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fenchiph

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About fenchiph

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  1. I am in the early stages of making a map. I only have the heightmap, sat, mask and other minimal components. No plants, roads, or other objects have been placed. Everything seems to work except when I get to the step of binarization. When I use binPBO without binarization, the .pbo is created and the map runs. When I binarize, it gives me a crash message, the .wrp isn't in the .pbo, and the map isn't on the editor's list. The error log just has a bunch of lines saying "updating base class -> blah blah blah" and the final "<world = "p:\myID\mapname\mapname.wrp">" line. All the paths seem kosher. The "list of files to copy directly" is *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.ext;*.sqm;. Curiously, the \bin_temp folder contains the \layers files, the \scenes files, and the *.paa files from the \data directory, but the .png and .rvmat files are not present. Thanks for any help.
  2. Really dreaming: More complex civilian AI behaviors: -Dense Crowds -Stampeding -Rioting -Refugees -Worship -Attentive audience -Funeral protests -Rock-throwing mob -Lounging -Mass Casualty/Illness/Medical Emergency -Bargaining/negotiating -Party behavior -Police behavior -Variable formations for civilian groups (e.g. Queuing, chit-chatting, speaker/listeners,) -More complex danger reactions -Molotov Cocktails, Machetes -Terrorists hiding among civilians -Rubbernecking -Commanding civilians (Disperse, arrest, traffic direction, negotiate) Better AI road driving -Less crashing into stuff and each other -Less vehicular homicide of pedestrian soldiers. -Quit having tanks stop for bunny rabbits. -Better passing and pulling over. -Better convoy behavior -Better AI bridge crossing -Trains Riding on tanks and other armored vehicles Less repetitive/robotic AI speech. Option for AI screaming, pain, panic, crying, confusion, desertion, insolence, rude gestures behind your back, insubordination or other bad discipline. K-9 units with bomb sniffing and other behavior Better AI path-finding in urban environments so whole squads don't stop because someone gets lost in a back yard. Better AI in-building behavior (going to rooftops, finding cover in windows/doors, not falling from buildings) More destruction -trees splintering -forests burning to charred stumps -more detailed building destruction -partial building destruction -dirt/dust/smoke making objects grimy -tank turret separation -aircraft shattering to pieces -optional blood and gore Environmental enhancements -Variable seasons -Water flow (creeks, streams, rivers, waterfalls at variable altitude, flooding, waves) -Deformable terrain in-game (e.g. cratering, trenches, foxholes) -Mobile rocks/avalanches that cause damage -Firestorms -Smoother in-building mobility -Climbing/descending ladders without having to do keystrokes/mouse clicks -Realistic acoustic echos and distance effects -Powerful wind and sandstorms blowing debris around -Make artillery shell strikes in water look better. -No high-fly bouncing vehicles -More wildlife and wildlife AI (Ducks, geese, deer, packs of dogs, flocks of birds, schooling fish) Editing -Anything that makes modding/mapping/scripting etc. easier and more powerful is good. -Easy to use camera functions for taking pictures and making vids Arma is a great game. Keep up the good work.
  3. Where is the ca\blah blah\blah blah path supposed to be? What is it? I am trying to do a HALO jump and I am supposed to run the script: exec "ca\air2\halo\data\Scripts\HALO_init.sqs". I have seen this path with other scripts as well. Do I need to extract a .pbo or something to create this path. I have been searching for an answer but have not found one. Thanks for your patience.
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