Angus S
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Posts posted by Angus S
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Hey sorry I've been pretty busy for a while, where are we at with testing?
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Great work on this mod Gunter, the more I play it the more I'm loving the game
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Just a thought are all the people who are seeing the standing dead AI using SLX_GL3.pbo in their addons folder ?Gunter put this pbo into the problem folder.
Tested with and without SLX_GL3.pbo and without it no standing dead AI soldiers. Its a shame because this pbo is responsible for alot of SLX like House Garrison, Overwatch etc.
No I'm not using this pbo and I'm still gtting standing dead
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Thanks for your help, this is an amazing mod
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-SLX_Melee-(current project)http://forums.bistudio.com/showthread.php?t=125858
So far i have bayo in the correct slot, but knife does not showup in the player character's hand just binoculars do
I had this happen too, even with the bayonet in the normal slot, my character kept hitting people with his rangefinder. try it with only one of your binocular slots taken up
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You shoudl check out COWarMod, then you wouldn't need the warfx, jtd smoke, or asrAI as they are in CoWarMod,plus SLX (not the new version though)
Yeah definetly try COWarMod, it turns arma2 into whole new game
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I too have noticed the standing dead pose which happens quite frequently and also friendly AI standing still twitching as though they are firing rapidly.Yeah I got that too using the same mods. Not sure which one is causing it.
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Does that mean only on certain islands?
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Really looking forward to it, been waiting a long time
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Do the ambient IED and suicide bomber modules only work on takistan? I've tried them on other islands and haven't come across anything
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The M9 actually does more damage then the Glock, which I see most people using
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Hey I'm still keen to help, but I'll be pretty busy for a week and a half or so sorry. I'll get back on to testing as soon as I can
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I think he was referring to ghost ring sights. Google a picture of them, it's just a type of iron sight
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I haven't had much of a chance to test sorry, but from what I've seen the AI has been working well and their accuracy isn't over the top. The game is amazing with all of these AI mods working together, I've never enjoyed it so much
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I would recommend not removing it, but replacing it with the ACE compatible zeus mod. I know it's all up to you Günter Severloh, just giving my opinion
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I click on the link and it just comes up with "The requested URL /showpost....6&postcount=20 was not found on this server."
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Sure I'll test that, but your link is broken
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Features Tested
Rocket Ballistics
Addons that are in concern are:
Zeu_OA_c_RocketBallistics
Test Results:
Tested in all configurations of the game and apart from the added ACE features could not find any difference to how the rockets behaved with the addon enabled. Without knowing exactly what the addon does I didn't know what else I could do
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Hey I'll get on to the rocket ballistics sometime over the next few hours
---------- Post added at 07:48 PM ---------- Previous post was at 06:54 PM ----------
I did what you suggested and played a mission with people firing rockets everywhere in all configurations of the game, then I tried out a few of the rocket launchers myself and I still have no idea what the addon does. If it affects the ballistics of the rockets though then it shouldn't be used with ACE, as ACE already does the same thing. It would also render the ACE SMAW spotting rifle useless.
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Features Tested
Muzzle Velocity
addons that are in concern are:
- fnc_ballistics_infantry
- fnc_ballistics_launchers
- fnc_ballistics_vehicles
- fnc_muzzlevelocity
Test Results:
-Tested the addons with ACE alone, COWarMod with ACE, and COWarMod alone and found no conflicts
-I found ACE reticles, both scripted and normal, overwrote the fnc reticles and made them unnecessary.
-ACE muzzle velocity and fnc_muzzlevelocity seemed to both be at work, some weapons would use ACE and some would use fnc. I found when using ACE alone however the muzzle velocity was much more accurate to the barrel length then with fnc enabled
---------- Post added at 02:49 PM ---------- Previous post was at 02:24 PM ----------
I hope I tested and set that out right
I'm having a problem though, I can't seem to find anything that explains exactly what the Zeus rocket ballistics addon does
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Hey I'd be more than happy to test it, but it might take a few days, I've got an incredibly busy week
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You're working fast, I've only just tested the disposable launchers and came up with the exact same results. I'm a bit unclear on what you want me to test next so I might just start with the muzzle velocity
---------- Post added at 06:16 PM ---------- Previous post was at 04:36 PM ----------
Just finished testing the muzzle velocity.
I used a target range mission on Utes that tells you as a decimal how much damage you do to the target. I tested it first with the FNC muzzlevelocity addon and then without it.
I recorded the damage done to the target at different distances, using weapons of the same caliber but of different barrel lengths (The M4 vs M16, M9 vs MP5, AK-74 vs AKS-74u, Makarov vs Bizon) and I also tested the difference between suppressed and unsuppressed weapons
The results were very similar with and without the FNC addon, but the FNC addon does have some weaknesses. For example, The M4 had exactly the same damage value from less than 100m to over 200m, so it actually does more damage at 200m then the M16. Also, with FNC the Silenced AKS-74U does exactly the same damage as the unsupressed version.
The ACE version does not have these mistakes, the M4 damage gradually drops between 100-200m, and the supressed and unsupressed AKS74U do different amounts of damage.
I can give you the data I collected on an excel spreadsheet if you want, I'll just need a bit of time to put it together.
I would recommend removing fnc_muzzlevelocity addon as it does basically the same thing as ACE, just not quite as well
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Sorry I guess I got a bit ahead of myself there, thanks for setting me straight, I understand it now. One question though, would you rather we didn't use beta patches?
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I've found a few bugs while playing the weapons test mission in takistan in single player.
-The ArmA 2 weapons (not AO) don't show up in my inventory, but they show in my hands
-The gunners for the T72A and M1A2 TUSK tanks don't get a crosshair
-I had a script error in the OPS mission in single player that said:
'...wn5"];
doorespawnarray = [flag1, flag2, |#|flag3, flag4; flag5};
titletext ["","bla...'
Error Undefined variable in expression: flag3
File missions\__cur_sp.takistan\init.sqf, line 26
-I had a script error in the weapons test takistan mission in single player that said:
'eep3;
while {true} do
{
Error 0 elements provided, 3 expected
File JTD_FireAndSmoke\Scripts\FireDamage.sqf, line 30
_nearestFire = |#|nearestObjects [_thisObject,["firemarker...'
Also, how should we test the ACE AI?
ACE for OA 1.12
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
You've got to be kidding. Somebody doesn't agree with you and suddenly everyone under the age of 21 should be banned? You are the kind of person who a few decades ago would be criticising young people for their 'rock and roll' music and saying nothing will ever come of their 'flying machines'