oktyabr
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Everything posted by oktyabr
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[OPEN BETA] [SP] bCombat infantry AI Mod
oktyabr replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
VERY cool! Any more tests to see if this was a fluke at all or? -
Notepad++: http://notepad-plus-plus.org/ Notepad++ for SQF plugin: http://www.armaholic.com/page.php?id=8680 GIMP for 2D image editing (similar to Photoshop but free): http://www.gimp.org/ Texview 2 to convert jpg, etc. into .PAA image files: http://www.armaholic.com/page.php?id=1563 Blender 3D for 3D modelling (similar to 3DSMax but free): http://www.blender.org/ ARMA Toolbox for Blender: http://forums.bistudio.com/showthread.php?154289-Arma-Toolbox-for-Blender-Arma-2-3-exporter-script Audacity for audio: http://audacity.sourceforge.net/ Eliteness for PBOs: http://dev.withsix.com/projects/mikero-pbodll/wiki/Eliteness FreeDee (alpha) 3D editor: http://www.armaholic.com/page.php?id=23690 Sakura_Chan's Mission Editor Expansion: http://www.armaholic.com/page.php?id=22844 CJTF101's EDITOR (expansion with more trees, buildings, etc.): http://forums.bistudio.com/showthread.php?164996-CJTF101-s-EDITOR-v1-1
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UPSMON Updated to ArmaIII
oktyabr replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Grrrrr.... Thanks for looking into this! Why on Earth would BI include military buildings and then make them particularly difficult for their own AI to use? The AI worked so well in the test mission you included that I really got my hopes up that it might be that easy to get them to take stations in the actual military structures too. :raisebrow: Again, the official "Sites" module can do this but then there is no way to equip them, fine tune their skills, or even control caching of them. -
ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can hardly wait to see what you guys will have for CIV! Reading the manual before I go to bed, especially this part: "These locations will be used as tactical objectives by synched Operational Commanders. Civilian locations will develop a pattern of life including pedestrians and civilian vehicles." ... gives me nice dreams :) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
oktyabr replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm slowly beginning to wrap my head around MCC, what it can do and how to do it. Still a bit lost in high command. I wish it was easier to differentiate between units and teams, at least indicate what ones had already been "join"ed, etc. My test situation was how to spawn in as the single player with three or four playable slots, each commanding a fire team of AI. I need to simulate a good chain of command and be able to direct my team leaders and then have them command their teams, appropriately, whether they are all AI, all human, or a combination of both. This might be out of the scope of MCC or maybe I just haven't figured out how to do it yet? I really enjoy the Wizard! It's been a very persuasive tool to get me to use MCC more and learn more about it. Have you considered more "mundane" mission types, like a simple patrol of a village, etc. to establish presence? I saw another thread that was asking about road block duty too. Obviously this is an opening for insurgency, IEDs, and armed civvies too ;) -
Brilliant! And perfect timing too ;)
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Disregard! Resolved with latest patch (thanks kju!): Following your advice I tried again, just out of curiosity. After install it tries to launch for the first time and I get an error I have not seen before: Addon 'AiA_Infantry_IF_PolishArmy' requires addon 'LIB_guer_characters_a3' Anyone else seen this one yet? I think I'd like to see a guide on how to clean up a botched IFA3 install so PWS has a fighting chance of getting it right.
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Many thanks for producing this for as long as you have Opticalsnare. I'm sure I'm not the only one that would like to follow your work in Cry or wherever you end up too?
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Enemy occupation system (eos)
oktyabr replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice! Fast fixes too! Thanks for this! -
New one I ran into today with a friend. Joined one of the TacBF EU servers (great games by the way!) and my friend could broadcast in VON clearly, could hear all other sounds in the game perfectly but VON (on all channels) were very low volume. We tried cranking up the VON slider, the Effects slider, etc. leaving only the music slider turned down. Never heard of this particular problem before. Checked user profiles and his is more or less the same as mine in the "Volume" entries near the bottom.
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revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Let me know if there is anything I can do to help you, testing, etc. I really like this script! Best regards- 914 replies
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[TOOL] Library of classes with keyword search, tags, pictures and name copy button
oktyabr replied to YattaYatta's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice work! Book marked! -
Map view control via scripting?
oktyabr replied to anthonyfromtheuk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's some brilliant stuff, right there! If/when I ever get a mission published be sure your name will be in the credits, Iceman77. You are a font of scripting knowledge, I swear. So to continue the OP's question how would one go about "proper" scripting of say three or four map changes with text for each one? Thanks! -
I only wish to rebind the cap locks (I use it already for other things). I use MB4 for PTT and would like to do something like CTRL+MB4 for Task Force. I know I can reconfigure Task Force to use a different key in the config but I'm not sure how to get it to use a mouse button?
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revive A3 Wounding System (AIS by Psycho)
oktyabr replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can't say anything about MP screen problems but running it on my small mission the problem with the AI radio chatter seems to be solved :) I followed around "my" team of four AI as a civilian and they worked to heal each other quite nicely. I noticed that if a fallen team member had a FAK that I, even as a civilian, could still heal him. Nice! When no medical supplies were available it would let me heal him to about 17% and then say "You stopped the healing process" (or something like that). It might be nice to have a different hint for this condition (trying to heal when no FAK or medikit is available) like "You can do nothing to stop the bleeding! You are out of supplies!" The only tweaks I still would desire, to make this optimal, would be to see the AI actually drag the wounded out of the line of fire (even just part of the time) before healing, *IF* such a location or cover were very close. Even better if they could do this while proned themselves. And the use of smoke for cover while dragging/healing (even just part of the time) ;) When the mission favored my team they performed well though. When the mission did not favor them usually the entire team was dead within the first 60 seconds of contact, usually because one would get hit and then another would get hit while trying to heal him and so on. Not perfect yet, IMHO, but it's still my favorite medical system because it's easy to throw into a mission without any add ons and it works as advertised. Nice job!- 914 replies
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UPSMON Updated to ArmaIII
oktyabr replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes. Just tried it again. I placed a marker called "town" 100x100 that included the guard post and HQ building on the hill top just east of the Stratis air base. I placed a BLUEFOR squad of six (I think that area has at least six "up" positions available) inside the marker area. I used nul=[this,"town","randomup","NOWP"] execVM "scripts\upsmon.sqf"; on the squad leader. I placed a blue "player" unit so I could watch the action. They either move just a little bit and then they stand there, on the ground, or they turn invisible and stay on the ground. I tried using a smaller marker size and I experimented with placing the units in different starting locations and nothing I did would get them to occupy the upper placements of either structure. I tested with vanilla 1.08 with no additional scripts or add ons. I really appreciate your work on this! I very much enjoy UPSMON other than this one problem. I know there is an official module that will place units in these upper positions but they are "stupid" about their behavior and there is no way to further customize individual groups or units placed with the module method. Best wishes, -
You could still do a wicked Somali Pirate vs Navy Seals mission though :)
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=ATM= Airdrop [A3] - Beta
oktyabr replied to pokertour's topic in ARMA 3 - MISSION EDITING & SCRIPTING
PS I tried your "modified" file too on MP (local), me and three AI. Even if I grouped them to me as squad leader I couldn't get them to "HALO" when I did??? They just rode the helicopter back to the ground. -
LOL! I use this mod on my system (usually with JSRS) and I only have an AMD 955 quad (@3.2) and a GTX 465. For SP or small coop it's great! Online? I've had explosions turn the game into a slide show, but then again there are a lot of other variables there too. I think the extra eye candy is worth it but I'm also willing to drop some of my other settings a bit to keep them. Night missions with this mod will sometimes literally make me just stop and stare... They're beautiful!
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ALiVE - Advanced Light Infantry Virtual Environment
oktyabr replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
THIS +1! Great idea on the random seed too! I've already got a few hours under my belt, just running around in SP with a few AI teammates, performing tasks as ordered by the OPCOM as the rest of the war unfolds around us. We even stopped once to "help out" a fire team that was pinned down by an invading squad with an APC escort! Considering the minimal amount of time required to get a battle up and running, the immersion even in single player, with just the "assigned" tasks from the OPCOM, is outstanding :D -
Thanks for the update! I've been watching this thread with interest. We *need* more ships!
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Randomly generated roadside IEDs
oktyabr replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks brians200!!! It will be fun to play around with the new version today. Just what I needed :) -
Ships, Naval Mines, and Naval Objects
oktyabr replied to hcpookie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
These look great! I've been really wanting to do a SEALs vs Pirates mission and this looks like just the thing! Will download and try via AiA today :) Thanks for this! -
ARMA 3 Addon Request Thread
oktyabr replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
More walkable ships! I'd love to be able to structure a mission around something like "Somali pirates", with a large freighter or two to choose from. Would be nice addons for ambiance too... seeing a giant freighter or tanker ship moving slowly across the water or docked in port. :) -
=ATM= Airdrop [A3] - Beta
oktyabr replied to pokertour's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey pokertour! Just tried your demo of this script in 1.08 Stable by "previewing" in the editor. Very nice! The only "bug" I found is that a pack full of first aid spawns where my player touched the HALO pole. Is this a bug or a feature of this demo mission? A lot of fun with the steerable too. I even discovered you can die if you hit the ground with too much forward motion, which is nice! Makes the chute pilot need to flare the chute some to slow movement before touching down. I also experimented with "cut rope" and I see you get a second chute, also possibly realistic! +1! It would be nice to be able to cut rope on that chute too though. I know it wouldn't get used much but it would still be a nice option to have, maybe with a hint of some kind like "Opening backup parachute!" when you deploy the second one, as a sort of warning that if you cut the chute a second time you are going to land VERY fast. :) I had to google why someone would want to "cut rope" in the first place and I'm still not sure why this was important in ACE2 or whatever... BUT I see the potential for dropping the last several meters into water, especially if you are equipped as a diver too. Now I just need to figure out how to tune the script so it deploys automatically after briefing for MP or AI replacements (when there aren't enough human players on the server), with NV on and IR strobe attached automatically, with predetermined altitude and jump location... I suppose there will need to be an option to open the chutes at a certain altitude, for AI or human players that don't know how to press their space bar twice in a row? :rolleyes: LOL! GREAT script! A lot of fun with some good music in the background, just parachuting around :) Thanks for working on this!