Jump to content

xALIENAx

Member
  • Content Count

    73
  • Joined

  • Last visited

  • Medals

Posts posted by xALIENAx


  1. If you see a smooth OFP video with 1000 units in action, chances are it was rendered in slow motion (setacctime), then sped up to 1x time in editing. This way you can create a very smooth 60fps video from a scenario that would only run 6fps in real time.

    A "bangin' CPU to do it smoothly" simply does not exist, not even with NASA or IBM super computers, because OFP doesn't support multithreading.

    Whoops Just realised i have drifted into OFP section.. please disreguard :confused:


  2. ******************************************************

    Projekt Epsilon Nuclear Weapons for ArmA 2 Combined Operations

    ******************************************************

    This Nifty Mod Will Include 6 Nuclear Devices Complete with Animations, sounds, And effects, and will come with All files Needed (no dpependancy)

    *******************************

    Features

    *******************************

    1Kt Nuclear Device

    3Kt Nuclear Device

    7Kt Nuclear Device

    3.5Kt Air Busrt Nuclear Device With Variable detonation altitude

    5.5Kt Air Burst or Impact Nuclear Device With configuration Dialog

    10Kt Nuclear Device With configuration.

    All Nuclear Devices Can Be equipped with a 10-Character Lock-out Arming sequence (great for MP mission. Player Must activate the device to achive nuclear detonation) The Arming code can be set in the NUKCFG.SQF script. There is also an option to Automaticly post the code to a certain Player slot's "notes" Detailed instruction will be provided with the mod on how to set up such options.

    1, 3, 3.5, 5.5 and 7 KT weapons can Be loaded onto AV8B, F35, And SU25.

    the 10KT Device Can Be loaded into Gnat's B52.

    The 1 and 3 Kt Device May be made copatable with the stock SCUD vehicle. This is un decided at this point.

    We do Have a few Trucks Loaded with the 7KT nuke, Passenger has acess to the Dialog to arm and set a timer for the Nuke. (MTVRN, DMTVRN, RURALN, And DURALN) These are essentially Remakes/reskins of the stock MTVR, US desert MTVR, Russian URAL, and TK URAL with seperate classnames, wihich serve as deriveable nukes. Great for Insurgent type missions.

    *******************************

    Requirements

    *******************************

    Arma 2 Combined Operations (latest Version)

    This Weapons Pack

    High Spec System:

    2.7Ghz Quad Core (will cause Massive Perofrmance drop during detonation on dual-core Systems)

    Radeon 5770 Or better <- Lowest GPU tested

    4GB RAM Recomended

    The Mod Will work without Crashing on lowe spec systems, but may result in FPS drops to the single didgits, And Possibly De-synch in MP games with several low spec players. The ramifications of Low spec systems conected to a server running this has not been fuly tested yet.

    ***********************************

    To Be Adressed before General Release:

    ***********************************

    Performance Refinements

    High Quality Textures For the devices

    MP Sound Bug on Dedicated servers

    Radiation Effects to be added

    A "light" version is planned with simplified effects and animations for more redundancy on systems with varying specs, But is not confirmed for certain yet.

    *******************

    STATUS

    *******************

    Currently In Development. Pre release testing to be completed by the end of July.

    Last Update: 6/5/11


  3. Love the Mod, just one thing

    How do i get the Nuclear devices on the SCUD? I've tried Using

    scud_launcher setVariable ["mando_scud_type", 2];
    -or-
    scud_launcher setVariable ["mando_scud_type", 3;]
    -or-
    scud_launcher setVariable ["mando_scud_type", 4];
    

    in the SCUD vehicle's Init. DO i need to define the vehicle its self as a variable or call this from an external script? I'm using the current release of MMA in addon form with no other mods.


  4. Works great, thank you! Now my problem is that I must put less than 100 units otherwise it will lag, but I wanted like 300 units marching :D

    age old problem mate. Game is just poorly optimised I have seen people with thousands of units in a single scenario.. Just search up youtube (local machine) but you need a bangin' CPU to do it smoothly


  5. It plays a part in the concept. Each unit joins and must report to the gear area and gear up acordingly to his/her role. There are no respawns, the AI act as "place holders" and sit on base untill a player joins that slot (and also provide some base security with thier limited default AR or SMG)

    As i said the Mission is for a clan "operation" and guided by player understood ROE, So there's no need to synch A mess of triggers and such. My question, i guess, is "what is the bare basics i have to synch in my JIP script to allow new players to take over AI occupied slots"


  6. Searched around and couldnt find anything on this, Wondering if any one has any good ideas on how to do this;

    My mission is TvT for clan use (Dictated by pre asigned ROE not that many triggers to worry about) My only real concern is allowing players to join in progress into AI occupied slots and not be seagulls. All units have gear removed by a script called from INIT and must make use of what was made avaliable in ammo boxes. No vehicle/equipment respawn. Game hosed on dedicated server


  7. I cant waittt

    Later in August We will be going into beta.. stay tuned for info on that if you want in as a tester :)

    awesome!

    any wip screens?

    We will be releasing some WIP screens and a Video teaser from the oppening engagement of Rolling thunder in a week or two, which will show some simple game play and introduce our characters a bit; of course we dont want to give out any major spoilers ;)


  8. The Combined Operations



    OPFOR Expansion Pack

    Discussion Thread

    Information:

    The Opfor Expansion is currently a Work in progress, The result of a brainstorm between a few friends and I. We have been Creating and sharing Missions and add-ons back and forth for some time (since A1 to be accurate) and have finally decided to do a Public release. The Opfor pack will include New campighns for both A2 and OA locations

    You all can expect a Beta level release of this Pack by late September. As this is still a work in progress feel free to give input and suggestions, if all performs well on the majority of systems, you can expect a final version the end of october.

    Features:

    • Complex, Tactical Missions spanning 2 or more campighns
    • 12 New vehicles Including several varients of the the Russian Mil-Mi28 Helicopter, Russian SPA 2S19 Msta, T80-y, T95 Black Eagle, German Leopard 2, and American FA-18 Hornet amoung others.
    • Original, Voiced Missions
    • 2 New Islands with associated missions and server Keys for MP use
    • 11 New Weapons
    • Makes full use of the vast unit selection from Both A2 and OA

    Story:

    In the first Campighn, Operation Rolling Thunder The player takes on the role of a russian soldier deployed to the Chernerus Region in order to re establish control of the region by RU, and sympathetic forces. The campighn will progress you through a variety of roles from a front line infantryman, to a tank comander, to a highly trained special forces operative.

    In the second Campighn, Operation Lightning the player is thrust into action as a Takistani insurgent Soldier, Working alongside other insurgents and russian Special forces, You are tasked with re establishing controll of your homeland and forcing the Western forces into a full scale retreat.


  9. Where did they hide it?

    Id really prefer not to have to have the CD in every time, I have US version Hard copy of Combined Operations, But cant find the serial on the box or OA book>??

    2nd thing... Why do they even need it when you have to provide the reg. code of the book during install?

    im not asking for a crack or anything (so please no one start about keygens or anything).. just want to know how to get the legit serial of the package i purchased


  10. im not sure what your problem is man, I have both the Saitek X45 and X52, and both work fine.

    you will notice a slight change on control response in playing online, but thats true to most intensive online games. very noticeable in high damage model shooters where split seconds make the difference.


  11. They do not see through objects (houses, grass) or always magically know your position, so if you were to shoot at them, hide, and then teleport to some other location (with script command) they would still advance towards your last known position.

    As for weather conditions I don't know but darkness does hinder their spotting distance. They do not currently react to flashlights at all (fixed in upcoming patch).

    Ive noticed the Dark/Light difference seems steeper in OA then A2. atleast it has for me. ive tried with a variety of units.

    One mission i set on the map "desert" i placed about 8 cargo trucks of OPFOR origin, a few tanks, and some static defences. I also placed about 30 patrolling soldiers in 4 or 5 groups using the "cycle" waypoints (speed limited, Behavior Combat).

    Daytime results:

    I set up on a distant Hill prone and comenced sniping the drivers out of the trucks. After about 3 shots i came under heavy fire from the Tanks MG's and the static MGs, only one of the "patrols" actually stopped to engage me.

    Night results:

    I sucessfully sniped All the drivers out of the trucks then all of the static gunners, the then "leaders" of each of the patrols before the tanks began to spray in my general direction, and even then it was far from concentrated.

    Even when a patrol of about 6 men started shooting at my position after i sniped thier leader, the 2 T90's less then 20ft away did NOTHING


  12. There are many things you can do about this but heres some things ive done to improve my game over the years ive been playing on PC:

    1. Invest in a good Gaming KB. They now come with aditonal "shift-state" keys for ~ thru + which helps with not having to hold Shift+ to get and extra row there.

    2. I could not live without my 8-button gaming mouse, it realy helps alot. i've tied all my quick togles for aircraft to it (Flaps, gear, Lock, weapon, manual fire)

    3. Play with your settings and see whats comfortable for you. ive devided my KB into 3 sections: core movements, suport/com/interactions, and specials along the top (lockon, switch views, switch vehicle weapons, etc)


  13. Can you do a safe wedge at all? On the more extreme side of things; some behavior commands affects the whole group, others can affect individuals. Pretty confusing as it's not mentioned anywhere.

    I've learned 2 things mission making since Arma

    1. No matter what you do, what you try, how many times it works, AI will always have some element of psychotic behavior. you can run something 10 times and it works, and the 11th time it goes straight to h... well you get the picture.

    2. The only garuenteed way to get a vehilce group to stay in an exact formation is to have them in a nice wide open area and "attach" them. works great for cinematic scenes when you know where vehciles and player will be at a certain time... as for dynamic mixed convoys that one can interact with... beter forget about it


  14. The SCUD has a minimum range of 50km. It's a theater ballistic missile. It ain't shooting nothing from the same ArmA-map it's launched from.

    I've heard tell of 64x64km being done.... but even so like others said... implementing this thing in any way would be impractical.. not to mention a waste of resources. if your team were to aquire this it would be destroyed in seconds.. or require an inordinate amount of protection.


  15. Or, they just used it the exact same way it was originally intended in OFP: as a prop. Something you need to destroy in a mission. TBH, it's completely impractical to use them for anything else with such relatively small landscapes.

    I was shocked to see it myself, And racked my brain trying to make it do something useful, To no avail, however it does look cool. I plan on creating a Nice MP co-op with this thing in a heavily defended base.. likely an airfield as the final objective. At any rate, I agree that having it "work" would be insane. Even with arma's famous gigantic maps, wve yet to reach a size in the FPS genre where ICBMs really make sence.


  16. Hey, would my pc run arma 2 good with:

    MSI HD5770 HAWK

    4GB Ram

    Windows 7

    AMD Phenom x3 8750 ?

    Sorry for bad english :S

    You should run it reasonably. I have had no problem running this on a system with an Athlon II X2 CPU and a single Radeon 5770. I cant see any moajor issues for you unless you start playing user-made missions (espicially online) that are AI/Vehicle heavy towards the extreme end you may get some studder. Just make certain that you kill any un-needed background processes.

    If your seriously looking to max out your experience, I would suggest a recent quadcore, and a upper-end dual chip GPU


  17. A few tips on paradrops...

    1.slowing the plane down will greatly improve the drop density.. IE you and your squad will land closer together.

    2. remember that units leave a vehicle one at a time. if your droping near hostiles you may need to adjust the beginning of the drop sequence to avoid dropping the last few by them selves near enemies to be imediately killed. this can be done by adjust the planes speed or moving the thrigger that initiates the bail-out further back. depending on your mission its up to you to decide whats best.

    3. Slow speed aircraft planes (depending on a variety of factors) may be targeted by AA guns and rockets.

    4. Im guilty of this goof multiple times, but always remember to put in a trigger to remover the aricraft after it flies a fair distance away... keeping extra vehciles circling around not only makes you look like a sloppy editor, but also wastes PC resources to keep "tracking" that aditional vehicle


  18. Thanks much guys.. ive just tested it with a few units from verious factions, setting my self as a civ so i could go into thier midst and verify they are indeed where i want them, works a treat. now just gota go in and edit the missions i want to make use of this :D

    should be alot more dynamic for my special forces campighn with the enemies actually uisng whats there rather then just standing next to buildings i want them guarding.


  19. Im wondering how I could do this scripting wise. Im refering to getting AI units to go to specific locations on a building (in much the way you can order your squad to.. say.. stand in a 2nd floor window)

    Im a little lost with this one as im Unsure how to find an exact object name for a specific building?

    ive been playing with the editor for some time and ive always wanted to have my AI make better use of the buildings in urban areas :D

×