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Vroemmm

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About Vroemmm

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  1. Search for prison or locking doors and you will not find any clues. Therefore it seemed to me the most logical place to do a posting. And thanks to a sensible reply from th ecommunity I could do some work with checking if there is a variable that will track is the door is open or closed.
  2. I know there is the GLT Framework where there is the possibility to lock vehicles. Would be great if that can be ported to buildings as well
  3. I was wondering if it possible to lock door from buildings in ARMA2 OA? Would be cool to lock your captives in a building before they are deported to a POW camp.
  4. Interesting. With SLX installed you also have the option to be dragged from a hotzone to be patched up. But an actual medevac to a field hospital would be cool. Your teammates call in a chopper and you're transported to a field hospital for recovery. I assume everything has to be synched. Buddies drag you to the chopper and strecher bearers do have to pick you up when the chopper has landed.
  5. For inspiration I have added some examples...at least sound... http://www.liveleak.com/view?i=8ed_1206915472 http://www.liveleak.com/view?i=ce6_1201274537 http://www.liveleak.com/view?i=b3f_1198848753 http://www.liveleak.com/view?i=78d_1193436703 http://www.liveleak.com/view?i=00c_1193246284 http://www.liveleak.com/view?i=208_1288042696 - Vroemmm
  6. I think you very well made my point across. It's about immersion not about the next weapon and vehicle addon that will make arma2 a very splendid game indeed! I have been feen since Operation Flaspoint 1 came out. When I had more time way back then I even worked out a translating the OFP grid coordinates to real world meters. So it was possible to calculate grid positions to actual distances in meters in the game world. So if person A was shouting I am a grid "xyz" wou would know that it was about 100 meters apart. But way back then I realized OFP is so much more than just a shooter. Therefore I'm pushing the community to think a bit more out-of-the box in the "war" immersion aspect of the game. I realize that a lot can be accomplished by scripting but of course a script is just something that is prescripted an in a sense predictable if you play the same mission. In real life a situation will always develop differently depending on the parameters and that is something worth while to investigate in ARMA2. - Vroemmm
  7. If was thinking in the same direction. So away from standard scripts that are build into the mission itself. My thoughts were more directed at some sort of module that you can insert that will kick in and do some random actions. The module for instance can tap into a large database where all various custom animations are stored and use a set of animations depending on the situation at hand. Don't know if that is possible but at least I want to hint some addons/mod makers to this possibility. Of course this is a difficult concept. When using the civie examples mentioned in the feedback I received you would have to know the social relationships or kinship relations between the various civies. This in order to determine how morale and emotions are going to be effected if one or several of the civies (in case of a mass execution) are murdered. My thoughts are to make arma2 a more lifelike experience. I think in some ways GTAIV succeeded in giving you the impression that you are in a city and your actions have an influence on the way people react. As for now this immersion is totally lacking in arma2. Even proper human communication within your platoon is essentially very dull and robotic even with some additional addons.
  8. One of the things that I find most disturbing after a battle in SP is that your platoon is just standing still doing nothing after they shot the enemy down. Shouting "cleared" is the most unsatisfying behaviour after you lost several comrades in combat. Wouldn't it be great if your company could celebrates victory after a battle in a more animated fashion or faces the insane madness of war as they come to realize they killed fellow men; young fathers, husbands, lost sons for whom there mother is grieving. A lot of war movies adress this post battle aspect. But arma2 as military simulator is lacking this kind of immersion. Morale is a key element in winning battles anyway but at this aspect of the game BIS left us in the woods. besides receiving points. In my view it would make a whole difference if you would win a battle that will reward you with post battle behaviour that is dynamic on the circumstances. I know BIS supports various animations so it would be great if someone can think of making some sort of .sqf file where animations for your platoon are triggered after achieving certain objectives. That could be reaching a certain waypoint, achieving your primary objective or killing bogies. Also getting promoted on the battlefield to a higher rank is one of the things that could it make it more challeging to go for the extra mile in arma2. For instance saving your buddy's life by dragging him out of a hotspot is not all rewarded by your team, superiors or your saved buddy. So I wil call upon those technical skilled arma2 fans that would like to discuss their ideas for building scripts that will simulate dynamic post battle behaviour. - Vroemmm
  9. Already posted earlier but since then had not received a reply. I tried DAC for OA but nothing seems to get spawned. Can DAC also be used in combination with OA standalone?
  10. I don't seem to get this working in in ARMA2 OA standalone version. Is this supported in OA version? Vroemmm
  11. Oh yes that very informative sentence.... "v2.4B9 by Mandoble August 2010 for A2 or A2 + OA" What you should have done is put a sentence at the air support section of your manual stating that this feature is ONLY supported in the combined package A2 + OA or A2 standalone. Stating A2+OA is the combined package is really not that communicative. I figured A2 or OA. Giving the fact that all other stuff worked well in OA getting the air support module up and running was not a strange thought I suppose? Vroemmm
  12. ---- Then I think you should have mentioned in the documentation that OA standalone is not supported with regard to the air support console. Vroemmm
  13. Manzilla, that sounds like a good solution. How do you change the planes? Do you define them in init.sqf? Vroemmm ---------- Post added at 01:09 AM ---------- Previous post was Yesterday at 11:45 PM ---------- Manzilla I tried your solution and changed the default planes from AVB8 to A10in the file: my_console_setup.sqf I now get the message in the console beside the number of planes "Ingress" and after a while "Destroyed". So this is already an improvement. However I still do not see the actual planes spawned...
  14. Hi Mandoble. First of all thanks for replying and giving such a great MOD to the community. The problems I have encountered are only visible in ARMA2 OA version. I cannot tell what the experience is on ARMA2 standalone. If I delete the game logics MMA init and MMA full nothing happens at all. So these are mandatory otherwise even the console is not started. As I said the air support console opens fine but not a single aircraft or chopper is spawned. Do I need to put extra script in my mission? In the documentation there are a lot of examples but as far as I know I do not have to script anything myself in order for airsupport working? I also looked at the structure of the mission.sqm which was provided in the example: mma_console_addon.Chernarus. The .sqm which provides all the elements for the mission DOES add both game logics MMA init and MMA full. See code below between the dashes. This contradicts what you are saying about the game logic. Any ideas what else I can do to solve my problem? --------- class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9636.542,122.34233,2556.439}; id=2; side="LOGIC"; vehicle="Mando_Missile_ArmA"; leader=1; skill=0.60000002; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={9648.502,119.40398,2554.6875}; id=3; side="LOGIC"; vehicle="Mando_Missile_ArmA_full"; leader=1; skill=0.60000002; }; }; }; -----------
  15. I have been struggeling to get the air suport console working properly. I have used both mandatory gamelogics MMA Init and MMA full. The console is showing properly when I put an AddAction command to the init field for my player. I can choose a target location in the console and then hit Bomb run or any of the other air support options in the console. Nothing happens! No planes, choppers or whatsoever. The only feedback that I receive from the console is a short 1 second text hint "Null" beside the text "Planes". It seems the game logic for air support console is not able to spawn planes or something. I tried adding planes myself but that did not do the trick. It was a desperate attempt, afterall the MMA logic should be spawning these planes. I also tried the demo mission with air support but that didn't do the trick either. Beside the air support console. Other features of Mando missiles work perfectly in choppers, vehicles and launch weapon "Javelin". So I'm sending this out to the ARMA community in the hope that somebody can help me with this problem. Thanks -Vroemmm -
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