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Everything posted by tpw
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Female Soldier (beta wip)
tpw replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Some of the negativity about these units is surprising on a forum like this. I can think of any number of plausible scenarios to place these female soldiers in: eg rescue (female) crew from a shot down chopper; ambushed supply convoy; defend FOB from large enemy attack; etc. You do realise you can set the date to be 2020, or some other future time when females may have acknowledged ground combat roles. -
AI - Realistic Behavior?
tpw replied to NakedSquirrel's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Zeus AI and SLX mods between them do most of what you're asking. Zeus in particular changes AI behaviour in firefights. SLX adds lots of good stuff, but its wounding system is particularly fantastic. AI will automatically drag others to cover, treat them etc. Look these 2 mods up and see how you go. I can't play without them. -
Great island icebreakr, but I've never seen an ALICE ambient civilian on it either.
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Female Soldier (beta wip)
tpw replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, they have female voices. -
wounded script help
tpw replied to ColeMinor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Which modules are you referring to? The 1st aid modules don't offer this kind of immortality. I think Drow09 is after some kind of AI revive script. Come to think of it,s so am I. If you can do it in a few lines of code I'd be interested. -
Call me late to the party but I just tried out the latest zeus and I'm absolutely sold on it. I particularly like the FOV change, even without using freetrack. Going back to vanilla FOV feels wierd!
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Female Soldier (beta wip)
tpw replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
These are really great work. Apart from the slightly dodgy hair on the women with the longer hair (looks like a helmet), they are pretty convincing models. It'd be great to see eventually see some variety, but in the mean time there are a few other male units (eg some of the tier one) which actually don't look like transvestites when you graft these female heads onto them. However they don't carry the female voice across, and even setting it in description.ext as speaker = "Female01EN_EP1"; doesn't seem to work. -
I don't think the casings persist, but I believe ACE has the functionality .
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Where do we find these Dwarden? I've had several out of memory (lock up the computer) crashes with this latest patch too.
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Ambient Combat Module needed for BIS_fnc_spawnGroup
tpw replied to tpw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks DnA, that was incredibly helpful. Edit: just tried it out and got shot to shit by a spawned squad, without ACM. Perfect! Thanks again DnA. -
Hi all I thought I was going crazy recently until I worked out what was going on. I'd set up a small script to spawn a group of enemies nearby: _enemies = [their position, east,"soldier1, soldier2 etc"] call BIS_fnc_spawnGroup; What I've noticed is that unless I have the Ambient Combat module synced to the player, these spawned enemies will completely ignore me and my squad. My squad will still shoot the enemies though. Am I missing something here or is this actually a documented feature? The thing is, I don't necessarily want ambient combat going on around me. Edit: Oh and I should say I'm using OA combined, it happens regardless of MODS, beta etc
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Direction between two objects - preferably without trig!
tpw posted a topic in ARMA - MISSION EDITING & SCRIPTING
I'm working on an enemy spawn script that announces the direction and distance to the enemy location. Distance - no problem! Direction between player and enemy position, hmmm. I guess it could be done using trigonometry from map coordinates. But I'm sure I read somewhere that there is a newish armascript command for determining the direction of one object relative to another. Can anyone help with this? -
Direction between two objects - preferably without trig!
tpw replied to tpw's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks kind sir, exactly what I needed. I actually don't mind a bit of trig as long as I don't have to think too hard about it! -
Azimuth to Cardinal points script
tpw replied to twirly's topic in ARMA - MISSION EDITING & SCRIPTING
Cheers bro. You must have caught it before I put the edit in. -
Azimuth to Cardinal points script
tpw replied to twirly's topic in ARMA - MISSION EDITING & SCRIPTING
I had a bit more of a think and came up with a hopefully more efficient way to do it: private ["_ang","_compass"]; _ang = _this select 0; _ang = _ang + 11.25; if (_ang > 360) then {_ang = _ang - 360}; _points = ["N", "NNE", "NE", "ENE", "E", "ESE", "SE", "SSE", "S", "SSW", "SW", "WSW", "W", "WNW", "NW", "NNW"]; _num = floor (_ang / 22.5); _compass = _points select _num; _compass I'm not in front of my arma box, so can't confirm that it'll work though... -
Azimuth to Cardinal points script
tpw replied to twirly's topic in ARMA - MISSION EDITING & SCRIPTING
Nice one! I was thinking of something like this for an enemy spawning script, so that enemies could be announced eg ' insurgents spotted NNW 1200m'. You've saved me some brainpower. -
He was pulled because a certain Aussie women's magazine ran a bloody story on him being there, thus broadcasting it to the whole world. Harry wasn't kicking and screaming but he and quite a few others were well unimpressed.
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Directional light source
tpw replied to RazorX's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'd be interested in this too, would help to make a hand held torch. -
I edited the slx_shout.pbo and all the annoying chatter is gone. Aahh, silence!
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I never use Arma2 without ACE2, and one of its greatest points is being able to turn off squad voices to keep the annoying voice acting to a minimum. I notice however that certain things get said no matter what. Various yelling and screaming of friendly and enemy AI when injured is fair enough, but I notice lately that my squad members will interject now and then with a "Check it out!", "Did you see that?!", and "Motherfucker!!" in thick American accents - which does tend to break immersion when using Aussie troops via AAW. BAF troops thankfully don't do this. These outbursts are not soundmod related, they occur even with vanilla sounds. Are they from ACE? Or are they built into OA? Is there a way to turn ALL AI voices off? Sorry if these are stupid or obvious questions, but it is starting to grate. My mods: CBA, ACE (no ACEX, ACESM), SLX, JSRS, McTier1, AAW, Sakulightfx, various islands.
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I actually really like the effect of the PP, especially the depth of field stuff. I'm using a GTX460 which doesn't get too upset about having to do it. When I turn PP off the framerate goes up slightly, but the visuals (to me) just seem so much flatter. I don't use AA, and on my rig (E6750 3.2G OC, 2Gb RAM, GTX460, XP) I usually get 35-60 FPS in OA, reasonably smooth. For a CPU limited system like mine, it's buildings and AI which kill the framerate. So I usually limit myself to editor made battles with less than hordes of AI, and I have a little script running which drops the viewdistance dependent on how many buildings are around. That all said, I'm starting the saving for a i7 rig in the next few months.
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Music comming from radio?
tpw replied to konyo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This looks excellent thanks Twirly, I'll give it a try myself. -
I tracked my original problem to a shouts.pbo in SLX. Trouble is I can't remove it as the excellent SLX vehicle damage depends on it. I might try editing the pbo itself. Obviously there are plenty of people who like squad chatter, and many who don't. I'd just prefer that if I specify no squad chatter, that I actually get no squad chatter! If I knew enough about scripting I might make something myself to allow proper control. Maybe a job for the future.
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Has anyone else noticed a quirk with "receiving" when starting or restarting missions when using ACE. Let's say you're in the editor and press preview. After a few seconds of ACE credits and "receiving" you're in Armaland. After another second or two you're dumped back to the "receiving" screen again for 5-10 seconds before eventually entering the game again. Not a deal breaker but it is a bit jarring. Please don't scream about me reporting an ACE related issue. The issue only arose after installing the latest beta, I did not touch ACE. Has there been a slight change with the way the beta handles CBA or ACE?
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Thanks guys. I'll have a look into SLX. I'd love to see total language or accent packs released.