Sleep
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Everything posted by Sleep
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CO40 - War in Takistan: Operation Iron rains (WIT)
Sleep replied to code34's topic in ARMA 2 & OA - USER MISSIONS
Im glad to see this is being worked on. Testing out the latest git now -
DayZ Zombie RPG (Unofficial Mod) Alpha
Sleep replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We add 4 new servers for 200 more player slots, they filled in 5 mins. Still need more servers it seems. -
DayZ Zombie RPG (Unofficial Mod) Alpha
Sleep replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nothing is broken. -
DayZ Zombie RPG (Unofficial Mod) Alpha
Sleep replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That isnt the problem... Nor what I asked. -
DayZ Zombie RPG (Unofficial Mod) Alpha
Sleep replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is there a one with grid numbers? Ive been looking all over and the only one i know of is a crappy extremely slow pdf version -
DayZ Zombie RPG (Unofficial Mod) Alpha
Sleep replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks, its creating the perfect atmosphere imo. -
CO40 - War in Takistan: Operation Iron rains (WIT)
Sleep replied to code34's topic in ARMA 2 & OA - USER MISSIONS
I forgot to ask also, did you ever make any other versions of this mission for other maps? Like say chernarus -
Arma 2 Addon request thread
Sleep replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I would love to see doom 1 style monsters be added into the game, they wouldnt have to be exact doom monsters if theres a legal issue but something like it. Im talking 2d versions that we can make a mission at night for on lingor or cindercity and have things get crazy. -
Kremator presents ... BattleZone, MSO, PatrolOps2 & ATCRabbit
Sleep replied to kremator's topic in ARMA 2 & OA - USER MISSIONS
As if this mission wasn't insane enough -
CO40 - War in Takistan: Operation Iron rains (WIT)
Sleep replied to code34's topic in ARMA 2 & OA - USER MISSIONS
I've got a server test it on, check out my sig for details, or pm me to work out a time. -
Sounds like a great warfx style mod feature to me.
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Is ArmA better than Minecraft?
Sleep replied to daman3's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
oh yes dirt colored blocks and other textures as well.... Then we start making huge nuclear reactors once you get the industrial mod going! bwbwhahahahah it will never end! -
ShackTac Littlebird Enhancement Mod (beta)
Sleep replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
well... I love you :o Theres a bit of issues with the skids and ffv that im sure youre well aware of, but yea... loves going your way right now. -
Steam workshop using the same mods download method as Skyrim
Sleep posted a topic in ARMA 2 & OA - SUGGESTIONS
http://steamcommunity.com/workshop/ Seems to me it could work without any extra work being done on the game. Get steam setup for it with putting the mods in the right place once you subscribe, installing them, and steam will auto start your game with that mod. This could be a simple workaround for the lack of a simple way to download mods for 70% of the other people who own this game, and with all the mods arma has it could be a good showcase on how much work is being done on this game on a daily basis. It would allow groups to put up packs also, either choosing all the different mods or making their own 6gb or more packs (thats what ours is currently). -
Steam workshop using the same mods download method as Skyrim
Sleep replied to Sleep's topic in ARMA 2 & OA - SUGGESTIONS
Then this wont be for you. The point is to draw in those who dont browse this forum or dont know how to use mods in anyway. -
Do you think you could make this a framework. I figured we could just start the same way as always without trying to do the mission itself and only killing things. But a basic framework with no missions to do would be awesome. Used in conjunction with mcc this could be perfect for many types of training. edit: Almost forgot, when we got to the pickup point nothing happened. We waited for about 10 minutes in and around the area.
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I can safely say that this mission is kick ASS! The bugs or issues weve ran into have all been posted here. We've been playing this mission all week. Id love to see more built like this i.e. the living world and such.
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I was glad to see this. I dont want to see a completely fucked a3 thats been rushed to completion while ignoring big issues. Im looking at you physics, imagine the complications with them in this game.
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Replacement for the normal ARMA 2 "Jump" Animation
Sleep replied to Alex44's topic in ARMA 2 & OA - GENERAL
smk animation pack has it -
Nice work. Coiled breaching wire would be nice also.
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Can you check and see if the targets (ivans, close quarters, etc etc) can be added into mcc. Either I cant find them or they arent showing up. Lovin this tool still. It's pretty much all we use.
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Just make sure you add the unit names youre fighting against into the settings.hpp
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I hate to sound like a broken rcord here eggbeast, but just check out how ASR_AI does it. Heres the settings.hpp as we use them currently. Their aiming is a bit too off but it works great for firefights and even better large scale battles. this is not our finished version but it works for what were doing right now. /* ASR AI settings this file must be found in <game folder>\userconfig\asr_ai\ for most settings, 0 = disabled, 1 = enabled (default) for each feature setting below to take effect, it has to have the comment (//) lines removed */ asr_ai_sys_airearming_feature = 1; /* Mission makers can control these features by setting these global variables in init.sqf the asr_ai_sys_airearming_* settings matter only if asr_ai_sys_airearming_feature is 1 */ /* Enable rearming at mission start */ asr_ai_sys_airearming_run = 1; /* Rearming search radius - how far will AI go to grab stuff */ asr_ai_sys_airearming_radius = 150; /* Civilians will try to arm themselves */ asr_ai_sys_airearming_civ = 1; /* Units will take handguns */ asr_ai_sys_airearming_sidearm = 1; /* Units will take binoculars */ asr_ai_sys_airearming_binocs = 1; /* List of secondary weapons that any unit may take. Other launchers not in this list will only be picked by specialists */ asr_ai_sys_airearming_launchers = [ "M136","RPG7V","RPG18","SMAW","MAAWS", "cwr2_AT4","cwr2_CarlGustav","cwr2_LAW","cwr2_RPG7","cwr2_RPG75", "ACE_M136_CSRS","ACE_RPG7V_PGO7","ACE_M72A2","ACE_M72","ACE_RPG22","ACE_RPG27","ACE_RPOM","ACE_RSHG1","ACE_RMG" ]; /* list of frag grenades that units will look for */ asr_ai_sys_airearming_grenades = [ "HandGrenade_West","HandGrenade_East","HandGrenade","BAF_L109A1_HE", "ACE_DM51","ACE_DM51A1" ]; /* list of smoke grenades that units will look for */ asr_ai_sys_airearming_smokes = [ "SmokeShell","SmokeShellGreen","SmokeShellRed","SmokeShellYellow","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange", "ACE_M34","ACE_RDG2","ACE_RDGM","ACE_DM25","ACE_DM31","ACE_DM32","ACE_DM33","ACE_DM34","ACE_DM36","ACE_M15" ]; /* The asr_ai_sys_aiskill_* settings are only checked once and matter only if asr_ai_sys_aiskill_feature is 1 */ asr_ai_sys_aiskill_feature = 1; /* AI groups share known enemy locations over radio */ asr_ai_sys_aiskill_radionet = 1; /* Maximum range for radios */ asr_ai_sys_aiskill_radiorange = 700; /* Spotting range night reduction coeficient */ asr_ai_sys_aiskill_nightspotting = 0.5; /* Gunshot hearing range coeficient (applied to shooter's weapon sound range) Set to 0 to disable this feature */ asr_ai_sys_aiskill_gunshothearing = 1; /* Chance the AI group will search nearby buildings when in combat mode (0 to 1 values) Set to 0 to disable this feature */ asr_ai_sys_aiskill_buildingsearching = 0.8; /* AI throws smoke when hit */ asr_ai_sys_aiskill_throwsmoke = 1; /* Dynamic dedicated server viewdistance adjustment */ asr_ai_sys_aiskill_serverdvd = 1; /* Configure AI skills based on their unit type (faction, training etc.) */ asr_ai_sys_aiskill_setskills = 1; /* By default skill levels between 1 and 10 are used; 8 and 9 are special skillsets for pilots, not so great infantry combat skills but good spotting level 10 is also a special level for trained snipers Defaults listed below, to change, simply edit the values: */ asr_ai_sys_aiskill_sets = [ /* 0 (perfect) */ ["aimingAccuracy",[1.00,0.00],"aimingShake",[1.00,0.00],"aimingSpeed",[1.00,0.00],"spotDistance",[1.00,0.00],"spotTime",[1.00,0.00],"general",[1.00,0.00]], /* 1 (sf 1) */ ["aimingAccuracy",[0.70,0.10],"aimingShake",[0.70,0.10],"aimingSpeed",[0.70,0.10],"spotDistance",[0.70,0.10],"spotTime",[0.70,0.10],"general",[0.80,0.20]], /* 2 (sf 2) */ ["aimingAccuracy",[0.60,0.10],"aimingShake",[0.60,0.10],"aimingSpeed",[0.60,0.10],"spotDistance",[0.60,0.10],"spotTime",[0.60,0.10],"general",[0.70,0.20]], /* 3 (reg 1) */ ["aimingAccuracy",[0.50,0.10],"aimingShake",[0.50,0.10],"aimingSpeed",[0.50,0.10],"spotDistance",[0.50,0.10],"spotTime",[0.50,0.10],"general",[0.60,0.20]], /* 4 (reg 2) */ ["aimingAccuracy",[0.40,0.10],"aimingShake",[0.40,0.10],"aimingSpeed",[0.40,0.10],"spotDistance",[0.40,0.10],"spotTime",[0.40,0.10],"general",[0.50,0.20]], /* 5 (ins 1) */ ["aimingAccuracy",[0.30,0.10],"aimingShake",[0.30,0.10],"aimingSpeed",[0.30,0.10],"spotDistance",[0.30,0.10],"spotTime",[0.30,0.10],"general",[0.40,0.20]], /* 6 (ins 2) */ ["aimingAccuracy",[0.20,0.10],"aimingShake",[0.20,0.10],"aimingSpeed",[0.20,0.10],"spotDistance",[0.20,0.10],"spotTime",[0.20,0.10],"general",[0.30,0.20]], /* 7 (civ) */ ["aimingAccuracy",[0.10,0.10],"aimingShake",[0.10,0.10],"aimingSpeed",[0.10,0.10],"spotDistance",[0.10,0.10],"spotTime",[0.10,0.10],"general",[0.20,0.20]], /* 8 (pilot 1) */ ["aimingAccuracy",[0.30,0.10],"aimingShake",[0.30,0.10],"aimingSpeed",[0.30,0.10],"spotDistance",[0.70,0.10],"spotTime",[0.70,0.10],"general",[0.60,0.20]], /* 9 (pilot 2) */ ["aimingAccuracy",[0.20,0.10],"aimingShake",[0.20,0.10],"aimingSpeed",[0.20,0.10],"spotDistance",[0.60,0.10],"spotTime",[0.60,0.10],"general",[0.50,0.20]], /* 10 (sniper) */ ["aimingAccuracy",[0.90,0.10],"aimingShake",[0.90,0.10],"aimingSpeed",[0.90,0.10],"spotDistance",[0.90,0.10],"spotTime",[0.90,0.10],"general",[0.80,0.20]] ]; /* Add class names below to override their assigned skill set */ asr_ai_sys_aiskill_levels_units = [ /* 0 (perfect) */ [], /* 1 (sf 1) */ ["sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a","RUS_Soldier_Sab","RUS_Soldier_GL","RUS_Soldier_Marksman","RUS_Commander","RUS_Soldier1","RUS_Soldier2","RUS_Soldier3","RUS_Soldier_TL"], /* 2 (sf 2) */ ["ibr_mutant"], /* 3 (reg 1) */ ["bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des","bink_usmc_scout_des","bink_usmc_scout_l_des","rb_teamleader","RU_Soldier_HAT","RU_Soldier_AR","RU_Soldier_Crew","RU_Soldier_AA","RU_Commander","RU_Soldier_GL","RU_Soldier_MG","RU_Soldier_Marksman"," RU_Soldier_Medic","RU_Soldier_Officer","RU_Soldier_Pilot","RU_Soldier","RU_Soldier_LAT","RU_Soldier_AT","RU_Soldier2","RU_Soldier_Sniper","RU_Soldier_SniperH","RU_Soldier_Spotter","RU_Soldier_SL","RU_Soldier_TL","MVD_Soldier_MG","MVD_Soldier_Marksman","MVD_Soldier","MVD_Soldier_GL","MVD_Soldier_AT","MVD_Soldier_Sniper","MVD_Soldier_TL"], /* 4 (reg 2) */ ["ibr_bodyguard"], /* 5 (ins 1) */ ["ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab","Ins_Soldier_Sab","Ins_Soldier_Sapper","Ins_Soldier_Sniper"], /* 6 (ins 2) */ ["ibr_rebel11","ibr_rebel83","ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic","ibr_drg_man1","Ins_Soldier_AT","Ins_Soldier_AR","Ins_Lopotev","Ins_Commander","Ins_Soldier_Crew","","Ins_Soldier_GL","Ins_Bardak","Ins_Soldier_MG","Ins_Soldier_Medic","Ins_Soldier_CO","Ins_Soldier_Pilot","Ins_Soldier_1","Ins_Soldier_2","Ins_Soldier_Sab","Ins_Soldier_Sapper","Ins_Soldier_Sniper","Ins_Villager3","Ins_Woodlander3","Ins_Woodlander2","Ins_Worker2","Ins_Villager4","Ins_Woodlander1" ], /* 7 (civ) */ ["ibr_arl_stoner1"], /* 8 (pilot 1) */ [], /* 9 (pilot 2) */ ["ibr_arl_pilot"], /* 10 (sniper) */ [] ]; hope fully this helps, I promise it works much better also :cool:
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Or, you might like to keep it on for kicks![/size][/font] Hahha yea we've grown used to them picking them up and putting them on their back. Thanks, I'll change it tho bc it is annoying.
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This is by far the best solution. Just add the names of the units you use to the script and set them to use one of the presets written within the same script (its much easier than i made it sound there). Works like a charm and easily better than zues. One thing about the picking up weapons tho, if you have civilians in a mission and enemies with weapons go down, the civvies will pick the weapon up. Lets just say our server is short a few civilian ai by the end of those missions.