McMick
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I've been searching for something along the lines of a co-op mission similar in nature to Domination (or even Evolution) for Arma, or Insurgency for Arma 2, or anything like that, where you spawn in as BLUFOR and have a wide selection of weaponry and vehicles at your base, then proceed to go out and capture various towns and do side missions. So far I've found one mission called Domination, but it only involves fighting for two hills. I realize that OFP can't do a lot of things that later iterations can, so if nothing like this exists, I won't be too surprised. It'd be kind of fun, though, playing missions like this on OFP over LAN / Hamachi. Thanks for any replies. Edit: Whoops, of course I posted this to the wrong forum. Can someone please move this to the appropriate forum? Sorry for the mistake.
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For dummies like me, could you explain what this is a bit more? What could I use this for, and what compelled you to create it? Is this only for advanced scripters, or is this something a novice could use as well?
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I got IED and suicide bombers working by stripping out all the old IED stuff and using the EOD mod. I'm having trouble synchronizing the "loudspeaker" module to vehicles since they spawn on the MHQ and therefore aren't on the map in the editor. I don't know how to synchronize modules with objects not on the map. Any help with this would be appreciated.
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OK well, I found out why the ied/bomber scripts aren't working in this mission. Firstly, parts of the original IED script mod are just completely missing. Unfortunately, I haven't been able to find a complete copy of the original mod, the only link being dead. I did manage to pull most (all?) of it from another mission, however (specifically the 'screens' folder). Secondly, it was put into the mission in the wrong path/folder. Somebody changed some of the paths to fit, but others are still set to the original path/folder. What is currently in common\server\IEDdetect should actually be in scripts\IEDdetect. Reezo (the guy who created the IED stuff) has completely reworked his scripts and they are now in the EOD mod. What should really happen with insurgency is that the old stuff should be replaced with this new, better stuff. Fireball/Kol9yn, are you guys still working on the ArmA 2 version at all? I've gotten IEDs and detectors to work with this so far, but only on a game launched through the client. On a dedicated server they don't work at all. When they do work, IEDs are pretty rare (no matter the settings), and tend to go off somewhat randomly. The detector constantly gives false or inaccurate readings. One time an IED was spawned attached to a live rabbit that I had to chase down. I couldn't "disarm" the rabbit so I shot it and detonated a satchel to remove it.
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IEDs and Suicide Bombers: I found the thread dealing with the IED scripts included in Insurgency: http://forums.bistudio.com/showthread.php?113289-SR5-Tactical-IED-Detection-and-Remote-Det-Script I have successfully placed random IEDs on the road and I'm currently working on suicide bombers. I just figured some other people here might find it useful to know how to do this! It may seem obvious to some of you but I'm a total newbie at this stuff.
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Getting back to A2 ACE Insurgency, I have a few questions. Apologies if these are stupid: 1. Is it necessary to spawn everything in the corner of the map then teleport it to where it should be? Sometimes I spawn with damage, sometimes I get shot by enemy AI while I'm still in the corner of the map. Isn't there a way to spawn at the mhq directly? 2. Is anyone interested in trying to make the suicide bomber / ied operator scripts function? It would make the game more interesting, IMHO. 3. I have been trying the Insurgency on Isola De Capraia and it spawns everything at the floating airport. If I approach the area, I get stuck inside the respawn script. I guess this is a consequence of the respawn system mentioned in my first question. Is there a way to get around all of this? I also notice that sometimes when I spawn, I am swimming in the ground. 4. Does anyone mod this mission? I have been modding it for my private server (little things like ammo crate, squad layout, # of AI vehicles and such). It'd be great if we could get together on Teamspeak or something and mod together. I'm a novice and most of what I do isn't in the editor, but just in notepad. 5. Has anyone experimented with a headless client version? I mention this because server fps can drop pretty low when there are a lot of players, and especially on the user-made islands.
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IED Operators / Suicide bombers aren't working for me. I run ACE Insurgency Takistan 1.50 on a private server, and everything else seems fine. I didn't even know these features were there until I extracted the .pbo file. Civilians all behave civilly, none are ever a threat. No IEDs appear on the road or anywhere else in the game except on dead insurgent bodies. Nobody tries to detonate themselves around us. I also read something about a fear test in there, could someone explain that to me? TIA
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mistermdg makes some really good points, especially about crouching behind windows and short walls. There shouldn't have to be so much difficulty making sure you're not shooting the wall. One thing that would be helpful, if you're going to keep things the way they are, is if the weapon you're holding had an actual shadow of some sort which made contact with the tip when you touch it to a wall, like in real life. Also a sound of it hitting the wall, a "tink" noise or something, would at least give someone a clue.
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[SP] Flashpoint: Takistan - Dynamic Mission
McMick replied to thomsonb's topic in ARMA 2 & OA - USER MISSIONS
I was wondering if there is somewhere I can download v1.15? I don't really want to be bombarded :) Edit: Nevermind, I figured it out! -
EDIT: I couldn't get it to work but I read through the thread again and figured it out. The problem is the mod doesn't extract with the files in the right folders and you have to manually make Addons and Keys folders and move the files into them. It may be because I used IZArc, not 7zip.
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Any chance of someone mirroring the manual? The bandwidth limit has been reached on the current link. Edit: I uploaded it to multiupload: http://www.multiupload.com/RJTTBEFDAL I don't know how long it will last, as I did it without an account. Hope this helps.
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Wow, and I'm replying to this in December. What's the holdup?
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Arma 2 Addon request thread
McMick replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'd like to see an addon that does a few mathematical simulations of the density of the civilian population and the value of an area, with the aim toward making battle statistics more reflective of reality. In short, after I've fought a mission, I'd like to see: 1. The amount in U.S. dollars that it cost the military (taxpayers really) in manpower and equipment, including rehab for wounded soldiers and payouts for families of deceased ones 2. Estimated civilian casualties and displaced (refugee) civilians (from fleeing the area) 3. Estimated amount of damage to property (buildings, city systems and services like sewage, electric, etc.) 4. Possibly some sort of reward system for minimizing "collateral damage". I could see this rapidly getting more bloated as I think of things, but hopefully this is enough for someone to understand what I'm aiming at. -
How about just making them go from safe to stay alert or stay alert to danger when a *new* dead body (on their side) is seen, up to a default distance of 200m (but could be adjustable)? By new I mean new to them. Why complicate things? Or is that already too complicated? Edit: I guess someone already mentioned this, so yeah, I'd advocate for it.
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The big wave in computing is using GPUs to do stuff ordinarily done by CPUs, in fractions of the time a CPU (even a multi-core) takes. First CUDA and now OpenCL are being used on Nvidia and AMD cards to deliver a great speed improvement on a wide range of applications. I think this is what the article was driving at, that it's time for simulators to take advantage of the abilities of the GPU to outperform a CPU in certain tasks, and that would allow better performance on the same hardware people are currently using. If the CPU is already floored, and the GPU has a lot of headroom, there's an opening there for a performance increase. Like the author of the article, I'm not a programmer, so I don't know what sort of complexities and problems this entails, but originally I was trying to find out why ArmA is not popular as a benchmark (with hardware manufacturers, reviewers, etc.) and other games are favored instead; and the article implies, though it doesn't actually state, that it's because they *do* take better advantage of modern GPU architecture and therefore more accurately show the advantage of this card or that. The graphs in the article point out that even moderate graphics cards aren't really the bottleneck on ArmA 2, it's the CPU, and so the high-end cards could be doing some of that work and the game could be getting better framerates as a result.