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Everything posted by b00tsy
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Nopes. This mission is all done, I am waiting for ArmA3 :)
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I haven't found a related thread about this, but if this has already been suggested in the past then i'm sowwy. I have been working with this animation tool on an other platform for quite some time now and I wonder if such a tool could be implemented into ArmA in the future? So thus that you can create an animation by simply creating an animation sequence in an external tool with a model/unit skeleton and record it frame by frame and after that simply save it as a .bvh file and add it to ArmA as an animation class the same way as you add custom sounds to arma. something like this? class CfgAnimations { Animations[] = {}; class wolf1 { name = "my_wolf_animation"; animation[] = {"wolf1.bvh", 1, 1}; Okay granted, the animations will not be mocap quality (though still pretty smooth), but it will add a lot of diversity if the community can create custom animations in such an easy way. Lots of times when I create mission I wish I had this tool available, but I am stuck with the preset animations that are already present in ArmA. Especially for story driven rpg missions it could enhance the immersion a lot more if you could animate units specifically for a custom action or cutscene (etcetera!) in a mission.
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Animation tool for ArmA?
b00tsy replied to b00tsy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Dito! A tutorial would be really great to have! -
Animation tool for ArmA?
b00tsy replied to b00tsy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That looks interesting. It's more or less the same as the program I mentioned, but a bit more limited. It has been last updated in 2003 though, it might not even run on my pc. -
Animation tool for ArmA?
b00tsy replied to b00tsy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It's not my tool, I'm just using it on an other platform. Hence the question if a tool like this will ever be available in ArmA :) ---------- Post added at 11:28 AM ---------- Previous post was at 11:09 AM ---------- 02 does not have a unit skeleton unit/model that you can simply adjust per frame right? With the tool I linked to you can simply position an arm or leg etcetera per frame and it will record and save the coordinates in a bvh file. I also don't think you can simply add a bvh file with a few lines of codes as how you add a custom sound. I checked out how vehicle models are animated in ArmA and it (could not find how units are animated in arma) is everything but simple. With the tool I linked to ArmA could just read the bvh and play it whenever you want to execute it with the option to loop it and adjust the animation speed. Anyway, the result will be that many more people will be able to create animations on the go (and not just the few pro's) and produce better mission and thus better advertising for BI if there are more quality missions and mods out there, especially with ArmA3 coming up. I and many others have plenty of great idea's for arma content, but we are being locked out because most content creating in arma is highly unintuitive and unnecessary difficult. A tool like this would open possibilities for many mission makers. -
I do agree a bit, the whole map looks more or less the same, including the hill heights. I tried to add some buildings in the editor, but they kinda look artificial too in the environment cos there are no paths leading to them. Some military camps/outposts would fit in the scene though so it's definitely a usable map!
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You have a point there :) For missions with units without map and gps it helps to have some visual landmarks, but that can indeed be solved with some objects in the editor. There are enough empty spots for a barn or a radio tower etc. Definitely will make a mission with this map!
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I checked the map out a bit and I think it's great! I would love to see a version with a few settlements/farms with dirt roads/paths (or something like that) and a small airstrip on opposite sides. Ohh and btw, I have an amazing fps of your map!
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Looks very interesting for some missions, and great that the size is huge. Thanks!
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[OA] Morning WipeOut (airforce east) [SP/COOP]
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Yw, especially with the L39 it's quite a challenge as it doesn't have counter measures and only a limited amount of missiles. With the SU25 it takes me about an hour to finish it and with most or all hostile planes taken out :) -
[OA] Morning WipeOut (airforce east) [SP/COOP]
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Bumping because I have released a new update of this mission :) I have edited a new version purely for SP mode (to fit my personal needs). Great fun for the intermediate and advanced Takistan pilots. See the opening post for update details. The download also contains an older version that is playable in MP with 2 players. -
Hackers running wild, no way to stop them...
b00tsy replied to PreedSwe's topic in ARMA 2 & OA - SUGGESTIONS
Thats all fine and dandy, but it's been this way for months now. I gave online an other go just now, and in 5 minutes I got killed 6 times by some fucking auto-kill, didn't even had time to select gear at the ammo box. So after 5 minutes I was done again and the hope of having fun for a few hours ruined again. Not gonna swear like crazy here, but I would love to right now. -
Hackers running wild, no way to stop them...
b00tsy replied to PreedSwe's topic in ARMA 2 & OA - SUGGESTIONS
ArmA is the core game, Dayz is a (hyped) mod. In my opinion the Core game is more important then a mod, even though the mod brings in the money now. If I would have bought ArmA now only to find out that multi player is unplayable because a cheat engine that does not detect nor stop hacks I would have been pissed. I am thankful though that I had at least 1000 hours of online fun before the hackfest started, to bad thats the past. -
Hackers running wild, no way to stop them...
b00tsy replied to PreedSwe's topic in ARMA 2 & OA - SUGGESTIONS
As there are usually only 4 vanilla TVT Takistan Domi servers up (the mission I like to play) and all of them are infested with cheaters using auto-kill it is a big deal. I am basically forced now to find a clan and play on a closed server to escape the hacker and troll fest, while I always have been a happy camper on the public servers and prefer to casually jump into a public server and play with the people I meet there instead of making special appointments and joining a clan just to play for a couple of hours online. -
Forest / Grass / Scrub construction set
b00tsy replied to Joe98's topic in ARMA 2 & OA - SUGGESTIONS
Ahh well, I would love to see a terrain editor/builder too in the normal editor including placing roads on the go. BI has other tools for that, tools that I don't understand and are hard to use. Would love to see a more intuitive and easy/creative way to build maps (like Far Cry editor). A vegetation module would help though. -
Hackers running wild, no way to stop them...
b00tsy replied to PreedSwe's topic in ARMA 2 & OA - SUGGESTIONS
I welcome BE to check out the '24th Platoon' tvt servers, the server I used to enjoy playing on. You really can't play an hour there before someone activates an auto-kill on the respawn points thus killing everyone over and over again or simply bomb the crap out of the base. Battleye is active there, but it bans not a single hacker. My pleasure in playing ArmA is pretty much gone, haven't been able to play on the open servers without trolls and hackers for weeks now. BE can't stop all the idiots from driving in to players on the base etcetera, but at least get rid of the hackers that enjoy ruining the game for everyone. -
FARC Control Addons: ArmA CO Island Lingor OCWarmod This is my first mission for the Island Lingor! This great Island is perfect for guerilla type scenario's so my first mission is based upon warfare against the FARC guerilla's and their connection to drugs cartels. Objectives: Your first objective is to gather intel. Your team needs to locate a drugs cartel compound and secure a laptop that contains the locations of several FARC controled druglabs. After retrieving the laptop the map will be updated with the locations of all druglabs. Your team needs to destroy the large chemical tanks at all druglabs (with satchels) and elliminate all FARC soldiers you encounter. When all the druglabs are destroyed your team will recieve one last objective. The final objective is to assault the drugs cartel mansion (HQ) and retrieve a large some of money that will be used as evidence against the cartel. Features: - Weapon respawn. Save gear loadout at ammoboxes (drop down menu) - BAF weapons & US weapons - Instant respawn (30 secs) - Rearm points - Additional decorations and sounds As this scenario is purely fictional and as there are no south american units in ArmA I used PCM units to represent the members of the drug cartel and Russian Spetsnaz units to represent the FARC units. Both groups have advanced modern weapons thus making them extra lethal. Requirements: Obviously you need to have ArmA CO and the Island Lingor installed, But you also need the OCWarmod that will amongst other thing enhance the AI and make the mission much more challenging. OCWarmod: http://www.armaholic.com/page.php?id=14699 Island Lingor: http://www.armaholic.com/page.php?id=10792 Notes: With the Warmod active the mission is really hardcore. The amount of opfor AI is not even that many, but they are very lethal and the FARC units have great cammo. So yeah, don't get pissed if you get killed a lot :) With the next version I will give the units custom gear best suited for this mission and maybe add a revive or bandage system. I also might change the locations of the druglabs. The hills in Lingor can be hard to climb (is being fixed I heard) so I might choose more smooth terrain locations with the next version. If you encounter any issues or have other feedback then pls let me know.. B00tsy Download
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Hackers running wild, no way to stop them...
b00tsy replied to PreedSwe's topic in ARMA 2 & OA - SUGGESTIONS
I hope you guys are successful in detecting and stopping those hackers and that it will result in a global ban for them. The public vanilla servers are a nightmare now. Those hackers are even advertising on the tube and making money of the hacks. -
Ahh ok will give that a try (if I can make it work with Steam). I guess I have to add it as a mod in the startup-line.. I never used the beta's because of Steam. I will search for the 'howto' :) ---------- Post added at 12:25 PM ---------- Previous post was at 12:22 PM ---------- Yeah and those hackers (I should say, kids that downloaded hacks) are calling everyone noobs! I mean seriously, who is the noob if you have to use hacks to play a game.
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Not really, there are plenty of them on the domi server too. Depending on the server, a new hacker pops in every 30 minutes or so. The '24Platoon' (I think it was called) server I was on today had one hacker after the other blowing up the bases and killing everyone constantly.
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So Any info on how this can be fixed? I uninstalled arma yesterday and deleted every trace I saw and did a new install with zero results. The fact that a legitimate user that payed for the game and that does not cheat or whatever can somehow activate a lame DRM is beyond me, this should not be allowed at all. Go to the pirates that crack games in a week and not brake games from paying consumers. This all started happening after playing the f#ing dayz mod, wish I had never installed that crap. Maybe a Dev can explain how this can be fixed as it is BI that placed that DRM in the game. What did you do Rocket?
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Arma 2: Combined Operations Possible FADE Kicking in on Legal Copy?
b00tsy replied to cslayer211's topic in ARMA 2 & OA - TROUBLESHOOTING
Hmm it seems I also have a Fade issue with other problems. Now that I read this I also starting noticing issues since I played the Alpha mod Dayz for a few weeks. Now I cant even play online anymore because the AI simply wont detect me as a player (as if i'm not there) also trackIR is broken. I have legit Steam copies as well + that I never have cheated or used hacks and stuff. -
It appears I am having similar issues and also saw in my profiletextfile in the Arma/users folders that IamBeingNaughty code. I don't know what it is, but with online games the AI does not detect me anymore because of this (I was blaming my own mission scripting so far). I can stand in front of hostile AI and they don't detect me, only if I press the escape menu and minimize the game the AI detects me and I get killed. I tried to setup a dedicated server (with no success) a while ago, maybe that has something to do with it. Other then that I have a legit copy of ArmA that I bought on Steam, so no I am not naughty. Any assistance on getting this solved would be very appreciated.
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AI does not detect player
b00tsy replied to b00tsy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes but there are no modules running other then a day color filter and no script has SetCaptive in it. I will give the 'player setcaptive=false' a try though just to make sure! ---------- Post added at 02:50 PM ---------- Previous post was at 02:06 PM ---------- It's not the mission. I tried other coops now including domination and its the same deal. After some more digging it appears to be a problem with battleye or something that activated FADE (whatever that may be). I will open a new thread at troubleshooting or create a bug ticket. -
I just finished creating a new coop mission and everything seems to work fine. It's a normal bluefor against opfor mission with instant respawn. When I tested the mission in online mode the AI does detect me and opens fire, but after I have respawned the AI does not detect me any more (my icon is still visible on the map). I had this issue before with an other mission, but that was because of the first aid module I used (I think). This mission however has almost no scripts and does not use any modules besides a color filter. Does anyone have an idea why I keep having this issue? I never had this problem in the past. I did mess with some ARmA settings recently on the profile textfile, but I can't see how that could influence this. I can upload the mission file if that helps. Description.ext ---------- Post added at 12:32 PM ---------- Previous post was at 11:47 AM ---------- Hmm come to think of it, it might be the condition 'hold fire- engage at will' on the AI, but they should fire when they come in direct contact, but I can stand infront of the AI and nada.