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KEVINMGXP

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Posts posted by KEVINMGXP


  1. So now I have another problem:

    So leaving the group and regroup as a greman team works, but setting the team back to captive false works only for the group leader?

    I made a trigger "Activation everybody" - at on activation "A setCaptive false; B setCaptive false" etc - but this doesnt work - furthermore I cannot set any waypoints afterwards - okay I can set them but they dont get displayed?!

    I think you will need to add something like this, I am not sure of it doh I am new at this ...

    On act.

    {_x setCaptive false;} forEach units this

    kind regards


  2. Well the thing is as it's an effects addon that relies on tweaking to act right, I'd hope that the IF maps have roughly the same tree density to allow for appropriate fire propagation, but I cannot predict whether the fire will over-propagate or under-propagate. However it seems to act OK with other ArmA2 third-party maps so hopefully this won't be a problem.

    Your planning to convert your fire and smoke addon? Personally I am not a modder so I have no id what tree density is but I am definitely curious how this will turn out for Iron front .. love that mod btw :-)

    kind regards


  3. Does this happen in specific areas of the terrain or just at random?

    If specific areas of the terrain then this could be related to a possible error in the surface masks for the terrain

    This happens on random moments and mostly when you have been running once also when going uphill or being in trenches, but i try not to pay as much attention to it however it might be nice if it gets fixed doh :)

    Is anyone here able to make a video of it? I can tape the video but I don't have a good connection enough to upload it to YT at the moment :(

    kind regards


  4. What I would now like to know is: how do I test my addons in IF? Is there some sort of local addon testing I can do without sending my completely untested addon off for evaluation?

    They have said that you are able to use the bis tools and test your addons directly in to ArmA2, when you are ready to launch the addon you only need to get in contact with them, Iron front will then check your work and sign the addons and release it trough patching process.

    Also, I need a list of ingame tree P3D filenames

    contacting the Iron front development is also an option, they might give you more detailed information then already given in the link by Sickboy or just use the info he already gave :-)

    kind regards


  5. Is it also possible to add few more environmental battle sounds to the game? So far we just have 3.

    You can already do this within the mission editor it selves, you need to convert the sound to OGG and then put it in your mission folder and then use this code which you need to put int the description.ext

    class CfgSounds
    {
    // List of sounds (.ogg files without the .ogg extension)
    sounds[] = {radiomes1};
    
    // Definition for each sound
    class radiomes1
    {
    name = "radiomes1"; // Name for mission editor
    sound[] = {\sound\radiomes1.ogg, 1, 1.0};
    titles[] = {};
    };
    
    };

    after youve added the sounds you want to use add this in a trigger to fire it up

    playSound "SoundName"

    there is however a 50KB limit to the sound however I am not entirely sure of it ...

    Hello there,

    Do you refer to distant sounds of battle etc? If these are added in can they be turn offable/turn downable, as I find them horribly distracting especially when I'm trying to listen out for real enemies?

    Orlok I think he means with environmental battle sounds e.g. Artillery fire round impacts, or the sound of distant weapon discharges, whether you can tune them up or down is depending on how the mission is developed. For example when I am developing a mission I like to add environmental battle sounds too, it never crossed my mind to add an option to turn them on or off because of the mere fact you cant do it in real life aether. But i think it might be possible to add the option by trigger maybe or even by script.

    You can also tune down the sound it selves but this might interfere with the other environmental sounds to e.g. the AI enemy which is approaching you etc,...

    kind regards


  6. It's a valid question.

    And its a valid request after reading so many hate and rage, whats going to happen if they would close there doors? Pointing to the fact no one will get even close to implement addons in the game ...

    Stop being such a blatant fanboy, it's fucking disgusting.

    Are we getting personal now? grow up start with that ..

    I'd really like to hear from Bohemia on this.

    I still find it extremely hard to believe that they would make anyone sign a contract that sabotages or puts all kinds of stumbling blocks in front of any games using the Arma 2 engine.

    It might not be bad if they would, but the question is are they willing to do so?

    kind regards


  7. What? Were they possessed and not self-aware when they made the decision to restrict? Of course they knew, unless they were stoned until release. Can you disprove my assertion?

    Now thats a different story, they made the decision based on copyright issues after release! so did they knew before or after? As far as I can recall they didn't knew they had copyright issues concerning modding at all at that point.

    Whether I am able to disprove your assertion or not will not change anything about how you think or how you feel and to be honest I am not even planning to try.

    You're not jumping to conclusions by defending their decision?

    Defending? Well speaking of jumping to conclusions :rolleyes: there is a real difference between trying to understand the situation and defending the situation as far as I can look back I never stated that I agreed upon the decision they made, my conclusions are based on pure facts that we are all aware off by now, yours are given based on a hobbyist perspective which is understandable to a certain point but some where along the line you are taking it personal and also getting personal to everyone that is trying to give it a more calm approach ....

    Everything here is simply speculation because nothing has been provided to prove OR disprove any assumptions/assertions made.

    You might have a point here but there is no use on dragging this in to a hate blame conversation, you might want to turn a different page towards this issue and contact them and see how it turns out.

    You never know how it will work out unless you try :)

    As with most developers, not communicating with your customers is a mistake. Their lack of communication prior to release has caused issues and unhappy customers.

    Totally agreeing here, communication was bad and I hope they will improve on this in the future so they can avoid this kind of situations ...

    kind regards


  8. An assumption fed by silence.

    Nuhu, nodding nay here :q:. The assumption is fed by the harts and minds of the community, and I am not saying by this that the community is wrong now but you cant put this only on Iron Front development. Its easy to point fingers but also take some responsibility of your own.

    You would have to be an absolute retard to not see how important modding RV engine games is to the players and the game itself.

    True on the fact that it is important, true that you would be an absolute retard if one doesn't see it.

    But what, IF they just made a blunder regarding copyrights and it turned out sour for them too?

    To know that you are restricting said ability but remaining silent about it is, from a consumer's point of view, misleading. From a marketing standpoint, it is great.

    You say they knew but I don't see any prove of that. Aren't we jumping to conclusions again here without any real facts? I like to give them some benefit of the doubt!

    What has happened is essentially a clever bait-and-switch, with the bait being the silence on the issue.

    We are jumping to conclusions here again....

    Gnat;2169727']Seems a whole bunch of people here are thinking the same as I

    That doesn't mean that you or they aren't mis led by your own thoughts, you made a decision based on the mere fact that the same freedom as on ArmA would be provided, an assumption that you and others made.

    I might see things a little different but that doesn't necessarily means that I am attacking you or anyone else :j: the only thing I try to do is keeping an open mind towards it.

    The future might give a more wider view upon things ...

    Kind regards.


  9. Gnat;2169569']I purchase the game 90% on the basis I could add content as a hobbyist.

    Not personal Gnat but I do not find it very smart that you buy something only based on the fact that you can add stuff' date=' I mean you say you are mis led by the Iron Front Development. To me it sounds that you where mis led by your own assumptions here and that doesn't sound really fair ...

    Gnat;2169569']Sure, they didn't specifically say that there'd be hoops to jump through, but why would I have suspected that when the BIS tools I already have !!!

    Your not new Gnat you should know after all its stated in the Tools Aula inst it? :confused: also they said that you can use the tools and test it on ArmA2 so they might have an agreement that when it passes trough them first that it will be o.k., its the Key which is copyrighted thats causing a slight problem and where they needed to decide to restrict the freedom we are used too. I understand that your not happy but your not thinking totally strait here ...

    Spoiled community ? I'm sure BIS is ruining the day DayZ came out and doubled the sales of ARMA 2.

    Now you want to say that DayZ made Bohemia interactive's sales :rolleyes: How long does DayZ exist? I bet BiS already had their share of the pie before DayZ was a hit, You are taking this WAAAY out of proportion.

    Come to think of it would any of BIS products have survived this long if they weren't moddable ? I doubt it.

    You have a point on the survivability but you cant expect that a game based on the same engine will allow the same freedom as the original Developer, and thats a big mistake everyone is making here even the ancients.

    Kind regards


  10. I think the biggest problem is there's not stated guarantee that your thing will be approved.

    You have a point here, but as far as I can tell there are already a few people involved with X1/Awar to create content for Iron Front for free

    firstly we have someone working on a sound mod which will be implemented trough patching

    secondly I saw a guy building a motor cycle with a side car, the devs are even giving advice how large the lods and meches need to be to implement them in the game...

    I do not think the devs are giving advice to community members just to stick their middle finger in the noses of those that are working on models, I mean common it doesn't make any sense is it? For me it looks and sounds that the devs are really giving their best effort under these circumstances, and if community members are willing enough to put some time in making addons and work with the devs I think it might work perfectly.

    Even at this point when the devs show some devotion and dedication the majority keeps acting stubborn without trying to approach Iron Front in an orderly manner, without giving the whole thing a real chance and to me thats even more disappointing then the fact that they had to put up some restrictions.

    Kind regards


  11. This is just a giant fail imo. If you work on a REAL game with $$$ involved you'd think the developers and publisher would have gone through careful deliberation before the release and actually did a little research about their licenses and conclude what a) they are not allowed to do and b) what the community is not allowed to do.

    In this case they dint think of it, you can call it a giant fail but on the other hand I don't think that it is that easy as you point it out.

    Firstly they are pretty new on the turf, they are coming from a modding world in to the development of a full game.

    Secondly the engine is not their property they merely licensed the use of the engine to build their content on.

    There is a huge difference when it comes to copyrights which restricts them also in the freedom towards the community in a whole.

    For example: and call it a fail again as you wish, If you lease a car are you then entitled to give the keys to a third party without informing the owner? And if the agreement says no! You cant, would you still give those keys?

    I don't think so :)

    I do hear the disappointment and I do understand that the whole issue is something that were not used to, considered that we had all the freedom to do as we liked on the Bohemia interactive products, but the comments that I read are seen trough the eyes of a hobbyist without thinking it trough.

    They have said things e.g. not using bis tools, and then again ''yes you can'' and then there is still the point that they might release content trough payed DLC's while they morally cant allow it when the addons are made with the bis tools. It makes the situation confusing at the least and communication from their end is not been great, I also agreeing to a point that things might have been different if they had a slightly different approach but it doesn't change the fact that the situation is like it is and certain things might not be clear as of yet but you can always ask clarification on their forums if you wish.

    The ops question, Is Modding Disabled? the answer is most certainly NO the only thing that is needed is a more personal approach with the development it selves, and from what Ive seen from the majority of the community is that they demands a different approach where they STATED more then once I want, I will and I must, this is definitely not how the world works for the most of us and this counts in the same way in the gaming industry whether you like it or not. And you cant expect that they will break a agreement just to please us, if things are not clear just ask them to clarify.

    Kind regards


  12. Hi all,

    I was making my mission and as part of the development I was also planning to implement various animations, however for some reason certain animations that we know from ArmA2 might not exactly work as we are used to. I tried to use the anim viewer and working my way trough the animations but I was not able to make them work, but I kept looking for a solution. After the past Q&A Panzer_baron said he would release the list for the anims in Iron front but in the mean while I have a small list of already working anims here.

    I thought it might help the community a bit till we get a more detailed list.

    To make them work you will need to place a trigger for some reason the animations aren't working from within the units initialization box.

    Example1:

    Name the unit AN1

    Place a trigger on the map size 10 by 10, place the trigger above the unit and within the trigger

    Activation: whichever side the unit is or to make it easy Anybody.

    Condition: This

    On Act:

    AN1 switchmove "intro_saed";

    Example2: This includes using a script! Which will cause the animations to loop indefinitely..

    Place the code in to a SQF and call it animationLoop.sqf

    Code without Weapons.

    _unit = _this select 0;
    _animation = _this select 1;
    _noWeapons = _this select 2;
    
    _unit setVariable ["BIS_noCoreConversations", true];
    if (_noWeapons) then {removeAllWeapons _unit};
    
    while {true} do {
    _unit switchMove _animation;
    waitUntil {!(animationState _unit == _animation)};
    };

    Code with weapons.

    _unit = _this select 0;
    _animation = _this select 1;
    
    _unit setVariable ["BIS_noCoreConversations", true];
    if (_noWeapons) then {removeAllWeapons _unit};
    
    while {true} do {
    _unit switchMove _animation;
    waitUntil {!(animationState _unit == _animation)};
    };

    Then do the same as with example1 but change the code in the on act field like this.

    Name the unit AN1

    Place a trigger on the map size 10 by 10, place the trigger above the unit and within the trigger

    Activation: whichever side the unit is or to make it easy Anybody.

    Condition: This

    On Act:

    AN1 switchmove "LHD_midDeck"; nil = [AN1,"LHD_midDeck",true] execVM "animationLoop.sqf";

    Be aware of the fact that this freezes up certain animations on the end and it might not work on several of them!

    Also I am not the author of the script! and as of this moment I do not know who the author is as the script wasn't signed.

    Animation list:

    Sitting on ground:

    • AidlPsitMstpSnonWnonDnon_ground00

    Hanging over hedge:

    • c5efe_AlexLoopIngame

    Hanging beign hurt:

    • C5efe_honzaLoop

    Workout getting tierd:

    • AmovPercMstpSnonWnonDnon_initLoop

    Looking over deck:

    • LHD_midDeck
    • LHD_krajPaluby
    • LHD_hiDeck

    Holding on bars looking around:

    • Csdr_LHD_oprenOzabradli118cm_A

    Leaning on object:

    • TowingTractorSupport

    Repairing while standing:

    • RepairingErc

    Sitting on ground animated:

    • intro_delta3sedIn
    • intro_delta3sedLoop

    Standing with hands behind back animated:

    • intro_deltaStani

    Various - Talking Standing and pointing, animated:

    • intro_saed
    • C5calming_zevl5
    • C5calming_apc

    Chearing and clapping 2 hands above head:

    • c7a_bravo_dovadeni1

    Chearing 1 hand above head:

    • c7a_bravo_dovadeni2

    Chearing hands waving above head:

    • c7a_bravo_dovadeni3

    Chearing clapping bother hands in front of character:

    • c7a_bravo_dovadeni4

    Chearing and poiting:

    • c7a_bravo_dovadeni5

    Applying CPR:

    • AinvPknlMstpSnonWrflDr_medic0

    Prisoners sitting hands tied behind back:

    • boundCaptive_loop
    • boundCaptive_loop1
    • boundCaptive_loop2
    • boundCaptive_loop3
    • boundCaptive_loop4

    • ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes
    • ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Rodriguez
    • ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Ohara
    • ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Cooper

    Prisoners standing hands tied behind back?:

    • UnaErcPoslechVelitele1

    Guard stand:

    • c4coming2cdf_cooper
    • c4coming2napa_cooper

    Working, fixing while standing:

    • ActsPercSnonWnonDnon_assembling

    Lying on ground while talking:

    • AidlPpneMstpSnonWnonDnon_SleepC_talk

    Sleeping on ground:

    • AidlPpneMstpSnonWnonDnon_SleepA_sleep1
    • AidlPpneMstpSnonWnonDnon_SleepA_sleep2
    • AidlPpneMstpSnonWnonDnon_SleepA_sleep3

    Taling with hands together, Bardak:

    • ActsPercMstpSnonWunaDnon_sceneNikitinDisloyalty_Bardak

    Idle stance:

    • CtsPercMstpSnonWnonDnon_idle33rejpaniVzadku

    Sitting on chair with rifle:

    • sitRfl_R_BidleLoopTest

    Various amimation loops:

    • poslouchaniproslovgenerala_CsdrAidlPercMstpSnon_ruceZaZady
    • poslouchaniproslovgenerala_CsdrAidlPercMstpSnon_ruceZaZadyTOerc

    Good for video editing:

    Put the following code in to a gamelogic location initialization line

    this exec "camera.sqs"

    • CE0ExecFail_Aziz
    • CE0ExecFail_guard1
    • CE0ExecFail_guard2
    • ActsPercMstpSlowWrflDnon_sceneNikitinDisloyalty_Kostey
    • ActsPercMstpSlowWrflDnon_sceneNikitinDisloyalty_Homeless
    • ActsPercMstpSnonWunaDnon_sceneNikitinDisloyalty_Lopotev1
    • ActsPercMstpSlowWpstDnon_sceneNikitinDisloyalty_Lopotev2
    • CtsDoktor_Vojak_uder3
    • shaftoe_c0briefing_otazky_loop
    • c4manhmassacre_cooper
    • C7D_cooper
    • C7D_zevl1

    I hope this helps a bit for now till we get a more detailed release, I might update this post when I find more animations that work within Iron front ..

    Kind regards


  13. Well to be honest, if I would read that "modding is restricted" and that "paid DLC will come" I also would come to the conclusion that the two things are related, e.g. "We restrict modding so we can sell our own stuff instead" - see Failmasters with their horrible shooters. :)

    Quote from the official forums:

    Free DLC approved by X1/AWAR using community created content - alright, for now.

    Paid DLC? Now it gets complicated. The only way (afaik) to create content for the RV engine is using BI Tools. And their EULA doesn't allow commercial exploitation of the tools. And so far I have not seen any official statement from BI which says that there will be an exception for IF44. Besides that, this is exactly what this community doesn't need - another FlightSimulator situation where you have to pay for - community created - content.

    Well I think you have a good point here, I think they need to withhold them selves from releasing community addons as pay-ware as they might violate their own agreement by selling content trough Paid DLC's, unless they have something in that agreement where they will be able to do so ...

    If we put the dots on the I's :cool: it might be even more complicated....

    Kind regards


  14. I say this will teach those arrogant overpaid Dutch solo-players a hard needed lesson!!

    Well its the same here in Belgium but at least you guys where able to get in the selections :P lol


  15. Well I have to say Lucidity it is a good read and the paper does have valid points :)

    Oh and while I was reading the doc I got a message from google that the paper was reported and that they will look in to it which I find very odd :O

    anyway keep it up, I am eager to read the last part :)

    kind regards


  16. God, i really hope that this awkward situation is only related to licensing their proprietary engine to a third party, and that it isn't a live experiment of what future modding on future RV engine could look like. But after having watched E3 footage and heared so many times the "community" word, i'm confident BI won't shoot itself a bullet in the leg.

    Nah, they already said multiple times they will keep supporting the modding community, Its like you said an awkward situation which is copyright related.

    I am confident bis would never turn the dices on the modding community, I saw improved animations in the last vid of bis which looks like this here or at least look similar to these anims so they know the community can come up with great ID's to implement them in future installments.

    sadly this will be reduced in the IF tittle but at least they still try to give some possibilities, the only thing we need to do is making compromises, and thats just what they try to do I guess ...

    kind regards


  17. The problem is the so called quality screening by the IF team. It's really far from our community spirit,

    This part I do understand, we are not really used to it like you said right here.

    and i don't get how BI is involved in this requirement.

    I don't think bis is directly involved on the requirements, the only reason why bis is involved is the key and because of the mere fact that X1-Awar doesn't have approval to release the key to a third party in their license, which is the agreement they have with bis. IF development needs to sign the addons for us to give the ability to mod.

    The involvement therefor for bis is more indirect and because of the agreement, when a developer signs the addons and releases it trough patches the developer is responsible for it, hence the law in Germany which makes it so that they can not allow addons to be released trough them with forbidden signs, stolen moddels or textures.

    Its all about the circumstances and copyrights on the key sign and it turned out a little sour for the modding community, but not impossible to mod they don't forbid it ...

    Kind regards

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