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Militant1006

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Everything posted by Militant1006

  1. Militant1006

    AI Skill Settings

    From testing it seems to me that the AI precision is unchangeable, the reaction time seems to slow down when I lower the AI skill but the accuracy of their shooting is ridiculous, especially considering the weapon recoil of the Mk200 seems to not affect the AI's ability with it at all. Does anyone have solid information on the AI and how much of their skill settings can be configured at this point in development?
  2. Hello all, haven't been posting for a while, I have recently started making a apocalypse type mission in a fallout riddled zone, most things I am trying to accomplish are fairly straight forward and not too hard to do, however, I have been trying to create radioactive zones via many triggers, I use 4 different geiger counter sounds to indicate getting further into the radioactive zone, as well as using film grain effects as a visual effect. that is an example of what I have so far (includes random earthquakes) https://rapidshare.com/files/4042113869/co08_TheZone.Chernarus.rar that is a demo of what I have so far, including the way I got the radioactive truck to work, note that is requires ACE (If you couldn't guess by the gasmasks and AK's) What I really need is a way in which it detects when a player enters the zone (designed to be coop) and then applies the affects to them, with a geiger sound playing local to them, and a film grain which goes up each time a new trigger is hit (or however it should be done), when the player gets close enough I need the radioactivity to slowly start depleting their health, the big catch is it also needs to gradually decrease the film grain and use the lower intensity geiger sounds. Also any suggestions for zombies/mutants/monsters scripts or small mods would be nice, but the primary thing I need by far is getting working radioactive zones.
  3. Very interesting thread to read through, For all the modders who are staying back on Arma 2 (particularly Delta Hawk, your units truly amazed me, I don't think I've ever seen that quality in arma ever), I personally can not find any reason whatsoever to think that could be unreasonable, but there is a great sense of disappointment when you see modders stopping for the latest entry. To be honest, It'd be nice if Bohemia Interactive gave more support in the mod tools department, considering one of their major advertising points is mod support, plus they can also attribute a sizable amount of income to DayZ, essentially a mod. Still though It's nice to see quite a few quality modders with plans for the future in this thread.
  4. Militant1006

    AI Skill Settings

    yeah familiar with these commands, though cheers guys. I've figured out that the server skill doesn't seem to be entirely stable, though AI skill can be changed through the editor. Sometimes they are full retard, sometimes they become terminators.
  5. Militant1006

    Design mastery weapons

    I reckon you'd be better off releasing whatever you've done that can be finalized for arma 2, then getting onto arma 3. I'm sure your weapons will be much appreciated in A3 considering it doesn't seem by default that it'll have any of the weapons you're making. Would love to see your weapons with attachable and detachable sights, etc.
  6. too bad there's no slings in arma. but yeah it does look like a very casual walk for a soldier, lol. Maybe do what OFP did and have the "weapon on back" thing which made the soldiers go from a combat ready stance to completely laid back, at least for the walking animations? If there was a combat ready walking animation I think having the weapon half-raised so it is not sweeping people but it is ready to shoot would be pretty good?
  7. Militant1006

    Design mastery weapons

    if we're talking about the whole sight, then what he has done is an improvement on the first version, therefore the best ;).
  8. Militant1006

    Design mastery weapons

    The best looking Eotech i've seen in arma by a long way.
  9. Is this a mod or addon, or a mission pack?
  10. Recently I have been trying to write a script which replaces all loadouts for a unit class on the map with another, basically swapping the Takistani Army FN FAL's for AKM's, however it is quite tricky. I have a file called weaponreplace.sqf which has this in it's contents and I have this being executed from the init.sqf I have tried replacing all the _soldier with _this and executing off a single soldier's init with and it works fine, replaces the weapon and everything, however I can't figure out a way to send this to each unit across the map, as I plan on checking every soldier type on the Takistani Army side, with almost all having their weapons replaced. Any ideas?
  11. No it won't, I know what LEA does, I need a script which I only have to manually set up once, then from there on it is easy, just execute it and it does what it needs to, on any mission. All I need is a way to execute this for every soldier on the map.
  12. Militant1006

    ACE for OA 1.13

    Hey guys, lately I have been making a mission which involves a parachute drop. A static C130 is set up, and the idea is to jump out and do a HALO drop, however I have a problem. Although the ACE HALO script seems to be executing and working, when I try to open the parachute, it says "chute opening" with the loading bar, but nothing happens once it is complete. I can't seem to make it possible for the chute to actually deploy. Any ideas?
  13. Militant1006

    80s, 90s, early 2000 US Military

    there shouldn't be a limit on config size delta, as long as there's no errors then I'd assume you would be fine.
  14. I've already checked that many times, also my ACRE has been working since the mod came out, it has only stopped working now, and I don't know why. The problem is something much deeper, it would be nice if a dev could explain the error and give a few things that may affect it, besides running as administrator or course.
  15. Militant1006

    ACRE Pipe Error?

    Got the same problem, no idea how to fix.
  16. Anyone know why I am getting this error while ingame? "ACRE has experienced a pipe error (most likely a timeout) and pipe is now closing!" tried all the websites troubleshooting steps, re-installed TS3, re-installed JayArma2Lib_new and ACRE, and re-installed all my plugins.
  17. Militant1006

    ACE for OA 1.13

    Had a weird bug today, when firing the M224 60mm mortar on Zargabad, when one of the rounds landed, it teleported the mortar and me to it's location a fraction of a second after it hit. Wasn't the first round I fired either, and I didn't do anything different from the last ten rounds I fired before that.
  18. Militant1006

    Design mastery weapons

    If you do a M16A2 for your friends black hawk down mission, then please at least consider doing either a Colt Model 727 or Colt Model 733, they haven't really been done much in Arma (I think CWR2 did a 733), and they go along perfectly with any USSF force pre-1997. Maybe some of these shots could be inspiration http://www.imfdb.org/images/thumb/0/09/BHDCommando-2.jpg/601px-BHDCommando-2.jpg http://www.imfdb.org/images/thumb/6/6d/BHD_2006.jpg/601px-BHD_2006.jpg http://www.imfdb.org/images/thumb/9/9f/BHDXM177E2-3.jpg/601px-BHDXM177E2-3.jpg http://www.imfdb.org/images/thumb/1/1b/BHDCommando-7.jpg/602px-BHDCommando-7.jpg http://www.imfdb.org/images/thumb/3/3b/BHDXM177E2-1.jpg/601px-BHDXM177E2-1.jpg Whatever weapons you do, I am looking forward to, your work is top notch!
  19. http://www.stripes.com/news/army-looking-for-weapon-to-replace-m4-1.134284 "Upgrades to the M4 include a more resilient barrel, ambidextrous controls, a full-automatic setting and a more lethal round. The improvements will be integrated into the force this year, PEO officials said in an interview with Stars and Stripes last year." http://en.wikipedia.org/wiki/M4_carbine#M4A1 "All U.S. Army forces will begin replacing their basic M4 carbines and all 600,000 M16 rifles with the M4A1 variant in 2014." They are already pretty much replaced in Afghanistan, since there are about 90,000 personnel in Afghanistan, and of that a smaller portion would be frontline US Army soldiers. http://www.militaryspot.com/blog/army-trying-to-replace-the-m4-m4a1-again/ "1) M4A1 Carbine-Type True Full-Auto Capability and Heavier-Profile Barrel. The M4's current 3-round burst feature would go the way of the Dodo, as it should. The 3-round burst is not only the worst and dumbest thing about the M4, it also makes for a lousy semi-auto trigger pull." There ya go mate.
  20. Actually both the 101st and 82nd both use M4A1's, even the regular army units are currently getting their M4's replaced by M4A1's.
  21. Militant1006

    Esbekistan Map v.1.0 20x20

    After going through the map I absolutely love it! one request though, about 11 minutes in to your video you can see what looks like a cave system. (lol at the link timing)Is it at all possible to get even a hint of where that cave is? I have searched the map for about an hour and a half and not found anything, I was going to make a mission which was to make use of that location.
  22. Militant1006

    ACE for OA 1.13

    Hey guys, I have been attempting to play around with a few ACE features recently, namely the aerial refuel. Although I have placed an aerial refuel module, and have the right plane, a HC-130J Hercules, I am unable to find the action or variable or whatever is used to deploy the fuel hoses, as I can do it myself when piloting via action menu, though I am unable to get the AI to deploy them. Cheers in advance, Militant.
  23. the Tactical Weapon Attachment Template (TWAT) is a script which allows a user to "attach" and "detach" attachments such as scopes and grenade launchers, aswell as silencers etc. A quick overview is done in this video, although I obviously did a horrible job, but it took me 1-2 mins to do, which is easy Usage Download BIG CREDITS TO ROMMEL, he did the code to make this possible, without him this would not exist. EDIT: List of Weapons
  24. Not really what I am looking for, Radiation is not due to nuclear weapons being used in the background story, and there certainly aren't any nukes that need to be dropped during the mission. I have essentially a way to simulate radiation zones already, I just need to make it more multiplayer compatible and make stages within the trigger, or perhaps I might need to use different code on a object in the center of a zone or something.
  25. hmm, never though of using a switchWeapon animation, looks good though thanks for putting time into improving it, the group I'm playing with isn't using ACE atm so I sorta abandoned this a bit, might go through it again if I get the time. Also using every weapon the script is made for is redundant, I have never used more than 5 at a time when putting it in missions, so good point to make.
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