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rknharry

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Everything posted by rknharry

  1. Looking forward to this! 8) In case you need some additional german voice actor anytime, drop me PM. :) And please don´t head to A3 too soon.
  2. Thanks for keeping up with A2! 8) It´s quite an essential and I use it with i44 and other WW2 related mods only.
  3. rknharry

    Situation update?

    The condemned live longer...
  4. ARMA2 / invasion44 /TPWCAS 4.5 + ASR_AI 1.16.1 I had bits of trouble with units behind windows, or in foxhole positions, when after suppression recovery, they won´t get up to previous stance again. I´m a noob scripter, but I figured I could solve my issues by not letting units go to "auto" mode after recovery and replaced the code part starting at line 74 in tpwcas_mainloop.sqf, with two seperate if-then statements. Original: //RESET UNIT STANCE _stance = _unit getvariable ["tpwcas_stance", -1]; if (_stance in ["middle","down"]) then { _unit setunitpos "auto"; _unit setvariable ["tpwcas_stance", "auto"]; }; Edited: //RESET UNIT STANCE _stance = _unit getvariable ["tpwcas_stance", -1]; if (_stance in ["down"]) then { _unit setunitpos "middle"; _unit setvariable ["tpwcas_stance", "middle"]; }; if (_stance in ["middle"]) then { _unit setunitpos "up"; _unit setvariable ["tpwcas_stance", "up"]; }; Other question: Does the 10m bullet detect radius more have a technical necessity? I figured that a 5m radius would be a better, or say, more realistic detection radius, since I find a bullet 10m away, shouldn´t bother a soldier that much as some just 5m away or within. I tested with this setting in tpwcas_bdetect.sqf line 42 and also tweaked tpwcas_st = 5 in tpwcas_init.sqf, to allow quicker suppression with less bullets in closer proximity only. As said, I´m noob scripter, so I might miss some finer points in all of the mod, but liked to share some ideas for user customization.
  5. Looks like the first GI´s found their way into A3A world. 8) Tunisian or sicilian campaign would be obvious choice.
  6. No further download link that I´m aware of, but off course I still have the original files and use them a lot. Much of the lost content from the IF Wiki (class lists ect.) and more, can be easily retrieved with Vandrels tool. Can send you the original ZIP, just drop me a PM.
  7. rknharry

    ASR AI Skills

    Does that mean that ASR_AI ARMA2 is done now? :( I´m exclusively using it for invasion44 and it does a really great job! Would have wished for further expansion, i.e the ability to have soldiers go to prone (or kneel from standing), while reloading magazines. This would help the AI survivability even more. :)
  8. Thanks! Another tool we shouldn´t forget about, is Vandrels IF Debug console! (bisim_debug.Panovo.zip) Here´s the Readme: //Iron Front Debug Console by Vandrel //Version 1.0 This debugger was created by Vandrel @ BISim This tool is available for public use in mission editing and design only. Under no circumstances should this be used as a means to cheat during multiplayer sessions. How to use this tool standalone: 1) Place the bisim_debug.Panovo into your profile missions folder. - Typically located in = C:\Users\WindowsUser\Documents\Iron Front Other Profiles\yourProfile\missions 2) Run Iron Front. 3) From the main menu hit (Left Control + E) on the keyboard. 4) Select Panovo terrain. 5) From the mission editor simply go to load and open the listed mission ( bisim_debug ) How to use this tool with another mission: 1) Copy the folder named ( Debug ) from the bisim_debug.Panovo mission folder. 2) Paste the folder named ( Debug ) into your desired mission folder. 3) Create a description.ext if you don't have one already. 4) Add the following include function: #include "Debug\RSC\console.hpp" 5) Include the following in the mission somewhere, this will open the console: createDialog("displayDB_Console"); - Alternately you can simply add the following to your init.sqf: player addAction ["Iron Front Debug Console","Debug\SCT\debug1.sqf"]; Questions or comments, please PM me on the IF forums or post on the thread. User: Vandrel Debug Console thread: http://forum.iron-front.com/showthread.php?558-Iron-Front-Debug-Console
  9. rknharry

    Situation update?

    Well I know, that I know nothing. I do not waste time judging about unknown internals going on within 4 groups (AWAR/X1/BI/DS) involved. Could be anything. So far it´s just "clear", that he official forum vanished. In the meantime I´m busy experimenting with ASR_AI, as well as TPWCAS in i44, to get some issues solved, that also bugged me in IFL44. Thanks Gunther Severloh for assembling COWARMod pointing me to these excellent additions btw. 8)
  10. rknharry

    Situation update?

    Thanks for informing. I hope too. :) Whatever happened at AWAR/X1, they should know they can still count on a number of fans, that do not waste themselves on senseless speculations and whining.
  11. rknharry

    Situation update?

    Yep, but people involved in bizness relations are usually bound to treaties and the so called "non disclosure agreements". Even if they want to tell us what´s going on, they simply can´t, as otherwise they´d get into serious trouble and you could safely say good bye to AWAR then.
  12. rknharry

    Situation update?

    Although I hate speculating, it somehow dawns to me, that AWAR likely fell vitcim to sort of ARMA 2 sell out policy and now is clamped between the bizness monkeys. It´s obvious, that it´s not AWAR alone to decide on anything and that there´s also BI, DS and X1 involved. I´d say IFL44 comes 1-2 years too late and maybe it would´ve been better to go the invasion44 way of modding, instead of meddling with the hawks. :P I´d purchased ARMA, ARMA2, followed by ARMA X exclusively, in order to keep going smoothly with Invasion44 further development, so it mainly benefits BI comercially wise. Iron Front was a good gesture to feed something back to the WW2 community, but it looks like a rather half @rsed affair now and AWAR gets all the trashing for it. But as said, I´m just speculating and I hate it. ;)
  13. Just cause the IFL44 forum is down for few days, it does not mean anything. No reason to loose belief in what AWAR/X1 achieved so far and whatever goes on behind the curtains, we´ll surely get to know anytime soon.
  14. Thanks, I remember. Do you know if this micro path finding is related to the map terrain grid? So is it more easy to navigate to small places on a resolution 5 (or smaller) map, than a standard 10? Now that I write, I could actually test on the bulge map, which has that small grid.... Edit: I remember the AI has big problems with uneven and steep slopes within that terrain mesh made trenches, so having a flat and even base would obviously be another prerequisite for finding a viable path. But even with the well made IFL44 trenches, problems are the same (for AI). Maybe it´s size of collison meshes to fit together, ..can´t tell. I understand, that the trench and related objects need to be of a minimum size for any movements (within), so slit trenches and foxholes are generally out of question. The minimum size, needs to allow a soldier to have space for proper crouching stance, as otherwise there will be object intersection, which causes the AI to shoot and get shot at through the object mesh. That´s at least from my observations.
  15. Maybe using and customizing RUGDSAI german, would do the trick. malexxger just gives you the known radio voice, which is used for all germans alike. Personally I do like the voice sentences from RUGDSAI german not that much, since they´re more of that funny Hollywood style, but looks like customization is not that difficult and also described by the addon maker. ---------- Post added at 09:48 AM ---------- Previous post was at 09:26 AM ---------- While beeing at voice topic, ...what actually causes an AI unit in i44 to lower voice pitch by half, when it can´t path find to a certain place, when ordered to?
  16. cool! 8) Looks like the right guy to tackle the foxholes and make them somewhat more AI friendly! (...at least that would relieve me from that task..:D )
  17. rknharry

    ASR AI Skills

    Yep, the debug logging comes quite handy and gives a good overview of what stats are changed by the skill arrays. :) ASR AI is my favorite mod along TPWCAS. No way to play any ARMA based games without that anymore. Big thumps up! 8)
  18. Thanks! I´ll try that out! :) (Edit: Worked!) I´m mostly interested in mission design (for i44) and the visual text debug helps alot on setting up the AI, its reactions (under fire) and finding probable weapon stats problems from the mod. Maybe more something to ask Robalo (ASR AI) for, is it possible to implement the AI to dive down to full cover (on the spot) while reloading magazines and popping up again, when finished? I.e a soldier behind a window shoots from "middle" and then goes "down" to reload, popping up to "middle" again thereafter. 8)
  19. thanks for the update! 8) Miss supression text debugging though. Was quite useful for testing purposes. Is it just all rem´ed out, or completely removed from the scripts? (I´m using script version)
  20. It´s mainly the order menu text, but I surely get that solved by memorizing all the radio keys anytime! :D Iron sights, no problem. I constantly switch between difficulty for testing purposes only (main goal: mission making). The tank sights on winter map is some problem though... Yep, tested it on very small ISD and finally saw all of the tank UI. Nonetheless, everything else is then way too small for me, as it affects all of the UI, incl. editor. Nogo for the time beeing. For what screen sizes is i44 optimized for? Considering to purchase a 22" screen in the immediate future. Thanks, downloaded and give it a try soon. :) ---------- Post added at 10:15 AM ---------- Previous post was at 10:09 AM ---------- Btw, have great fun playing i44 with latest TPWCAS 4.1 and ASR AI 1.16.1, on latest OA Beta and up to date CBA. I highly reccomend this combo! 8)
  21. Very much like it! Use it in conjunction with ASR AI and TPW AI LOS in Invasion44, from Severlohs compatibility package. Gives a whole new experience fighting AI infantry now! Kudos 8) Edit: Now using latest 4.1 and ASR AI 1.16.1. Highly to be reccomended! 8)
  22. Got some graphical problems, that are most pronounced on winter maps. The info and orders tabs, text, gunsight and everything in that light gray tone, is quite hard to read and to work with. Any ways to turn them to a yellow tone maybe? Second is the oversize tank compass top and left. How do I get it to a fitting size ? ---------- Post added at 01:44 PM ---------- Previous post was at 01:38 PM ---------- Yeah, that´s beyond any my capabilities (none), so I better keep working with what we have. My example here would´ve been the Iron Front 44 foxholes and trench objects btw. Mission making and learning to script right now is enough of a challenge to me, next coming to map making anytime, but modelling.....not that soon I think. Yet looking forward to new stuff you´re working on right now. 8)
  23. Ah ok. Thought it would just be a matter of changing textures from concrete/sandback to earthen ones on the new objects. :) ---------- Post added at 05:29 AM ---------- Previous post was at 05:08 AM ---------- I figured Merderet Winter offers quite a lot of opportunities to effectively mould foxholes and trench sections into existing craters and other sunken spots, or rear slope positions. Placement is a bit tricky, but usually I get it working by use of setposATL and setvectorup. :) Bastogne, while an interesting experiment is a dead end IMHO. Still the "trenches" are more like tank traps and generally too much map mesh works (I guess) and not resource friendly. So the 10m mesh would be the way to go and plug objects then need to be of similar size off course. I see If I´ll find some time for Oxygen to try something out...
  24. Looks like the new trenches are single piece (two walls + floor)? 8) Could you also make some variation that is textured purely earthen and does not have sandbags? These would fit way better into landscapes generally and when tactically well placed, work better towards camouflage. :)
  25. Very nice! 8) Would it be possible, to add "house positions" to these objects? Foxholes could need some too, but off couse doesn´t quite solve AI path finding. With regards to foxholes and small trench section objects, I´d wish for some maps (or somewhat reworked Neaville, Merderet...) to have moulds worked in, just large enough (-2m ~) to fit Foxhole/trench objects, so that these are level with the surrounding ground. These maps could have many of these moulds for this particular use, so one has options to place defensive lines. Any unused moulds either can be made a crater by putting a texture object on it, or maybe "plugged" with a purposely made plug object. Probably a nightmare for the AI and causing FR losses, but maybe a usable idea for MP type of games. :)
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