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Everything posted by wynarator
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Too bad, cause two best maps for A2 (Sangin and FATA) have the same damn bug, that renders them useless for coop communities - AI can see through vegetation :( If Minimalco could give us just a small patch to fix this issue... :bounce3:
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Keep up the good work bro, but my question is - is there any chance that this map will be fixed for A2? AI can see through marijuana and red weed :(
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GBL Advanced Interaction
wynarator replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Arresting does not work on new ACE and newest beta-patch - error in arreststart.sqf - line 11 _unit not declared. :banghead: -
Any chance to get a hands on the script that pops up the smoke when unit is not moving for too long? :)
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F.A.T.A. - Federally Administred Tribal Areas, Pakistán
wynarator replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello gents, so its this map getting a fix for coop (with those "invisible" vegetation)? If not can anyone assist me in fixing this to make it playable for all coop communities? -
Ace team is awesome! Wysłane z mojego GT-N7000 przy użyciu Tapatalk now Free
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Combat Medical System v0.1 Alpha Released
wynarator replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Any estimations about release? ;) -
Hello, so I was traing to make a chase script with the AI, I've found one solution, but it wasn't working exactly like it should (http://forums.bistudio.com/showthread.php?119376-Making-enemy-units-chase-player). I came around with my own script: chase.sqf: private ["_chasing", "_chased", "_radius", "_debug", "_refresh"]; _chasing = (_this select 0); _chased = (_this select 1); _radius = (_this select 2); _debug = (_this select 3); _refresh = (_this select 4); while {true} do { _chasing addWaypoint [getPos leader _chased, _radius, 1]; _chasing setCurrentWaypoint [_chasing, 1]; if (_debug > 0) then { Marker = createVehicle ["PointerLarge_ACR", position leader _chased, [], 0, "FLY"]; hint "Refreshing"; } else { }; sleep _refresh; deleteVehicle Marker; deleteWaypoint [_chasing, 1]; }; To make this script working you need to group units (both chasing and chased) with some name, i.e. in OPFOR leader init box: group1 = group this; And also in player init box: runforest = group this; Then you can exec/call the script: null = [groupnameofchasing, groupnameofchased, chaserposaccuracy, debug, refreshrate] execVM "chase.sqf"; In the example below group "runforest" is chased by "group1", there's 50m radius of chasers accuracy, debug is on and chased position is updated each 20s. null = [group1, runforest, 50, 1, 20] execVM "chase.sqf"; Hope it helps :)
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Hi, is there a way to extract flag (only clothing) from the flagpole? I want to attach it to ural to cover up the back that is opened. Thanks!
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Detected by OPFOR - Debuging
wynarator posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, I'm working on a stealth-based mission and I'm having some troubles with detection. I created a trigger activated when west is detected by opfor with a time limit 20s. There is a few OPFOR units within that trigger. So from my understanding, if I eliminate a patrol within 20s trigger shouldn't be activated. Unfortunately trigger always go off, so I'd like to see (i.e. by marker created on map) what unit detected me. Any help, please? :) -
F.A.T.A. - Federally Administred Tribal Areas, Pakistán
wynarator replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@James2464 You made my day! -
F.A.T.A. - Federally Administred Tribal Areas, Pakistán
wynarator replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Minimalco I'm really looking forward to see this map with fixed wheat issue. I hope AusSnipe can help you, as he stated that this issue is easy to fix. So, since it's easy, it's better to have this map playable on coop than not :) If I can be of any help just let me know. Even if you don't intend working on "robot-related problems", maybe you can make an exception this one time, cause those wheats are a real pain in the ass. If you fix this I will force all my clan mates to send you some happy faces via email to make your day brighter :D BTW what are these "PONDS" you guys are talking about? -
F.A.T.A. - Federally Administred Tribal Areas, Pakistán
wynarator replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Minimalaco, is it possible, please please please please please please? :) -
F.A.T.A. - Federally Administred Tribal Areas, Pakistán
wynarator replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey Minimalaco, me and my team have been following the progress of your work and I have to admit that we are amazed by the outcome. Your map is one of the best (if not the best) I have seen since OFP. Outstanding job. I know that your map was created to suit PvP, but I think there would be more than a few coop based communities that would play on it against AI. However, I have spotted an issue with foliage: AI sees through the plants situated on the farming fields. Below are the examples of the plants that AI can clearly see through: http://imageshack.us/a/img153/6940/e1j5.jpg http://img546.imageshack.us/img546/7983/ekx8.jpg AI behaves like there's nothing between us. Also there is another type of fields, which AI doesn't see through, e.g.: http://img824.imageshack.us/img824/4514/dx56.jpg (GD 035044) Is there any chance you can fix this somehow? I don't know if it's a parameter assigned to that fields or something else, but I don't like being nailed by the AI through 500m of fields that I can't see through at all. To answer questions: I'm playing with the ACE mod (build 592, 12.04.2013) and I use the "AI grass viewblock" module (ace module under F7) Same error ruined Sangin Province Hellmand for me, as our group was unable to play when AI can see through soild obstacles. I really hope you can polish that little part of your map. Thanks! -
European server host - help please
wynarator posted a topic in ARMA 2 & OA - Servers & Administration
Hello guys, I want to rent a dedicated server for ArmA2:CO + ACE mod + some other mods, and I'm looking for trusted european host with a reasonable price. Any advice? Can't find any list/ranking of those (well, there are few, but dated 2010). - Tried Gameservers, too laggy when server's at it's capacity :( - Markmods seems pretty fair, anyone tried it out already? - JestServers might be ok too, but the prices almost gave me cardiac arrest. Help will be appreciated. Wyn -
Sound effect trigger - how to adjust volume?
wynarator posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Soundtrack volume depends on user-setting for music volume, but I wanna use sound effect (like ambient radio) on trigger. Works well, but it's way to quiet - any way to adjust it? Too bad I have no idea how to find the file to that specific sound. -
Sound effect trigger - how to adjust volume?
wynarator replied to wynarator's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Found a way around: if someone is as lazy as I am, then you can MULTIPLY the sound effect trigger - it'll be louder with each added trigger :) Well, at least it works -
Im using ArmA2 Combined Ops along with latest stable patch and ACE mod. I use two classes of weapons, Mine and MineE, but both wont inflict ANY damage at all. Example: I put a mines in the box. I pick them up and place them on road. I drive my awesome black wolga on them, explosions make me airborne, but there's no damage. What's the problem? Thanks, Vynnie