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Dynamic Echo

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Everything posted by Dynamic Echo

  1. Dynamic Echo

    [SP] Hard Day

    Ah damn it, that isn't fixed then - this is caused by the target, or essential civilians, spawning above ground level, falling, and dying from the fall. I'll keep working on it, thanks for the feedback.
  2. Native is the most realistic and immersive (as long as their are English subs it's fine :D), but if it is too difficult English, preferably with an accent, is totally acceptable (but don't get people to put on accents unless there are really good at it).
  3. Dynamic Echo

    Operation Sandtiger (OA)

    I'll give it a go. There are mods which include desert Marine units, if you don't mind your mission requiring an addon they might be worth a go. OK, I've had a wee look and there are some things which shouldn't be too hard to improve.
  4. Dynamic Echo

    [SP] Hard Day

    OK, I've updated it again (to v1.02), the changelog is in the first post. Hopefully this will make the mission a bit more doable. I think I've fixed the issue with spawn-death for the target and the nearby civilians.
  5. Dynamic Echo

    Whatever happened to this?

    I wants! It would make it so, so much easier to see what you are doing.
  6. Dynamic Echo

    will this set up run arma?

    I also recommend the 5870, I have one and it runs ArmA damn well, and with that processor you shouldn't have any problems.
  7. Dynamic Echo

    [SP] Hard Day

    And it is done. Yeah, it might be a little too hard I do admit. I find that if you haven't gotten in there by the time those trucks arrive you are unlikely to succeed, though I did once (mortar time baby). I might increase the time before the trucks arrive if people are consistently having trouble with it. Also updated with the gear options is a hint in the briefing on how to call in support, as it may well be quite important, along with linking of objectives to the briefing and the addition of a functions module. :)
  8. Dynamic Echo

    [SP] Hard Day

    OK, sorry about the thread name, shame it can't be changed. Line 66: call BIS_SSM_fnc_updateMenu; That part of the init is copy/paste from somewhere and deals with the Simple Support Module. As it says in the init, it doesn't seem to do anything but BIS scripts always have it so I though I'd leave it. To call in support press Space, then Communication and you can select either Mortar Strike or Ammo Drop, both of those will be called on the point at which you are looking. There is an exfil point marker but it isn't exactly visible. I'll look into linking them into the briefing though, thanks. PS: Really liked Black Thunder by the way :D
  9. I'll have a go with it too. If I were you I'd take silence as an 'it's working' from any testers :D.
  10. Dynamic Echo

    Arma 2 OA 1.53 Suggestions

    Things I most want: 1. Removal of Disc check (sure I know it'll probably come eventually, but it makes playing ArmA on my laptop irritating) 2. Keeping the round in the chamber when you reload if you haven't emptied the mag (much less realistic games do this, why not ArmA) 3. Official models for IEDs (irritating having to get people to download the IED pack, hell BIS could just ask whether they could use those)
  11. OK, I've been having a look at the Op:Arrowhead modules, and I'm having trouble locating the civilian module. Perhaps though lifting some behaviours from another module would work (when I find it), perhaps the ACM. I don't know how I would set it up as a new module though, even if it would work. Edit: It would probably be easier to modify the ambient combat module with the spawning systems of the civilian module.
  12. Dynamic Echo

    need some input (should i buy arma2)

    I get frustrated by this game a lot less than most. At least in this game when you die or fail a mission you can normally work out why or what you did wrong, rather than the CoD random blam going down. I also play StarCraft 2 multiplayer. That is frustrating. As others have said - the only part of ArmA which I really don't like is the CQC, after playing the Rainbow Six games it is just awful. The flying model and vehicle physics are also...interesting.
  13. _smoke = "smokeshellred" createvehicle position object; That will create red smoke at the object, there is probably a way to link that in, but I'm not sure how (perhaps by spawning an object (invisible) where the artillery is called in then calling that on said object, not very elegant though). If it happens as you want it in the mission you mentioned you could always unpack that mission and have a look at how BIS did it though.
  14. OK, I've cleaned it up a bit (quite a lot actually) and I sorted both the move command voice thing and the creepiness of the crewman by simply removing him and setting cargo seats for each unit individually. I've also updated some of that decidedly dodgy VO. Thanks for the feedback guys, as well as the help, it is very useful. Anyway, here is an updated version, if you actually want to try it. There is still a 1300m walk to the objective, but the enemy density along that way is pretty high, so it should be quite a hectic 1300m. The (much shortened) journey to the safe zone for afterwards is dotted with civilians vehicles you can borrow should you wish to.
  15. This is a download link for the mission which I was having trouble with, but those problems have now been resolved. here (Any feedback on the mission itself would be good though, if possible ;) ) Edit: The mission should now be compatible with standalone Operation Arrowhead. Fixed Issues: Thanks in advance for any help.
  16. Yeah it is somewhat cobbled together, there is likely quite a lot of redundant stuff in there. I'll move the insertion area forward. The only reason I put setDir on the goats is because it did that on one of the BIS scenarios, if I don't need it I'll remove it. I added the eject script as the waypoint alone wasn't working. I'll probably remove that Blufor trigger line, it doesn't do much. What is this new way of doing tasks? Generally there are things I need to clean up. I don't think I can decrease the creepiness of that crewman though... :D Edit: I'll also decrease the distance to the safe zone for objective 2, as that was a fair hike too.
  17. Hold on, I'm updating it at the moment. I don't have standalone so I didn't notice I'd done it. But I'll have a new version for you soon :D Edit: New Version
  18. Cheers. No hope on the silencing of the spoken command silencing then? (On the LB - I had only been trying removeAllWeapons, silly me) Thanks again.
  19. Aye that'll do the trick. I sometimes have problems with just using a waypoint though, and in those instances I use a simple sqf like this: _group = _this select 0; _vehicle = _this select 1; { unassignvehicle _x; _x action ["EJECT", _vehicle]; sleep 0.5; } foreach units _group; That'll force them out, especially useful for ensuring the player's squad is ejected if you're doing a mission with a vehicle-based insertion.
  20. Dynamic Echo

    Better performance on higher settings?!

    And post-processing, that going from v. high to disabled is a big jump.
  21. Dynamic Echo

    I bought Combined Operations

    It still shows in the expansion list though.
  22. Dynamic Echo

    Mission PBO location question.

    Aye, those are the editor files, I use CBPO to construct a PBO from those files as a workaround, missions which you export as single missions (using save in the editor) should go to InstallDirectory/ArmA2/Missions as a PBO, but mine don't for some reason.
  23. Dynamic Echo

    Mission PBO location question.

    I just went 'right click/open with/choose default program' on a pbo, then selected CBPO, ran that as admin and I was away (also 7 64bit). Edit: I had put the CBPO exe in the ArmA2/missions folder, as when I tried it the first time it came up with an error and that filepath was mentioned, so I put it there. Worth a try. Still have no idea where my exported missions are going though. Perhaps try running CBPO as admin first, then do it.
  24. Dynamic Echo

    a question about " blur effects"...

    Why would you want that on all the time? It is a nice effect and all but it would seriously affect your combat performance having it on all the time. There is probably a way to set it on all the time using a config, don't know how though.
  25. Dynamic Echo

    Best way to "clear house" AI?

    When in doubt, call in artillery. Civilians? Ah well. I just get on with CQC and hope that my AI allies are close enough to help. It normally goes ok.
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