dax01
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Everything posted by dax01
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I am trying to customize the barracks for the standard warfare mode using the warfare2_e template. I'm using a very simple setup with the Czech units as the only sub-faction for the West team. With the Config_Barracks.sqf and the Config_Teams.sqf units set accordingly, the units do not appear in the "purchase units" menu during gameplay. I've spent weeks researching the forums and other internet sources, un-PBO-ing others' custom warfare missions, and a lot of trial and error with no success. I'm assuming that there is a parameter somewhere that I am overlooking that needs to be set to "STR_FN_CZ" or "CZ", perhaps? I guess the question that myself and many other community members are asking is about what things must be taken into consideration in order to successfully modify the units available to a faction in the traditional warfare game mode.
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Great missions! This is exactly what I've been looking for! I can tell that you have spent a lot of time on this game mode. If you are looking for major performance increases, I would recommend cB AI Unit Caching (demo found here:http://www.armaholic.com/page.php?id=10103) If you can figure out a way to implement it, the performance changes could be quite dramatic. I can't get the game to initialize with the script, but I did get it to work a few times from the editor using "Frontline_USMC_RU.Chernarus." You may have already looked into the script and chosen not to use it, but I thought I would suggest it if you are looking for ways to increase performance.
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Configuring barracks for sub-factions for the Warfare game mode
dax01 replied to dax01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry, johnnydime, I've been out of town. But I appreciate your contribution and I am looking forward to seeing where we can go with this. -
Dynamic-AI-Creator (DAC) V3.0 released
dax01 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is such an advanced and useful tool, very detailed! I have had a lot of fun tweaking DAC and learning from the handy readme. However, I came across a small problem that has trumped me a bit. Everything works perfectly as it should until players and AI respawn on mulitplayer. Groups that are respawned are classified as "neutral" or "captive" where they will fire at enemies, but their enemies won't fire back. I've noticed some of the group icons as been green, so I think it's possible that when the groups respawn, they are classified as civilian units. I've searched around, but it doesn't seem anyone has had this problem. Any input is very much appreciated! Thanks, -dax01 Nevermind, it was a simple and overlooked mistake! I didn't have my camps and zones linked correctly. Thanks again for this great tool! -
Configuring barracks for sub-factions for the Warfare game mode
dax01 replied to dax01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks once again for your input. I'm quite determined myself to get this to work. But I know exactly all about the "trial and error" and sometimes you forget what changes you've made end and up completely starting it over. I'll keep this thread updated if I find anything new. -
Configuring barracks for sub-factions for the Warfare game mode
dax01 replied to dax01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Interesting. To what extent did this work for you? Did you try something like BIS_WF_Common SetVariable ["WestFactions",["BIS_GER","US"]]; Were you at least able to purchase the German units from the factories? If I remember correctly, I believe someone got this to work for both USMC and CDF units, but it may have been with Benny Edition. I'll have a look at it if I can find it. ---------- Post added at 03:20 AM ---------- Previous post was at 03:08 AM ---------- I believe it was [ASA]Oden's Cold Oden Warfare found here: http://www.armaholic.com/page.php?id=6606 He uses a very complex "Functions" folder with over a hundred .sqf files that serve different purposes, most notably one called "Common_AddTeamToMission.sqf", and then an Init_Common.sqf to compile them all. It is a very complex and detailed structure, but it is based off of the standard warfare2. -
Configuring barracks for sub-factions for the Warfare game mode
dax01 replied to dax01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for your input! I actually did give this a try. It originally reads BIS_WF_Common SetVariable ["WestFactions",[_westfaction]]; So I tried changing that line to BIS_WF_Common SetVariable ["WestFactions",[Localize "CZ"]]; The outcome turned out to be of no difference, probably because I've narrowed it down to just one sub-faction rather than the entire west faction. It seems as if the purchasable units and vehicles in the barracks and factories are only made available if they are USMC units (for Warfare module) or US units (for Warfare module [OA]). I'm making the assumption that there is a script somewhere in the config folder with a line calling for only those units (depending on if you are using warfare2.pbo or warfare2_e.pbo). Perhaps there is an argument somewhere limiting all western players to those sub-factions? Or rather there is a script somewhere else that defines which sub-factions are available to the barracks and factories? I am still yet to figure this out. -
The Bohemia Interactive default maps represent only regions of their larger counterparts. I think they are supposed to be provinces of the countries they represent. Like, for instance, you can find the city of Chernogorsk near the green see listed below the South Zagoria region.
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Fields of War: Normandy 1.00 and beyond WIP thread (formerly The 31st Normandy mod)
dax01 replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Defunkt = European Union Rip31st = Democracy -
Fields of War: Normandy 1.00 and beyond WIP thread (formerly The 31st Normandy mod)
dax01 replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Will Beton's fantastic terrain be featured in the Rip31st's island or as it's own island? Outstanding work, I must say! -
Loss in the detail in the uniform textures was very noticeable to me, too. Do you find yourself constantly correcting the resolution errors in the video options? Or are the low-resolution textures consistent regardless of trying to correct them?
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I am using Arma 2 Combined Operations and I have just updated to the 1.56 patch for Operation Arrowhead. I have been running Operation Arrowhead with "Very High" texture detail. Just recently I noticed that after a short amount of time, the texture resolution acts as if it has switched to the "High" setting to lower resolution textures (however, the video settings state that the textures are still set to "Very High"). I find myself constantly re-selecting "Very High" to change it back. Although, it does not appear to be an LOD problem. I can't say for sure if it is associated with the new patch or not, for I just recently noticed the bug. I am running Arma with no additional addons. I am just curious to see if anyone else is experiencing similar problems or if anyone has any ideas for the solution. Here are some of my system specs if it helps lead to a diagnosis: -Windows XP Professional 32-bit -Q8400 Core 2 Quad @3.0gHz -4gb RAM -GTX 470 Superclocked (latest drivers installed)
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W.I.C.T -- World In Conflict Tool for ArmAII and OA
dax01 replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Every now and then the WICT tool stops spawning units when I create different factions other than default ones. It is almost as if they are unexpectedly deactivited at random times. Is it possible that I may have made an undetected error to any of the groups in the User Settings folder and the WICT tool deactivates itself as a result of the corrupted syntax? Or would it simply skip it? Or does anyone have any other ideas? -
W.I.C.T -- World In Conflict Tool for ArmAII and OA
dax01 replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just out of curiosity, while using transport factions, is it possible use fixed-wing transport aircrafts (like the C-130J, for example) to spawn in the air with the units in the cargo of the plane and have those units "eject" from the plane rather than the "transport unload" used for helicopter transportation? -
31st Normandy mod for ArmA2: WW2
dax01 replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We have already been through all of the begging for an early release. I think we have PLENTY of content to play around with as is. This amazing map that Rip31st has been working on for so long is what really sets this mod apart from other World War II mods currently in production. I, for one, can wait and be patient for this team to release the content as soon as they feel that they are ready. I know that we won't be disappointed! -
Merge Chernarus and Utes Island?
dax01 replied to dax01's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Haha I was hoping that Bohmenia Interactive had some user-friendly location for all of the data for these maps. I wish I had more time to learn BIS's open source tools. Thanks for the response! -
This may be a bit noob-ish of me to ask, but considering that Arma is mod friendly I was wondering if it is possible to merge Chernarus and Utes Island. I just plan on placing Utes Island off the coast of Chernarus for large scale missions for my own personal use. If possible, how would i go about doing this (locating files, opening files, editting, etc.)? Thanks in advance!
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Merging islands in Visitor 3 - it is possable?
dax01 replied to -martin-'s topic in ARMA 2 & OA : TERRAIN - (Visitor)
This may be a bit noob-ish of me to ask, but considering that Arma is mod friendly I was wondering if it is possible to merge Chernarus and Utes Island. I just plan on placing Utes Island off the coast of Chernarus for large scale missions for personal use. If possible, how would i go about doing this (locating files, opening files, editting, etc.)? Thanks in advance! -
W.I.C.T -- World In Conflict Tool for ArmAII and OA
dax01 replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
When WICT is activated on the demo mission, 30+ groups are spawned. But when I create my own missions, less than 10 groups are spwaned upon WICT activation. What determines this? -
W.I.C.T -- World In Conflict Tool for ArmAII and OA
dax01 replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you so much! This works great! The more I use this, the more impressed I am with how powerful this module really is. Once again, great work! -
W.I.C.T -- World In Conflict Tool for ArmAII and OA
dax01 replied to ArmAIIholic's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This module is possibly one of the best things to happen to Arma! I love how powerful and customizable it is! I have a question, though. I created a large-scale battlefield covering all of Chernarus by placing a base in each town (kind of like warfare). However, I encountered a problem when two towns are too far apart from each other. Nothing is spawned because none of the bases are active, and only east or west is active at once rather than both. I tried increasing the base's trigger's radius in each of the bases to 300 and I bumped up the spawning distance to 500. This helped, but bases are now easy to capture from far away and I can get both sides to spawn into the battle only when I am directly in between two bases. Any ideas? -
31st Normandy mod for ArmA2: WW2
dax01 replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Absolutely outstanding! I have no idea how you do it! -
31st Normandy mod for ArmA2: WW2
dax01 replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Much appreciated! -
31st Normandy mod for ArmA2: WW2
dax01 replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can someone tell me where i can find all of the class names for units? I know someone was kind enough to post it in this thread at an earlier date, but it's not there anymore (or at least it doesn't show up in the thread search). Thanks in advance! -
31st Normandy mod for ArmA2: WW2
dax01 replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It's not that we find the "f-word" offensive, it is just a juvenile word to use while having a conversation with sophisticated mod-ers. A lot of hard work has been put in this mod with whatever free time these people come up with. It is amazing how few bugs there actually are. Your argument apperas to me as quite contradictory. It may not have been your intentions, but your posts sounded like they were meant to insult Rip31st. A simply apology for the misunderstanding would have been mature and suffice.