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P.Denton

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About P.Denton

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  1. great job! Why don't BIS take CCIP mode into Arma3? In default Arma2, if we need to bomb the target, you must dive into the target and release the bomb like doing so in WW2. I think MANDOBLE have already made CCIP mode however, more options are always welcome.
  2. P.Denton

    User Interface Editor

    Great work. BTW, I want to ask you I've got a problem with this editor. After I change the elemtn size with Alt key, I can't move any element. I tried hitting every key with LMB or RMB to move elements but nothing worked. Can you fix this? If I change the size, I can't edit any more. Does anybody encounter the same situation? Thanks.
  3. P.Denton

    Cover system for Arma3?

    You know Full Spectrum Warrior? A RTS style fireteam based 3rd person game. Each fireteam consists of 4 men and you can normally control Alpha and Bravo team. You can move 1 team by selecting a team. Move multiple teams and set one for an attracting attention from enemies and one for engaging enemies from back or flank. All movement are done with a whole team moving to cover to cover, not separetely and individually. On the contray, you can't even select one guy. What you can do is to select a fireteam. You can order a team to supress the enemy or direction you are pointing at. Of course all AI in the game use cover system and you can't even kill an enemy facing directly to you. So you have to use at least one team as a decoy and send one fireteam to the place the team can hit the enemy easily. The entire team working system is really tactical, realistic in army and reasonable. I hope BIS to take this concept into A3.
  4. Oh, I almost forgot that the discussion goes endless. WarfareBE. It's too much of a bother but I have to unpbo it and look for the cost column.
  5. OK, I got it. The next problem is how many points should be given to IFV. 50or75? Any suggestion? I decided tactical points by myself but I wonder what you guys think about how many points should each category has, not only IFV but also all categories. Of course I will introduce changeable tac points by users, but I have to decide default values anyway.
  6. Thankyou Foxhound and sorry for the massive pics :D. I replaced pics with smaller ones. Yeah, I can do that. But what is the differnce between APC and IFV? I don't clearly understand it.
  7. The download link is changed. I uploaded zip to armaholic FTP. http://www.armaholic.eu/public/@DFB.zip
  8. Dynamic Force Balancer 06/26/2011 Ver 1.2 Screenshots: Description: Decrease enemy unit number to balance the mission difficulty. Features: Detect BLUFOR and OPFOR units number and calculate its tactical point. According to the tactical points and ratio you define, the number of units to be deleted is calculated. Delete OPFOR units until the condition of what you defined in the set proportion column and tweaked in the OPFOR column. You can stop units which have name in the editor from deleted by selecting PROTECT button and activating it. In every mission, including any single player mission, multiplayer mission, or campaigns whatever, you can launch the GUI. So you can control enemy unit number even in the BIS made missions. Installation: Download @DFB.zip and unzip it. Move the folder in your A2/OA folder and launch it with MOD launcher. Included files: dynamic_force_balancer.pbo dynamic_force_balancer.pbo.dynamic_force_balancer.bisignKeys Required Addons: No addons required. Usage: DFB's GUI access limitation The action menu will be added depending on which environment you play, MP or SP. In SP, player can have access to the GUI(which means the action menu will be added) though, in MP, only admin can , not every player. So if you want to control unit number in MP, someone needs to log in as admin. Firepower of player 2.1 Detect firepower: You need to know how many tactical points of player on your side have. This is especially for MP, for the player number is important and I don't count AI units. In the future version, I consider implementing counting AI or not function. Anyway, select 'Detect firepower' button to get player number in each category and calculate tactical points. Tactical points are defined following: Infantry:1 APC:25 Tank:100 Transport Heli:100 Gunship:700 Aircraft:1200 In the future version, I also consider implementing change these values by user. These values are the same as OPFOR. If all player disembarked from vehicles, all tactical points will be assigned to Infantry only. So if you want to know the actual points, get players in the specified vehicle or edit the text box in each section manually. On your typing number to the text box, the units number and tactical points are automatically recalculated. 2.2 Set proportion: After you set the player number, you must set firepower ratio between player force and OPFOR. At first the button is not selectable, you need to select an enemy side on the right of your GUI in the OPFOR info box. There is pull down menu available. Click it and select the enemy side. Then you can select set proportion. Left text box is BLUFOR(player) and the right is OPFOR. Default value is BLUFOR : OPFOR = 2:1. You can set these to any value, 3:4, 5:1, 100:3 whatever. After the decision, select set proportion button. On the right side, recommended enemy units number will be calculated and be shown. Firepower of OPFOR 3.1 Tweak enemy number: You can change the number displayed in the OPFOR info box, by typing number in the text box manually or move the slider from left to right. The text box next to the slider works together. If you change one, another will respond to it. 3.2 Delete protection After you satisfied with the enemy number, you can choose whether you want to protect the units which have name in the editor (means the units are important in the mission, such as enemy commander to capture). If yes, then select the black PROTECT button and activate it. The button will turn to red. Apply When you think you have done all the setting, press apply button. The delete process will start. After the delete done, action will be removed. Note: In MP, only the server itself and admin are enough to have this addon valid, because in MP only server admin can launch the GUI. Not every player needs to have it. The enemies are deleted at random. The DFB module the last version 1.0 has is deleted because of the alternate prevention system that can stop the units who have name in the editor from deleted. Future version plan: 1.x: *Add detection of AI on the player side. *The automatic delete prevention of the units and the groups which have name in the mission editor.(Complete) *Multiple selectable enemy sides. 2.x *AI skill setting. 3.x *Work with DAC or UPSMON to generate enemy units which is realtime and dynamic during mission using GUI. (I have not made any contact with DAC/UPSMON creator though) Download Link You can download the addon on Armaholic. http://www.armaholic.com/page.php?id=13558 v1.2 uploaded on gamefront: http://www.gamefront.com/files/20484063/%40DFB_v12.zip changelog: 02/27/2011 1.0 release 06/11/2011 1.1 release Added new delete prevention system Deleted DFB module No more CBA required Some other minor fix 06/26/2011 1.2 release GUI was modified a little bit. bikey included for six updater.
  9. I experimentally ran Arma2 OA with the latest beta patch 76815. It was really surprising that Arma2 was running fine without a problem. 1 or 2 months have passed since I played this game normally. Although nothing was changed in my system (not defragmented, no new software installed), today I got an official 1.57 patch and steam automatically downloaded it and applied it, so I tested if Arma2 goes fine. The result was that the phenomenon I had encountered before happened again. Annoying continuously temporally freeze prevent me from playing this. Of course, I defraged my HDDs and tested any combination of start up parameters (cpucount, exthreads, winXP mode, etc) but the results were the same. A nightmare has come. When is the time to play Arma2? Update on this problem: When I use launching parameter "-cpucount = 1" fixed my problem. My CPU is Core2Duo Dual CPU, so I set -cpucount = 2 or don't set any param when launching. If somebody has some trouble like this, see if your parameter is right.
  10. I have the same issue about which the guys above this talked. Significant FPS drop down(temporally freeze) have occured every 3 seconds when running both CO and OA only since the 1.55 patch was out. This happens whatever the setting is. Lower or higher doesn't matter. Before that, I didn' have any trouble playing this game. Since then I haven't even play this game. But PMC was released, so I got back to this game to play it. I assumed that 1.56 patch was now out with PMC's and this would fix my freeze problem. But this turned out to be wrong. This problem still occurs even running with beta 76752. I dont have money to buy SSD. Does anybody know how to fix this? My spec: CPU:Intel Core 2 Duo E8400 @3.00Ghz Mem:4GB GPU:GTX 460 with driver 260.99 OS:Windows 7 64bit
  11. I checked it on my dedicated server and confirmed it worked normaly. Thx for your quick update,Bon!
  12. Great script but I have a probelem. When the script is running on a host server, all functions ,especially laser targeting, work fine. But when on a dedicated server, only laser targeting didn't work at all. I searched your .sqf files for the word "isDedicated" and found it at bon_arti_init.sqf so I disabled the line with //. Again,I executed it on the dedicated server, but the result is the same that the other features worked fine but the laser one didn't. I used your mission as a test. I am sure the mission settings are fine ( of course it's your mission and i didn't edit any.) Could you please fix this for dedicated server?
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