Dynamic Echo
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Everything posted by Dynamic Echo
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Why is this game not more popular?
Dynamic Echo replied to LockDOwn's topic in ARMA 2 & OA - GENERAL
Well yes, most of them are. One of the biggest though is price, and I know many people who would be PC gamers but for the inarguably higher price of maintaining a good gaming PC relative to a console. Also it does have to be said that ArmA's controls are ridiculous - no control scheme should be that complicated. That is actually the number one thing I find (when I ask people) that puts people off ArmA. I mean, I still get confused occasionally with the sprawling command system, and I've been playing the game for quite a while. Edit: @Ben_S - No, but I'll make up for them ;) -
Why is this game not more popular?
Dynamic Echo replied to LockDOwn's topic in ARMA 2 & OA - GENERAL
@Günter - You are completely right, which is why I am always happy that PCGamer, which is a pretty big PC gaming mag, always mentions the mods and custom content when they mention ArmA. But yes, just showing people what you can do with the game normally sells it to them, especially when you show them that it doesn't actually need to be the overly hardcore brutal simulation it is perceived as being. Hell, with the right settings it can be almost as casual as CoD (okay not really, but almost), which can introduce it to people who might otherwise be scared away. -
Why is this game not more popular?
Dynamic Echo replied to LockDOwn's topic in ARMA 2 & OA - GENERAL
We're not saying we don't play games on the PC...I mainly play games on the PC, I'm just pointing out some of the advantages of the consoles, which tend to be overlooked by PC gamers, just as many console owners overlook the advantages of the PC as a gaming machine. Anyway, let's get back on topic rather than turning this into yet another PC vs. Console flame war. -
Why is this game not more popular?
Dynamic Echo replied to LockDOwn's topic in ARMA 2 & OA - GENERAL
Okay that was a device known as hyperbole for effect. I timed it, it actually took 83 seconds to be actually in a match-made game in Halo 3 (specifically the mythic disc, which has matchmaking as the first menu option allowing me to button-mash my way through ;) ). I timed it for ArmA (not for searching for a game, just for loading a SP scenario), and it took 213 seconds, most of which was starting up the computer, though ArmA doesn't exactly load instantly. There is a clear difference. Additionally, I note that you only commented on one part of my post, what do you think of the rest? -
Why is this game not more popular?
Dynamic Echo replied to LockDOwn's topic in ARMA 2 & OA - GENERAL
Err... what he said was completely fair enough. The consoles are undeniably much less expensive and time-consuming to set up, or even to start up and get gaming (I can be in a game of Halo in less than 30 seconds of starting the xbox, no way can I do that with my PC and ArmA). On the popularity of ArmA 2 - it is largely up to us, the fan-base, to spread the word. Word of mouth is certainly the most potent form of advertising, and I personally have 'sold' a few dozen copies of the game to people. The great thing is that if you show people how everything works to at least a reasonable degree ArmA really doesn't need a lot of help to sell itself, you just have to show people. Another bonus is that more and more people are getting decent PCs which can run it now, at least amongst the people I know, so they can download the OA demo and see that it works on their hardware. Very easy sell, only one person I've shown hasn't subsequently bought the game. -
I personally use a wired 360 controller. If you set it up properly it is very good, not as good as a joystick but I find it easier (but I use my 360 a lot, so...) Can also be used in lots of other games, especially useful in things like driving games. They're also a lot cheaper than a good joystick, so that is what I personally would recommend.
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Helicopter Destruction Help
Dynamic Echo posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK, my objective is to make an intro cutscene in which a helicopter (specifically a Wildcat, once BAF is released), gets hit by an RPG, which destabilises it, then gets hit by a second RPG which destroys it. For the RPG firing I had experimented with attaching an empty ground vehicle (using attachto) to the chopper, then ordering a man to fire an RPG at that. Unfortunately, he seems unwilling to fire at it. As such, I decided to spawn explosions on the chopper via a script, which works admirably. Also with this script I want to set allowDamage false for the chopper to false initially, so the first explosion doesn't destroy it, and to have a short progression of systems failures before a second explosion. Now, the explosions and the system failures work fine, but with no delay, so the chopper just explodes. Additionally, I can't get the script to set allowDamage false before hand, so the chopper just dies. Here is the script I am using: _Heli = _this {_X allowDamage false} forEach (crew _Heli) + [_Heli] _bombLoc = GetPos _Heli _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 "R_57mm_HE" createVehicle[_bombLocX, _bombLocY, _bombLocZ] sleep 1; _Heli setHit ["mala vrtule", 1] sleep 4; _Heli setHit ["motor", 1] sleep 25; _bombLoc = GetPos _Heli _bombLocX = _bombLoc select 0 _bombLocY = _bombLoc select 1 _bombLocZ = _bombLoc select 2 "R_57mm_HE" createVehicle[_bombLocX, _bombLocY, _bombLocZ] {_X setDamage 1} forEach (crew _Heli) + [_Heli] exit Please help? Additionally, is it possible to set the camera for the intro to be from the perspective a UAV, and have the camera follow the progress of the chopper to which unfortunate things are happening described above. If so, how would I go about this. (the camera would have to remain fixed on the wreckage as well, as I want the player to see hostiles swarming toward the crash site). Further, would it be possible to script RPGs coming up from the ground to strike the chopper, as this would mean less faffing around with explosions and would look better. Any help would be gratefully received. -
Helicopter Destruction Help
Dynamic Echo replied to Dynamic Echo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh aye, I know that I should call it with execVM, I just never updated that part (except the sqf and nul = bit) since I switched it from being an sqs. Many thanks for the help with the script, most appreciated. I'll probably just fiddle with triggers to get the speed just right for it and the right moment. Additionally, I'll be using voiceovers throughout, will these work if I just transplant "unitname say "nameoffile"" in place of the Hints? Anyhoo, many thanks for the aid, most appreciated. Edit: Somewhat strange issue now - all of the guys in the chopper bail out at the earliest opportunity. Is there any way I can stop them doing this (I tried locking the vehicle). -
Helicopter Destruction Help
Dynamic Echo replied to Dynamic Echo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Can anyone help with this? I don't understand why that last part isn't working at all. -
Helicopter Destruction Help
Dynamic Echo replied to Dynamic Echo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm assuming that I would just transplant those in place of the 57mm HE, I'll give it a try. Edit: OK, that works well. Now, would there be a way for me to set up a blurring effect followed by the game (intro) ending. I tried this (full code) below: //nul = [Wildcat] exec "heliDamage.sqf" _Heli = _this select 0; _height = (position _Heli) select 2; sleep 1; _bombLoc = GetPos _Heli; _bombLocX = _bombLoc select 0; _bombLocY = _bombLoc select 1; _bombLocZ = _bombLoc select 2; "HelicopterExploSmall" createVehicle[_bombLocX, _bombLocY, _bombLocZ]; sleep 4; _Heli setHit ["mala vrtule", 1]; _bombLoc = GetPos _Heli; _bombLocX = _bombLoc select 0; _bombLocY = _bombLoc select 1; _bombLocZ = _bombLoc select 2; "SmallSecondary" createVehicle[_bombLocX, _bombLocY, _bombLocZ]; sleep 7; _Heli setHit ["motor", 1]; if ( _height < 7) then { titleCut ["", "BLACK FADED", 999]; [] Spawn { "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 7; titleCut ["", "BLACK OUT", 5] }; _bombLoc = GetPos _Heli; _bombLocX = _bombLoc select 0; _bombLocY = _bombLoc select 1; _bombLocZ = _bombLoc select 2; "HelicopterExploBig" createVehicle[_bombLocX, _bombLocY, _bombLocZ]; "HelicopterExploBig" createVehicle[_bombLocX, _bombLocY, _bombLocZ]; "HelicopterExploBig" createVehicle[_bombLocX, _bombLocY, _bombLocZ]; sleep 3; ForceEnd; }; But nothing happened once I dipped below 7 metres. Additionally, what is the maximum speed of a chopper at which AI infantry will target it with small arms? Further, how would I set the helicopter to move at that speed. Full is too fast, but normal is painfully slow. Incidentally, how could I get the pilot of the chopper to say things (preferably as part of the script)? I know how to get VOs in via triggers, is the procedure the same for inclusion via an sqf? -
Helicopter Destruction Help
Dynamic Echo replied to Dynamic Echo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Oh aye, I know it works in triggers, I was just hoping I could put pretty much everything into the sqs. I'll try the first in the sqs, but I don't think it will cover the pilots (who may die in the explosion otherwise). Ah well, any ideas on the weird rocket effect I'm experiencing in place of the expected explosion? Also I wouldn't worry about the camera following thing, I think I'll go for a first-person from the eyes of some guy in the chopper style intro. Well, assuming I can get the explosions working (still no luck with getting RPGs to fire at the chopper). -
Helicopter Destruction Help
Dynamic Echo replied to Dynamic Echo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
OK, I finally remembered that sleep only works with sqfs, so I converted to that, but now the explosions don't work (allowDamage still seems to be true as well), though the setHits are working fine. Current script: sleep 1; {_X allowDamage false} forEach (crew _Heli) + [_Heli]; _bombLoc = GetPos _Heli; _bombLocX = _bombLoc select 0; _bombLocY = _bombLoc select 1; _bombLocZ = _bombLoc select 2; "R_57mm_HE" createVehicle[_bombLocX, _bombLocY, _bombLocZ]; sleep 4; _Heli setHit ["mala vrtule", 1]; sleep 10; _Heli setHit ["motor", 1]; sleep 5; _bombLoc = GetPos _Heli; _bombLocX = _bombLoc select 0; _bombLocY = _bombLoc select 1; _bombLocZ = _bombLoc select 2; "R_57mm_HE" createVehicle[_bombLocX, _bombLocY, _bombLocZ]; {_X setDamage 1} forEach (crew _Heli) + [_Heli]; OK, further testing shows that the explosion happens, but induces only the firing of what appears to be a hydra rocket at 45 degrees to the left of the chopper. What the hell? Also the setDamage part of the code works, but the allowDamage part definitely does not. Still need help with the intro camera and hopefully RPG launches too mind. -
what does the trigger "Seized by" Do?
Dynamic Echo replied to Fluffy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just use a trigger with the settings 'OpFor, not present' to get that. If you want it to end the game just change that trigger type to End#1. -
Firing Detection
Dynamic Echo replied to Militant1006's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Or, equally, "&&", which is more common. -
Err, if you've lost the CD key and you've uninstalled it then you are out of luck. Sorry.
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C-130 Interior
Dynamic Echo replied to Litos's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is a static C130 object somewhere, that's how you get the interior (I believe in that tutorial it gets replaced with a normal C130 once you're out of it). -
Making an normal Unit to Medic?
Dynamic Echo replied to ViV's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah I'd be interested in that. And you never know, if you release it to the gibbering masses here it might come back tidied up and shinier than ever :) -
Kill objective and how to end the mission
Dynamic Echo replied to myles's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If all you want to do is have the mission end when a certain unit dies give the unit a name (in the name box for the unit, predictably). Then make a trigger, change the type to "End#1" and write in the condition field for the trigger (replacing "this") "!alive name" - where name is the name you gave to the unit. W0lle already said it, and it is pretty simple. To make absolutely clear - it doesn't matter where you put the trigger, it doesn't have to cover the unit. -
Yeah sure here it is. The good news almost everything else works. For some reason the marker links in the briefing weren't working (it just stopped displaying that section), but everything else works well. Hope you have more luck than I with fixing it. I also fixed pretty much all the grammar and optimised the waypoints and triggers a bit, though there are some which seem to do nothing which you could probably remove.
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OK, I can't get the tasks to work either, and I don't know why. I've got everything else working, but not the tasks. I even just transplanted the tasks in from Hard Day and they didn't work. I have no idea. Also no, I don't have messenger.
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OK, I'll edit the mission and send you a version which should work (might need to do some fiddling). If you're anything like me having a working one there to pick apart is more useful anyway.
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What is the easiest PBO tool to use?
Dynamic Echo replied to meade95's topic in ARMA 2 & OA - GENERAL
CBPO is the easiest I find for creating pbos, but I prefer Eliteness for unpacking. -
OK I've updated it (yet again) to try and fix it. I won't ask for this to be uploaded to ArmAHolic until I know the issue is fixed however, hence why it is listed as a beta. If anyone tries it please be sure to report back upon whether the primary objective auto-completes at the start of the mission (it shouldn't now, but you never know).
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Can someone give me benchmarks for 460GTX? Good buy?
Dynamic Echo replied to Hoaah's topic in ARMA 2 & OA - GENERAL
Those fps 'nose dives' aren't really going to go away, I have an i7 920 and an HD5870 and I still get them. Your new GPU may well help though, and that is a pretty significant upgrade. -
That's OK, I've been having another look and it seems like you've set up patrols with epic numbers of move waypoints. It is more efficient to set up a patrol with a pair of move waypoints and a cycle waypoint, which will make them cycle between the last two move waypoints.