to kill another U.S. soldier so you can steal a boat from him and give it to your new russian best friends. Come on, you guys can't talk all this about Harvest Red and then be blown away by a 10 minute mission that makes no sense.
  22. I couldn't read every post, but does anyone know (maybe answered already) If this Operation Arrowhead will be compatible with ArmA2? Meaning is it going to be like Battlefield 2 and BF2 Special Forces, where you either have to play one or the other or will we be able to bring the stuff we are all using now and put it into the Operation Arrowhead. Kind of like the ArmA 1 stuff being ported over to ArmA 2. It would suck if you have to play only one or the other. so many things created for this mod.
  23. I figure i would make a seperate post instead of adding more to the 400 pages under the release. Maybe others can answer these. And since these are not bug issues or anything (i think). I figured out how to get crosshair back. Now I have earplugs and i have gasmask in inventory. How do i use them? Why when i am under a helicopter, does everything have to blur. Wind doesn't blur vision. And i've been next to a helicopter and my vision doesn't blur. wind blowing dust i can see but i can't get into a fire fight next to a helicopter because i can't see. Also when i try using the shift+F combo (for battlesights) all it does is change my weapon as if i was only pushing F. And finally shift+spacebar only gives me spacebar, no resting weapon Can anyone point me in the right direction with these? thanks
  24. victim913

    Bis attention: 1.05 list of problems!

    The patch seemed to make alot of things better. I do notice the thing with squad mates a little funny. When one of my guys got out of the vehicle, he was about 30 meters away, and i told him to get back in. He kept walking around the vehicle, laying down, then move a few meters in another direction and stop for a while etc. Even after telling him to stand up, and put him on safe, he never entered the vehicle, It was like he was on danger mode. I had to possess him in order to get him inside. I was using ACE however. But it probably has something to do with the patch that changed squad behaviour when leader was in vehicle. For those of you complaining about no laser designator for cobra and apache, push the next target key, it locks on your targets based on your ammo. If you have it on guns, it may not target heavier armor but will target all vehicles, switch to hellfire and push next target and lock on the tanks. You don't need laser designators. Unless maybe you have your difficulty settings to block something like that. And yes having an apache with marine pilots starting out over water and having no army, just made the simulation and realism go the other way. I don't know how Eagle Wing was liked as much as it was anyway. I'm sure If I was killing russians a couple minutes ago, The Spetznaz would not all of the sudden give me a weapon, and say "hey come with us and be our friend" And then we either kill a fellow American or stand buy and let them kill an american in order to get a boat. Sure that would happen.
  25. victim913

    Please BIS

    What they do when they spot you is the same thing as you spotting them. When you are in first person you drop down in the grass and YOU don't see them, but you can switch to 3rd person and you can still see them. What they do is no different. Yet i have been able to crawl away with them shooting at where i was many times. What else they do, which is really cool coding, they predict where you are going based on what is going on. Try being in a squad without being the leader. The leader gives you a target in a red circle. That thing goes all over the place. If your target is walking then goes behind a wall, the red target keeps moving as if we still see them. It's tracking where they are predicted to be. If you stop behind the wall, the red target keeps going, then when the target comes out from behind the wall and no one is with it, the target moves back to the last known spot. Now go into the forest and that target jumps all over the place with a moving target (you) as it tries to keep predicting where you are going. Then if you make noise or fire or whatever the target goes to the noise. They are smart, It is a simulator. It thinks. The AI is designed to be as close to reality as possible. If you are prone in real life, you would be able to lift your head a bit, in the game you really can't so 3rd person kind of gives you that extra piece of reality that you can't because the limited animation. I'm sure the AI has a little flexibility that way too. Especially when adding more difficulty. Next year the AI will be smarter and start duplicating itself to be smarter than that, then it will change it's name to skynet. And it will start thinking for itself and become self aware. Then the year after that it will cause Judgement day nuking everyone then build terminators to destroy you. Then it WILL see you through the walls:eek: Oh wait that part might be from a movie sorry.
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