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Everything posted by tpw
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Arma 2 - ai first aid support
tpw replied to DAP's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
DAP, I don't think either the auto init version or the module works any more. If a unit is hit he goes down and rolls around, but no-one comes to his aid now, unless you as group leader order them to . Using beta 78818. Version 2.1 worked fine with this beta. EDIT: Doesn't work even just using plain 1.57, no other mods except CBA. EDIT2: Aaargh I overwrote my older version, so can't downgrade. Anyone got a link to the 2.1 version, which definitely works? -
Yep, going to roll this one back to 78818, and hope that BIS does too (at least as far as animation speeds are concerned). These changed animation speeds seem to be a solution in search of a problem. Of all the things people complain about in this game, animation speeds have never been high up the list. As many others have stated, it's not the animation speeds that are the real problem, it's that they are not interruptable. One of the great appeals of Arma2 to me is the fact that when playing I feel like my character actually plausibly interacts with the world. I'm not simply a gun on a stick floating around the world unaffected by the laws of physics. So for me, the stance transitions and shoulder launch transitions are just incredibly immersion breaking since they seem to leave gravity out of the equation. I'm not weighing into the PVP vs other game modes debate. For me it just boils down to using the largely plausible core player dynamics, and building whatever realistic/unrealistic but ultimately enjoyable game experience you prefer around it. Now I and probably many of us here could certainly script a horrendously realistic and probably unenjoyable game experience involving repairing trucks/interminable briefings/repetitive training/4 hour marches/emptying latrines etc etc etc, but I'll certainly have more trouble scripting back in gravity. Given that there are already mods that speed up animations to implausible levels for people that require them for their preferred gaming experience, why bother incorporating such behaviour into the engine itself? I just hope the same guys that write these mods come to our rescue with the inverse versions that slow things down to less than Benny Hill speeds.
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Australians At War - Combined Ops
tpw replied to [xdf]kanga's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi AAW team. Do you know if it's possible to script a change to a unit's headgear during a mission. It can be done in the unit's init: this setVariable ["NORRN_AAWinfAppearance", ["Headwear","Patch","Goggles"], false]; but this doesn't work after the unit has initialised. Thanks for a great mod, indispensable on my system! -
Sound Of Anders (soundmod)
tpw replied to -=anders=-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice work Anders. The environment and gear sounds just get better and better. Also digging on the new beefier HE and grenade explosions. Any chance of a gear sound when raising binoculars or swapping between binocs/rifle? You removed that annoying footstomp noise but now it's complete silence. Thanks as per usual. -
Yep, well done gents, I'm sure you'll love being a Dad just like I do. Ice, I'm surprised you found the time to breed what with all the Arma stuff you've been doing :)
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Retexturing Chernarus to winter map??
tpw replied to lightspeed_aust's topic in ARMA 2 & OA : TERRAIN - (Visitor)
You need to talk to the guys who did the summer vegetation mod for chernarus, which basically replaced all the autumnal trees and grass with bright green summer versions. http://forums.bistudio.com/showthread.php?t=97347 You'd need to do something similar. If you could pull it off you'd get a lot of love from these forums :) -
MultiDiscussion : TES5: Skyrim, BattleField 3, COD, R6 etc.
tpw replied to Second's topic in OFFTOPIC - Games & Gaming
Not a great deal, that's why it's in "offtopic". -
Looks good, but the LOD switching on trees is still pretty evident. The high grass density is pretty cool though.
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Wow, nicely pimped base! Thanks very much for that HaZzaRd. EDIT: I have noticed though that AI have quite a bit of trouble navigating into or around the base.
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Ice did you have any luck with the ambient civ errors?
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ARMA 2: OA release candidate build 78473
tpw replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
There are a number of mods to speed up weapon and stance transitions, no need to incorporate the speedup into the game itself and thus remove the choice. I really like the "relaxed" speeds of things, makes it feel less like a FPS video game. Please go back to the older speeds. -
Yes, select the unit with F whatever, hit 6, then there should be an option to light a fire (or put out a lit one).
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Mouse Wheel View Distance (MWVD)
tpw replied to tpw's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks bro. I'm working on 1.03 which should persist a little better. -
Looks very good, I'd be interested in trying it out.
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Dynamic-AI-Creator (DAC) V3.0 released
tpw replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Unfortunately I have to agree. I think both are great mods but DAC3 is more important to me, so Zeus loses out for the time being. -
I can't say I've seen this problem myself. I use DAC to set up civilian traffic between all of the towns, and they all drive between them pretty much sticking entirely to the road.
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Just to be clear Ice, my errors are with the full version of Duala.
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oktNoBlur - Signed Blur Remover Addon
tpw replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Oktane Yep I'm religiously using noblur with every beta and it's working great. Can't do without it! Thanks for your work with this. -
Ice I get the errors running A2 CO and using absolutely no other mods except Duala itself.
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Dynamic-AI-Creator (DAC) V3.0 released
tpw replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Another question re integrating editor groups into DAC: is it possible to create markers for these units? I have markers on, which shows normally spawned DAC units, but not those integrated into DAC using DAC_fInsertGroup. -
OK, here's the errors which crop up when using the ambient civilians module with duala. Still see the occasional civ though.
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True. I'll dig them out of the rpt when I get home.
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Hey Ice, will you by any chance be fixing all the errors which keep popping up related to ambient civilians (if the game is started with error reporting on)?
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Sound Of Anders (soundmod)
tpw replied to -=anders=-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Seem to have lost the grenade noises (HE, handgrenades) with this update Anders. -
Ambient vehicles "built" into maps
tpw replied to tupolov's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Will your module allow players to enter a fish and chip shop and eat a deep fried mars bar? :) On a more serious note, ambient traffic seems to put a bit of strain on CPUs (presumably pathfinding) which people might not like to be forced into using.