bfalcon
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Posts posted by bfalcon
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One suggestion, IceB, if it's not too hard - a nature reserve with a helipad on the edge next to a research outpost? Just an idea.
Looking damned good the more I see of it btw - nicely done. :)
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Thanks Buliwyf (Edited since I forgot my manners earlier).
I actually got the ID wrong when posting - it's 3442, but even correcting that, it doesn't seem to want to work.
Since the animation part looks solid, could the error be in the way it's looking for the object? Could the reported and actual ID be different somehow?
Assuming it did, how would you tie in a trigger to the game logic? Grouping?
Pardon my ignorance, I've only ever tried to animate objects I've actually placed myself and this is driving me up the wall.
Edit: OK, this is getting annoying - I just tested it using "setdamage 1.0" instead of the animation and it fell over just fine... so for some reason, it's not animating... :(
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Hi
I know this has been discussed before, but I'm having problems animating the gates on Icebreakr's excellent Isla Duala map. I've managed where the gates are missing, so I know the animation part is working - I think the problem is coming from the "existing gate" part.
This is the code I'm currently using and the gate is the one SW of Nubak and W of Cova (ID 4223):
gate1 = (getpos MidEastGate) nearestObject "Land_bargate1";
gate1 animate ["Bargate",1]
It's refusing to work and I've been fiddling with it for days now but it's not worked once. Anyone able to point out the glaring mistake?
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It all depends on what the scenario will be as to where you put it...
An LHD is usually put where you have no ground-based alternative, which lends it to be more useful where the south (Afrene) have been invaded and the main airport isn't available. Once it is, the airport is a better alternative in any case, so I'd prefer it in the south somewhere off to the side of the map for use where you want to use such scenarios. Having an LHD off the north coast would be pointless - the main airbase isn't that far away.
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Aelin: why do they need voices? They're there to be shot anyhow :)
Lovely work Ice, as usual m8... just working up a mission to try it out now.
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*cries*Uh, well, the longer the wait, the more I´ll enjoy this masterpiece once the public beta is released. :p
Tell me about it... I got to see the 0.8 beta, but not the later ones, and believe me, it's worth the wait from what I saw there...
From what he's added since, it sounds like it's even better.

Truly one of the classics, I think.
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Looking better than I'd hoped, Icebreakr, very nicely done! :)
Can't wait to see it in person, so to speak.
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I can testify to the high frame rate on 0.8, it ran like a dream.
I think I upset Ice with ideas and comments though... I'm so eager for this map to make it to "Classic" status.
One question, though, Icebreakr: will it be a standalone in the end or will we need to download Panthera for the final version like we did for the beta?
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Bushlurker: thanks for the quick report, most stuff you mentioned I already recieved in bug reports and 99% of those were fixed. You got a version with all 12 major towns missing, not to mention bunch of details are being added this week. Hopefully I can pull it off and release it asap as beta.New stuff:
- island will *maybe* feature a new music by my friend, musician... I hope he's listening to Hans Zimmerman Barra Barra a lot :)
- airports are finished, two of them are now dirt, without any asphalt/concrete with only couple of shacks nearby and a fuel station.
- bunch of trash added to streets, its a dirty country now :)
Excellent news m8 - I needn't have bothered to send you that last PM then :)
Nice to see the AI using the crossing points too - I tried them last night and they worked a treat even in a landrover, so should be good.
I think one thing I do like about your map is that there's lots of room to make mission-specific installations, such as military camps, without it looking cluttered... keep it up. :)
I especially like the news about the dirt runways - I think they'll look especially good if they're the ones I think they are (ie the smuggler strips)... that'll suit them perfectly.
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Excellent, thanks IceBreakr... just do what you can for us pilots and we'll appreciate it, believe me.
Nice work on the flags too.
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new request: HAS - Hardened Air Shelters - essentially, for those who don't know, armoured hangers designed to resist bombs, usually used for air defense aircraft and strike aircraft.
Also, anyone working on Russian transports capable of paradropping and/or dropping armour? I could use one if there's one in existance.
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Icebreakr: No probs... it sounds a large job and it'll be worth the wait, I'm sure.
With Arrowhead, you'll have a bunch of units suitable for the map too, which should be good too, even though they probably won't arrive at the same time, it'll still be good.
And yeah, a repaint would possibly look better on that town, but it does look awesome.
Love the design of the map too, btw.
Just one request: decent sized airports for the paved - the chernerus ones are annoying when trying to taxi the herc around (the fix looks too fake when you see it turn). And no trees or buildings within wing-reach of the centre of the taxi-way... that's another thing I hate about the BIS airports/LHD. You'll make friends with so many pilots with that and your already awesome-looking scenery. :)
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Looking forward to flying over Isla Duala soon Icebreakr - been watching this with baited breath - any ETA yet?
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Nice work Ice... lots of shallow valleys to hide cobras and apaches in :)
Can't wait to see your work up close, looks really impressive.
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Thanks guys.
Ice: oooh... can't wait - (I just realised where I'd seen your name before - I've been trying out your Panthera map)
I just found Gnat's Sands map and that would be excellent with some populations on there.
I prefer to fly the helis around, but our guys are primarily infantry and seem to love urban warfare, so a large map with a built up area would be a good comprimise.
Not least, any tank that pokes his nose out of that town/city, I'd like to feel vunerable :)
What do you need to get into island design?
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Arma 1 Islands... can you use them in Arma 2?
I never got Arma 1, but someone was telling me about Arvani and was wondering if it would work in Arma 2?
If not, anyone planning to produce a similar map (large city with surrounding area)?
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One question - has anyone done a Lynx (any variant) for Arma 2?
Puma would be nice too, but the Lynx is still in service and needed.
Thanks in advance.
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BI: if you keep supporting Arma 2 and keep bringing out the occasional "next gen" game and never betray our trust, you've got a customer for life here.
If you don't keep on with dedicated servers and supporting your customer base (not a problem from what I've seen so far), I'll add any and all games labels to my Permanent Boycott list - currently consisting of Codemasters and Infinity Ward. Not even EA got on that list with their 3 install limit (I don't like to tie my games into any limiting system - in case they turn the servers off)... they just got a limited boycott until they changed their system.
I was one of those who pre-ordered Dragon Rising, not knowing about the split with BI and not having played the first, only to get ripped off by Codemasters. I was also looking forward to MW2, only to get that shot down too. Right now, I'm pretty disappointed in the PC games production... I can only hope that BI and EA (how ironic is that?) can keep the standards high. Heck, EA is really making the most of the gap in the "pick up and play" gaming market - apparently they're bringing back the old adversary to CoD - Medal of Honour - to compete with them. From the release date, I suspect they're using DICE's Battlefield: Bad Company 2 engine to speed it up, so it'll just need new maps and no vehicles, I'm guessing.
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hehe that's ok then. :)
I did kinda like the "other game"'s editor, but it's sadly not enough to save it. ACM, SOM?
Sorry, it was around 2 weeks ago that I ordered Arma 2, so I've not had it long.
I'm playing around with parajumping and trying to get the C130 to taxi properly right now :)
Just found the script for the C130, so I'll see
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To the OP, I fully hear you on the disappointment of DR. I've done the same thing and am now trying to steer my clanmates (we play CoD4, so sorry about us not being a squad) in the direction of Arma2.
Given how many of us are stealthers, campers or snipers (except me when I'm a sugar rush, when I go crazy), I think Arma 2 will be a good game for us.
BTW is it normal to be happier to dive right into the editing rather than the game itself? :)
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OK, cool thanks for that - you guys might want to sticky this, I've found it both very interesting and helpful as a quick intro into the file formats.
Now I know the differences, I might well stick to SQF, thanks.
Erm FSM?? :)
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Anyone know if there are any Russian transports, suitable for dropping paratroops from?
Also, the first thing I thought when I saw the Arma 2 graphics was "vietnam would be so cool on this"
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Evil: As I understand it, isn't SQS independant of the main timeline, while a sqf the main program waits for it to complete? Wouldn't that cause problems when you have a lot going on?
I'm actually trying to learn both, since I thought they had different applications, but if people do actually think that sqs is less useful, I'll just concentrate on the sqf.
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I've done this myself, but I have an interesting problem in that the C130 no longer follows its own flightplan, but instead lands at the runway (I'm practicing refining the script in the central airport on the main map) but I suspect the C130 isn't being removed from the group 100% of the time (I didn't put it in any group, but that's how it's behaving).
I did the unassign vehicle for all the units in the paragroup too.
Anyone have any ideas, or might it be because I'm at the runway?
Edit: never mind, found out why - apparently I was calling the vehicle unassign in both the parajump function and then again seperately.
My guess is that it's a boolean (true/false) and by calling it twice, I was reassigning it to the C130 again, so it was landing to try to go to the squad's waypoint. I cleared it and didn't see the C130 again.
One other niggle though - I've got "things" that look like small strings of pearls or beads hanging in the air where the parachute emerged, I think - any ideas on how to get rid of them or will I just have to put up?
A.C.E. Advanced Combat Environment - Public Beta *2*!
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
One thing that's come up - when people running ACE join a non-ACE server, they generate a whole list of errors... any chance you can build in a check to make sure the server they're joining is an ACE server before letting them use the various modules (possible exception of the sound)?
Because we cannot run the updater on our server (long story), we're waiting for the update rate to drop before trying it out, but we're getting a long list of errors, some of which are causing problems, when ACE-using public members join.