Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

AfricanWarhead

Member
  • Content Count

    18
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About AfricanWarhead

  • Rank
    Private First Class
  1. oh that should help yes! thanks bro
  2. I'm working on an elaborate mission where the player and his sidekicks have to hunt down a General that's on the run and hides in a whole bunch of safehouses. An 'informant network' relays the generals relative position to the hunters. I did this with a whole pile of triggers around towns where civilians hang out. Around safehouses I installed triggers to 'catch' the General if he incidentally runs past with his bodyguards. Now the same trigger says that if BLUFOR is there (detected by his bodyguards), the general must get out. But I need for him to run off in the opposite direction (and eventually intercept another safehouse trigger), otherwise he'll probably run into the Hunters. How??? I thought of making a waypoint on the fly using the 'direction' of the oncoming BLUFOR units (don't know is that's possible?). Any ideas? Or is there an easier way for the AI to choose for himself where he hides? cheers AW
  3. AfricanWarhead

    Can someone make a quick map for me?

    awesome bro! I'll signal you when I've got my stuff ready. Take your time, good luck with your map! Cheers AW
  4. AfricanWarhead

    Can someone make a quick map for me?

    yo SmokeDog, Thanks man! I can get a satelite image for both yeah. I actually wanted a massive one (like 51x51km) but it just has to be empty, like grass only (or in the case of the mars one, just red rocks), no big deal. Don't worry, if its too much you don't have to do it. cheers AW
  5. AfricanWarhead

    ppEffects viewer

    uhm, when i test it in a map, radio is disabled :P what to do?
  6. Hi, Can I ask someone here to quickly make me 2 different maps? They are no big deal, no houses or anything. Just grass and random trees. I can supply the digital elevation map and forest map. (Digital elevation is actually of an existing mountain in africa :D, and the other one is of a real crater on Mars :D :D :D ) Cheers AW
  7. AfricanWarhead

    Question about modifying sample soldier

    you the man!
  8. AfricanWarhead

    Question about modifying sample soldier

    (deleted)
  9. AfricanWarhead

    Question about modifying sample soldier

    thanks for your help. I tried importing after editing in Max into LOD 0.000, added the Named Properties, but I am obviously missing something because the new mesh does not animate at all. So I exported it with zero settings, and to test it I imported it straight back (without MAX editing). It complains about missing KFData? What setting am i missing? What do you mean with reskinning? UVs? correct LODs? And named selection? - Named Properties?
  10. Ok so I have the sample BI soldier loaded up - I presume it is entirely ready for Arma 2. Now I want to alter his mesh. Can I export it to 3DS, Max it (or ZBrush), and put it back? Would that work?
  11. Correct me if I am wrong but I've looked around on the internet and I notice that there is next to bugger all tutorials about making a character / soldier / unit? why? :P
  12. Duala uses African foliage yes, so that might be a problem... but I use the BI Salix trees made available through the @MAP mod (they are more bushier - not all of africa is acacia). So I presume that the view geometry is fine. I'll give it a test though. I wouldn't be surprised that A.I's have such sharp vision that if your ear would be visible through a hole of 0.1mm^2 through 8,192 leaves at a range of 112m, that would be enough for him to consider you a threat and blow a 7.65mm piercing in that same ear :D
  13. I did notice a difference but I have to test this further. But even so, not even an experienced SAS soldier would be able to spot me coming through 100m of thick bush so quickly... and then recognise me as a threat and write my name in my chest with bullets... but I guess that's what they're A.I for :) I guess I shouldn't really be complaining because I know what a biaaatch it is to program this stuff (I am a part-time software developer) but I think that it would be easy to add a method involving simple visibility parameters that override A.I spotting functions by setting concealment to 100% if the players relative location meets a critical density of trees beyond a certain distance from the A.I, depending on skill obviously... This way you can set the skill of the A.I to max and have a serious, but a more fair challenge. Or perhaps a calibration at the beginning of the game with a number of visibility tests (and shooting tests), where the A.I gets the same spotting (and targeting) skills as you have... and you can set them to slightly higher or slightly lower than you depending on how lazy or hyped you are ;D would this be possible in an addon perhaps??
  14. AfricanWarhead

    altering a soldier model

    Nope. Forget reshaping, I cannot even import the 3DS I just exported... error: "Missing KFDATA section". And I've played around with all the settings. Bad application man! (I mean Oxygen) edit: it seems that KFData refers to Key Frame data... read elsewhere that this is a bug in the exporter
  15. AfricanWarhead

    altering a soldier model

    brilliant! I've installed it and I am going to try it out. What is the basic structure of a unit? Is it one mesh that has different animations, or several animated meshes? Can I use pre-animated meshes? Or must you animate it in max (or O2)?
×