

aiwaplay
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10 GoodAbout aiwaplay
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Guitar Drawing Drums Piano And Yo-Yo's
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will increasing ram show better results in fps when more units are in game
aiwaplay replied to aiwaplay's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
So pretty much a processer change and more ram should do it? cause thats a bit expensive and i want to make sure all my money goes to something that works for sure. On a tight budget. -
will increasing ram show better results in fps when more units are in game
aiwaplay posted a topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Hey guys mainly I want to know if increasing RAM will give better performance on my system. If not what do you recommend upgrading. I get 60 fps most of the time and if theres no units on the map its 80 to 90. But when I have atleast 40 units in one place at one time it goes down to about 30 fps sometimes 20 depending if I have effects mods on. I play with everything on high to very high with textures on normal. Specs: NVIDIA geforce 260 gtx 2 gb RAM AMD dual core processer Win 7 32x I need to know cause I could possibly be able to upgrade my system soon and I want arma to run flawless and be well off for arma 3. -
arma 2 co crashing to desktop randomly (win 7)
aiwaplay replied to aiwaplay's topic in ARMA 2 & OA - TROUBLESHOOTING
Okay thanks Dwaldie ill try. And i would Dwarden but i had to revert like i said cause Battle eye would kick me for "unknown game version" which sucks cause the beta patch made everything so much cleaner. Enless all patches are supported now. I would love to know cause if so that could be my fix right there! :) -
arma 2 co crashing to desktop randomly (win 7)
aiwaplay posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Hey guys to make a long story short arma has been crashing a lot after playing for a few moments. The rc patch did fix it but I had to go back to 1.60 so I could play online. Since reverting to 1.60 full its been nothing but crashes to desktop after 10 to 20 minutes of play sometimes even in a shorter span of time. I do run mods offline and no mods online. Everything worked fine before going to 1.60 full I've done multiple reinstalls and no success so far. any help finding a solution will be appreciated thanks My specs: NVIDIA geforce 260 gtx AMD Athlon II X2 240 processor 2.00 gb ram Win 7 32 bit -
Fox '09s US SOF pack 2005
aiwaplay replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very nice cant wait for these. -
how to get my custom animations to play in game and in O2 bulldozer
aiwaplay posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ill have to keep this short cause I'm on my EVO but I've been searching everywhere and can't find a solution but I am using Maya rtm addon to make my animations but when I export the rtm and try it in bulldozer it crashes dunno why that's happening could I be doing something wrong from Maya? Also how can I get the animation in game since it doesn't seem to want to play in bulldozer. -
Making a hotfix for Smookies Anim Need Help! (AI Sniper Sit bug)
aiwaplay replied to aiwaplay's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I would but i dont have a place to upload it. But the thing is, its the AI that is the problem. The animation pack adds new features such as scaling walls and adds a cover system so that should kinda show you the depth of this addon but either way one of the new crouches added is a "Sniper Sit" animation which actually you can guess causes your player to sit and be more accurate the only way to get out of this stuck animation is for the player to hit the V key. Recently the creators added the ability to also move forward to cancel it but it doesnt work for the AI. but either way for some Reason the AI can access this animation and they get stuck at random times (Mostly the beginning of combat) and cant get out so, virtually they are frozen there till they die which them getting stuck happens a lot especially when youre running mods such as Zeus_AI or SLX. the best way to be about it is trying to build a time out script that the AI uses the animation for a certain amount of time and then is returned to the previous animation, But as i said before im not great at scripting so i was trying a quick alternative to block the Anim being an instant return to a different anim trying to cancel it out. But thats really the best way to describe it and in theory the script should work the more advanced one will run cleaner and be better all around. with that said im working on an animation package myself and i need a script to test my animation in game i tried this // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class @test { units[] = {}; weapons[] = {}; requiredVersion = 1.85; }; }; class CfgMovesMC { class Default {}; class States { class Kneel { actions="CombatActions"; file="\myanim\Test.rtm"; speed=-1; looped=0; soundEnabled=0; connectFrom[]={CombatRelaxed,1}; connectTo[]={CombatRelaxed,1}; interpolationSpeed=2; interpolateTo[]={CombatDying,0.1,CombatDyingVer2,0.1}; }; }; }; But doesnt seem to work. I cant really tell though if it could be the Animation itself or the script. because im animating with the Maya rtm addon for armed assault and importing the .rtm to arma 2 to speed up the process instead of using the O2 tool. So if you could please let me know which one is fouling up because i heard that if the .RTM cant run in O2's bulldozer it wont run in game but i also heard that the Addon for Maya doesnt run in bulldozer so im confused. By the way im making stances, not random animations so i need something that will replace the BIS crouch animation the one with your weapon lowered. Lol sorry if its a lot to ask for, just need a scripters help. ---------- Post added at 08:13 AM ---------- Previous post was at 08:12 AM ---------- -
Making a hotfix for Smookies Anim Need Help! (AI Sniper Sit bug)
aiwaplay replied to aiwaplay's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Dont think you can search by email on facebook just search my name and add me ill send it in a PM -
Bulldozer for O2 crashes after loading custom .rtm files
aiwaplay posted a topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Hey im working on an animations pack and i use autodesk Maya to make my animations and convert them to an .rtm but for some reason when i try to load them into the bulldozer they crash. I got 2 questions. 1 does this mean that it wont run in game either? 2. is it crashing because its not compatible (which wont make sense its an Arma Skeleton and its an rtm file >:0) Any answers will be appreciated. Thanks in advance -
Help porting OFP Anims (DMA Animations) to Arma 2
aiwaplay replied to aiwaplay's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Inside the animation package it says you can do whatever you want to the animations without having to contact them and if you wanted to make your own you would have to adjust them a ton and use their animations as a base as well as give them credit stating you used their animation as a base. So authorization is good but i wasnt planing on distributing these either way was gonna keep them for personal use. But seems like its gonna be a hard one :(. And i know sickboy but Smookies anims really are the only ones i know of and they are pretty much screwed right now cause the AI wants to get stuck in sniper sit and be motionless and smookie is working on other projects right now so a fix wont be available till july.. Pretty long time just for a simple fix. Which im actually working on a fix myself and i have another post open about this so if you guys could check that out as well id appreciate it need as much help as i can get. And also we have permission to fiddle with his animations as well. smookie said himself, its on your site sick boy Dev-heaven Link to other post http://forums.bistudio.com/showthread.php?p=2075195#post2075195 -
Making a hotfix for Smookies Anim Need Help! (AI Sniper Sit bug)
aiwaplay replied to aiwaplay's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
For anyone who might actually be watching this thread or has intrest i think ive got a way to fix it i just need some confirmation from an experienced scripter. Also im trying to find the exact names for the anims in this sloppy Config that was thrown together with the SMK anim package. Im not great at scripting so this is really a struggle. Would really like some help. This is what i have written. Its simillar to the other lines in the file didnt see nothing wrong with the line so seems to work but this will be a temp fix if i can get the anim names right. Because logic tells, all this should do is once the anim is played. it will then switch or delay switch to the anim being called for. But this wont stop the sit being called over and over so i hope it doesnt call it multiple times at once And mimic the bug already in play Heres the line //DISALLOW COMBAT SIT case (animationState player in ["smk_CombatSit_st.rtm"]) : { //{"smk_switchMove",{player,"smk_CombatKneel_st.rtm"]] The only problem now is i dont have the right anim names and im trying to find the names so, So far im unsuccessful. -
Help porting OFP Anims (DMA Animations) to Arma 2
aiwaplay posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Im trying to port these Animations http://operationflashpoint.filefront.com/file/DMA_Animation_Pack_NG_11;55413 To Arma 2 and cant figure out why it doesnt seem to be working. Could it be because the skeleton? if so How can i load the anims up onto an Arma 2 skeleton. Any help would be appreciated. -
Making a hotfix for Smookies Anim Need Help! (AI Sniper Sit bug)
aiwaplay posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hey guys so lately since Smookie's been busy animating for gaming companies the Anims for Arma came to a drastic halt and at a bad time. Most likely if youre reading this you already know why (Tittle says it all). So anyways i went to work with my little scripting knowledge and was going PBO craaaazaazazzy changing files moving around and what not and almost got it to work. Till i came to a wall which i need some advanced scripters help on. But i realised after fiddling with the files that, Nothing and i mean nothing in the Anim pack is making the AI call for any of the anims, time outs, when to stop, or simply to call for an anim itself.. nothing.. which doesnt make sense to me. But I need someone with advanced scripting knowledge to come forward and make a "call" script simply to tell the AI when to stop an anim or to simply block the Anim from AI use (if they want to of course :D). Blocking the Anim from AI is no easy task but it will be fairly easier to do than actually making a behaviour script on when to use it or time out on it. So if anyone can come forward with moderate to advanced scripting, please do i wanna get this knocked out quick this has to be one the best mods for arma but being killed by the scripter abandoning and the animator having to work on more important projects. You can find the Anim pack here http://dev-heaven.net/projects/cga/files You want release 0.25. Thanks for anyone who tries to help. EDIT: Forgot to say on the website Smookie himself said we could change, add, delete. Whatever to his anims so we have full permission to edit whatever we wish. -
Arma 3: Community wishes & ideas- NO DISCUSSION
aiwaplay replied to Maio's topic in ARMA 3 - GENERAL
-(Not many would think about this) but an in-game camera system for easier and better ability to make intros, outros, cutscenes, and movies with arma -Ability to rest weapons -Animated bipods -(Anotherone people dont care about) But breaking the sound barrier in jets to add more realism when jets make fly bys or when you yourself are flying you can see the contrail and wind shear -Urban prone and all around more realistic animations (http://farm6.static.flickr.com/5023/5601235240_fdc2254f82.jpg) -Ac-130 gunship -(even though its really good as is but if you can some how make it better) Improved mod accessablity -(PLEASE!) Ability to melee enemies for those stealth missions and your just to close for comfort -(most likely doing it) But improved AI. Example: Say under fire first thought in a mind of a soldier is down, return fire, and find cover. please make it to where AI should understand survival of himself and squad mates is a priority. Aswell as choice of cover -Commading interface easier but still have the option to use old school like say a quick command radial for when if firefights and then the old school but improved for more detailed orders when preparing for an ambush. -The ability to tighten soldiers formation up for more stealth oriented missions -Improved drag and carry system -might not be able to or might not matter but ability to storm buildings with AI and the AI BE EFFECTIVE INDOORS! say as in stacking up on the door then entering -Tear gas and other chemical warfare weapons and animated gear to go with it that can be applied in game Gasmask.. ect -Trip mines or any other contact orientated anti personel or anti tank weapons -(Personal wish but not important and will probably not be added lol) But giving personality to each faction as in their tactics on how they fight determined by AI in game -been said numerous times but ability to shoot from a vehicle -(Havent seen any vids or pics or read anything that says it has it still so im gonna say it) Still have the ability to go into third person Thats pretty much all that i wish and that should be added, other than that its good :D -
It can be improved a whole lot got to remember cant have a realistic game without realistic movements. Dont get me wrong im not a Cosmetic gamer at all but its very important to have realistic movements that would be comfortable in real life. cause honestly when firing a weapon in combat or not i dont advise the movements most of these characters make it will wear you out beyond no belief exspecially the crouch move animations. but yes the characters can look like minecraft but if they move realisticly and as a human or soldier would then it would be fine with me lol