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wickedstigma

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Posts posted by wickedstigma


  1. Pinned down... doesn't feel like that. You need to add bullet fly by sounds and ricochet sounds to make it feel like you're pinned down.

    You forgot to add camera shake and blur when the artillery started dropping, without these two effects it just looks plain boring. Also the artillery would need better bass sound. Check some videos on youtube for reference.

    Good effort for your first video though, keep them coming. Build your experience ;)

    The artillery sounds were taken actually from a real 155mm hitting about 50 meters from the camera, real footage not game, the bullet fly by sounds are there two, its just that other sounds may not let you hear them. I want it to add the camera shake but I'm still working with those skills since I wanted to add them through the video software and not through cameraShake. Thanks for you opinion and I will keep posting my work! Thanks again! :D

    P.S. I enjoyed a lot the helicopter footage of commarades in arms! Great gameplay!


  2. @domokun First of all thanks for correcting the typo lol!, I didnt notice until you told me, but since its already up and my upload speed is not the best I'll leave it like that, but thanks anyway! It actually uses BAF like @colonel stagler said. I will take a look to @Lightninguk missions, thanks for the feedback and the info! I have never tried to make a coop mission, Im even having a bit of a hard time making the single player mission since I know how to set the waypoints, timing of things, triggers, etc, but I dont know how to make the official objectives and that stuff. I've been programming for a long time, but never got to make a complete mission for other one than me so I have never worked with the intros and outros either. I'll see what can I do.


  3. Hi everyone, this is my first montage, I tried to focus on the overwhelming sounds and desperation of being pinned down and then the danger close artillery support. Hope you guys enjoy! @LitosHQ your videos where one of the main inspirations for me to start making machinimas. I hope you see this video too.

    _Wofro2_0SM


  4. Game Name: Jaime (James in spanish)

    Age: 28

    Location: Lares, Puerto Rico

    Languages:Enlgish, Español

    ACE: YES

    Time Zone: GMT -4

    Roles: I have played different roles in the past, but the majority of the time with the AI. I like to be in the front lines as any role inside a light infantry team but I can also serve as a pilot with A-10/ AH-64/AH-1 and other sort of choppers. I also have a lot of experience controlling AI Team with upto 10 soldiers, and have basic to intermediate knowledge on light infantry formations, strategy and tactics.

    Preferred Roles:

    Classes: Rifleman, Automatic Rifleman, Medic, AT.

    Looking For: I want to be part of an organized team, looking for realism and to learn communication skills, team work, and epic battles. Would prefer role playing but its not necessarily at the moment. Never played a coop-mission , at least not with other people so that would be great to know how the team works etc. Also want to play different types of game modes and scenarios.

    Anyone interested send an email to wickedstigma@gmail.com


  5. All you need to do is put down the Town Construction Set Module and it will create a town at that location.

    There's a lot of ways of customizing this as well. Here's a demo mission that shows a random town being created. Here's the wiki page for the module.

    Thanks but thats my point, its not a random town I want, its a town I already sketch on paper. But thanks for the help anyways. Let e check anyways the demo mission.

    ---------- Post added at 07:57 PM ---------- Previous post was at 07:44 PM ----------

    @cobra4v320 THanks a lot for that! And yes I wasn't referring to the module kylania, as cobra said.

    @Demonized Im going to try this too, if it works, which im sure it will, it is really really useful. Is there a way to spawn all the houses at the same time. I mean with a script since I need to know which one is which so I can pick the ones I will use.

    @kylania I love your freaking sig, everytime I cross through a thread and see your sig I say "Damn it looks cool..." Lol! Really like it, no joke. Thanks for the info on the Town Gen anyways.

    After this, in the weekend maybe, I think Im going to make a visual guide to this buildings. You dont know how many headaches I've got just searching for it. Now i think Im going to get another great headache by placing the buildings one by one, adjusting height, direction, position of OpFor... but I think is going to be worth it. As I said before, this is the first time Im going to make a complete mission, by this I mean with intro all the objectives and everything, not like the thousands of custom missions I've made and played straight from the editor. Ill make it singleplayer and then depending how it goes out will try to convert it to Coop, depending on how difficult it is. Before I end this post I wanted to ask if any of you guys know how to make a mission not dependent on certain addons even if I run them when I'm making the mission. I don't want any problems when I upload my mission. Thanks again in advance.


  6. Hi everyone, long time I havent post. I'm looking for a way to add a custom town, not with the town gen module, but its been a week now of searching for Takistan buildings classnames without any luck. Some time ago I found a visual guide which had the buildings with their classnames and everything, but it didn't include the takistan or Zagrabad buildings. I'm making a mission, finally a complete one!, and I'm having a pretty hard time with the different buildings since their are a lot. Thanks for any help as always.


  7. That does away with the shooting part of it, making it just an automatic door. An actual breaching system would be pretty sweet though. Maybe for A3?

    Yes! I hope they actually do it. It would be good if you could use tactics just by command, like the game Swat 4 (if you ever played it.). Wow, so many things in mind for A3!


  8. Me want's this too, ArmA's HC would make an epic RTS

    Ive been thinking the same thing for a long time! I was planning to make a RTS mod with A2 at least take the first steps towards making one and adding more commands and stuff through scripting.


  9. I had Arma 2 already installed, when I bought OA I just inserted the disc and installed it. Then I played a couple of the missions and when I was going to play online I could play with anyone because I didnt had the latest updates, so I went to the address I posted in my first post and downloaded the patch that contained from 1.50-1.56 version to 1.57. After that I got the error and the problems.


  10. Hi! 2 days ago I bought A2:OA So I installed [by the way, my OA took 4 + hours to install] it and downloaded the patches. After testing the game without the patches, everything worked fine, so installed the patches and thats where everything went south. It gives me an error that says Addon 'CA_Missions' requires addon 'CALanguage_missions'. When you press ok, the game starts but the menu has things missing, inside the editor there are things missing too. I removed both games, installed them again, you can imagine how long it took... and same thing happened after installing. I guess if I cant fix it, I will have to install the game a third time, don't install the updates but whats the point? I WANT TO PLAY ONLINE! I will be very glad if someone can help me.

    This is the patch I downloaded:

    http://www.arma2.com/index.php?option=com_rokdownloads&view=file&Itemid=20&id=445:arma-2-operation-arrowhead-patch-1-50-to-1〈=en

    Here are the screenshots:

    error1.jpg

    arma2OA2011-01-2314-51-32-44.jpg

    arma2OA2011-01-2314-52-04-94.jpg

    arma2OA2011-01-2314-52-14-26.jpg

    P.S. About the game taking so long to install, do you have any idea of why this is happening? My computer specs are:

    Intel Core 2 Quad CPU Q6700@2.66Ghz

    OCZ 8GB Ram DDR2

    NVIDIA GeForce 8800GTS 512

    ASUS P5K-E MoBo

    Thanks again in advance


  11. You actually dont need a .sqf to do it. Let me explain what he means with these instructions.

    1) Create any artillery unit you want. Then add some others of the SAME KIND and group them (F2)

    2) Go to the Modules (F7) and add an Artillery Module and call it Battery1

    3)This will be a target on top of the city. What I use for targets is a marker or an Invisible Helipad which is in Empty > Objects > H (Invisible) and call it a1

    4) Create a trigger (radio or bluefor activated) and put this code inside the On Act. field

    [battery1, true] call BIS_ARTY_F_SetShellSpawn; [battery1, 1000] call BIS_ARTY_F_SetDispersion;[battery1, (getPosASL a1), ["IMMEDIATE", "HE", 1, 15]] call BIS_ARTY_F_ExecuteTemplateMission;
    

    5) Enjoy again!

    So what does each thing do here?

    [color="Orange"]// This will pass spawnMode as true to turn spawn mode on[/color]
    [battery1, true] call BIS_ARTY_F_SetShellSpawn;
    

    [color="Orange"]// This will set a dispersion value for the artillery battery passed in the function[/color]
    [battery1, 1000] call BIS_ARTY_F_SetDispersion;
    

    [color="Orange"]// This will execute the fire mission on your target, 15 rounds of High Explosives ordnance with a delay of 1 second between each shot[/color]
    Battery1, (getPosASL a1), ["IMMEDIATE", "HE", 1, 15]] call BIS_ARTY_F_ExecuteTemplateMission;
    

    I hope both codes can serve your needs. Let me know what happens and if you have any doubt just let me know too.


  12. I pity you bro :D

    Actually I asked the user and he said:

    ke, first read this page

    http://community.bistudio.com/wiki/Artillery_Module

    On this site, you can find the information to set up an artillery strike

    I have uploaded the mission file to rapidshare, you can download it here

    http://rapidshare.com/files/403308816/art_movie_script.zip

    Your need 4 things:

    1 the artillery group/units

    2 the artillery module

    3 a game logic = target in the city

    4 a trigger, beside the artillery units.

    Look at the code and names that are used in these things

    The most important line of code is located in the trigger onactivation field:

    [Art12, 1000] call BIS_ARTY_F_SetDispersion; [group m12, getPosASL a1, ["IMMEDIATE", "HE", 1, 1000]] call BIS_ARTY_F_ExecuteTemplateMission;

    I read the page and I do not understand it at all :confused:

    @John1: Thank you very much, Iam going to try it out.

    Finally Im back but so freaking exhausted! :(. For what I see on the code he is making an attack 1000 shells with a delay of 1 second. Its pretty easy.

    What you don't understand?


  13. There has to be an error in the original script:

    _target = "target"; //Sets the name of the target

    _strikePos = [_target select 0, _target select 1, _height];

    When is _target an array? It isn't. The obvious fix was to to:

    _target = getMarkerPos "target"; //Sets the name of the target

    Now _target is an array.

    As you said it is an array. And its actually working. Try it for yourself and you'll see.

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