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McMick

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Everything posted by McMick

  1. McMick

    Mission requests and ideas

    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.
  2. McMick

    Naught.Net

    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?
  3. McMick

    Insurgency

    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.
  4. McMick

    Insurgency

    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.
  5. McMick

    Insurgency

    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.
  6. McMick

    Insurgency

    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.
  7. McMick

    Insurgency

    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
  8. 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.
  9. 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!
  10. McMick

    MCC Sandbox - The Mod

    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.
  11. McMick

    MCC Sandbox - The Mod

    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.
  12. McMick

    ARMA:CWA Updated on Steam

    Wow, and I'm replying to this in December. What's the holdup?
  13. 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.
  14. McMick

    AI react to dead bodies

    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.
  15. McMick

    CPU/GPU Balance?

    I was trying to figure out why nobody uses ArmA as a benchmark, and I found this article: http://jonpeddie.com/reviews/comments/arma-2-review-a-tale-of-wasted-flops I was wondering if any of the developers had read it and would you care to comment on it? Will the GPU be utilized more effectively in ArmA 3? I think it would become more popular as a benchmark utility and thus gain more popularity overall, not to mention the benefits it will give in performance gains, if the article is accurate in its assessment.
  16. McMick

    CPU/GPU Balance?

    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.
  17. McMick

    Will UDP still be dominant in ArmA3?

    So the problem is that TCP is too slow because it has to send ACK packets or whatever, so UDP is used to avoid this 2-way communication slowdown. But then UDP is prone to errors, so the solution is client prediction, but that leads to possible discrepancies between what the player sees and what really happens. So what you're saying is use a mixture of both? I wonder if they could use TCP to relate nearby objects' position/direction/velocity/acceleration/whatever and use UDP for stuff further out? Some range thing would have to be called into play, and any ballistic objects would have to still be handled by UDP at any range, except possibly for artillery and missiles, since they are in the air for a good length of time. Of course I may be sounding like a complete idiot right now, I accept that fact. Still, I don't know of any action game that uses TCP, can anyone provide an example so we can see that it's at least possible?
  18. McMick

    CPU/GPU Balance?

    I think the article's real point is that if the CPU is floored and the GPU is being underutilized, then it would make sense to leverage that unused GPU power to help the game. I don't think it's nonsensical by any means. Certainly the fact that ArmA games aren't used for benchmarking must have some relation to this point. Really I guess what I'd like to know is, have developers looked into using GPU for offloading threads from the CPU, and are there any parts of the code that *could* be reworked to take advantage of the GPU when possible, instead of using it only for rendering? Like AI, perhaps, or physics, or ballistics? Oh yeah, and the article uses the term FLOPS but I'm pretty sure they're referring to floating point operations per second, and they tease a little with a tongue-in-cheek wordplay. The article itself, if you read it, speaks rather highly of ArmA 2.
  19. This thing still alive and kickin'? I've been enjoying the mod greatly. Thanks for all the effort! P.S. Can I expect to be up against any "Skilkaz" in this version? :D
  20. I'm also getting the "fnc_bmd_init.sqf not found" error at startup. I looked inside the acex_c_veh_bmd1.pbo file and the script is there and it appears to be named correctly and everything. I did a comparison to the original BMD1 release by OKB O915 and the file pathing is the same with the exeption that in the ACE version, fnc_bmd_init.sqf is in the "root" and the other scripts are in a \function folder, but on the original all of them are in the \scripts folder as well. Obviously this was a deliberate change, but would it have anything to do with the problem?. So it's there, and the name matches, and I can't figure out why ArmA2 says it's not found. Any help? Did I miss someone saying this was a known bug? Sorry if I took up the space, but I searched first :D P.S. The BMD still works (tried it in the editor), but it has a few glitches. When turned out, you can't move your head in 1st person. Also an unrelated bug: I'm getting no voices. Is this deliberate due to the ACEX sound mod? It sure makes tank commanding easy -- like driving the tank yourself! But it seems unrealistic.
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