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dar

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Everything posted by dar

  1. This is unfortunatly not an option. The civs should walk around and not be part of a group, which would force them to stay in a formation. Also there are a bunch of triggers, that are set on Side and can't be activated by captive units. @Das Attorney: I will give it a try
  2. I hope so. can cause "unexpected AI behavior". Sounds like BI doesn't really know what they did there themselves. This would be a lot of writing, but would it work to joinSilent all OPFOR units (about 15) to a blufor unit / group at mission start and then on trigger let them joinsilent an OPFOR unit, while all civilians in the area (about 30) will joinsilent to a blufor placeholder?
  3. Hey guys, I'm working on a SP mission with lots of civilians around and of course you are not allowed to shoot it. To ensure that, I want the mission to end on such an incident as A: a civilian was shot by you, B: A friendly unit was shot by you. I tried several Arma 2 scirpts, but none of them worked, as some depended on ALICE and some didn't work for other compatibilty issues. I found the "Friendly Fire module" in the editor, but it doesn't seem to have any effect the way I use it: Module placed. Module synched to mission end trigger. When I now kill a civilian or henchman, nothing will happen. Is this for MP only? So what I need would be a simple script or an explanation on how to use that module properly. Anybody around who can give me hand on this?
  4. Thank you, man I altered it a little and now it fits my need exactly. Shortened it a little. Fail is the variable triggering the mission ending.
  5. I placed the civilians by myself. What would I have to wirte in thier init line?
  6. Oh man, I would need a hell of a server to handle that. No, I'm talkin about 2-10 players. Some nice COOP or TvT missions. Nothing that big. But it doesn't really matter now, does it? I reported, you said its not going to change, I accept, everybody is fine, ok? I was just pointing out that these configs are still in hiding in your files.
  7. I save in MP/COOP, too. I host scenarios in LAN. Sometimes you want to have a break, so you save, and revert afterwards. Anyway, I get you are not interested in supporting this as most people doesn't need to save while playing. Unfortunatly this also restricts the mod to MP only and won't be useful for SP/COOP scenarios on Steam-Workshop. Yes, the mod doesn't include weapons, but when creating a savegame, it tells the game to write them as dependencies in there. Somewhere within your files, the Arma 2 config entrys for guns and modules and stuff are hiding. Same holds for the group-config-entrys. Thats is a stonecold fact, as this problem only occurs when using A3MP, I ran several tests.
  8. Noticed another "bug", that proposes a real problem. I don't know if its due to me ore if others come across the same troubles. Savegames will be corrupted. I just tried some random workshop missions, saved during the porcess and tried to revert. Reverting failed because about 100 files "missing", "it can't be played". And these files are for example "caweapons_m107...", "caweapons_ksvk...", "camodules_clouds" and so on: The arma 2 files. This needs to be looked in asap. I love the mod but this makes it unusable.
  9. Ok, tried all the maps. Great work so far. Now some issues I came across: -Still Waters like small lakes are black. Only if you get really close you can see the texture. -Some ground textures (check Utes, man!) are really bad. -I get the feeling that you reduced the amount of grass displayed/ the height of grass. Although this might be my personal perception. -Some problems with adding the new fog. The system doesn't work as it should on these maps. Still running tests on this. -Larger Citys on Cherno are a little bit laggy. Not bad fps, but sudden drops for one frame and then back to normal. Most likely due to my hardware or the new engines texture streaming or similar, but I thoght I could mention it. -Empty Groups are displayed along with a config error whenever opening groups in the editor. Most likely the Arma 2 configs. To really enjoy these maps, you have to add a proper colorCorrection imo. But then it is just fine. ^^
  10. Its release day, lads! That is so true. Thank you so much Alduric for releasing this package of awesomess. And so soon after its announcement! Congrats, hope there will be some missions using this on the workshop soon. Downloading all 3 on mirror one at the same time. Gonna be a looong night. But totally worth it ^^ EDIT: all three downloads just were interrupted and canceled in try to resume. Dude, these servers really must be on fire.
  11. Glad to hear that. Yeah, yeah, MTP. We all know its just the British adaption of Multicam. Nobody can see the difference from far away.
  12. Thanks for the MCC Fix, really helpful. Although, tried your sample missions: Valley of Death (Altis): avg fps 25-30 by default (not even a really big fight going on). Mountain Warfare (Stratis): 40 fps by default, ~25 with battles going on - both in SP Still way better than managing all the units in realtime without caching. But not yet useful for creating huge missions with it, Id say. But very useful for creating town/outpost garrisons and or CQB stuff. On the other hand, it might be a problem on my side as the game actually never reaches 30+ fps in scenarios with more than 2 squads of AI for me (hey, its Arma! Its meant to be played on the hardware in 5 years -.-)
  13. Great addon! Playing on stable since the release of the first campaign episode, so today I could finally try this. I really like the Nato-versions of the AAF vehicles and aircrafts. But I must say, I'm a bit disappointed about the units. Your first screens, which are still on Armaholic, show the Armaverse-British camo as seen in the campaign (the swedish-m90-inspired one). But I placed all units of your addon and all were wearing multicam. I mean, the multicam looks fine but from more than 2m away, they doesn't really differ from the US-Nato faction. I was hoping for those story-camo variants to get something new on the field. Anyway, can't wait for the campaign and maybe L85-variants.
  14. dar

    Arma 3 H&K XM8 Compact

    Seconded. Release weapon packs and/or create release-thread. This would also make it a lot simpler to sync with others. Right now I'm using some of your stuff for SP use only, mainly because I don't want to tell my friends: To play on my server, you just got to download this, this, this and this single file.
  15. For reasons I don't comprehend the mod is in conflict with MCC Sandbox for me. When I run both, ALiVE will not work. (Yes, its no other mod interfering, I just did an hour of testing) Anybody facing the same issue? Both are incredibly nice mods. It would be a shame if they'd exclude each other.
  16. Great! Congrats on the release, guys. Will test as soon as possible which will be by tomorrow. First impressions (me walking around alone, checking out the base and new functions) are promising. Only thing I don't get at this time is the pilot/crewman assignment. Even though I logged in as admin, I can't use helos for example. Haven't tried (or figured out how) to "promote" other players to do so, though. Might be a good idea for public servers to block these for everyone at start, but when you only play with friends on a coop server... there should be the option to disable this feature via mission parameters. EDIT: i figured it out. Nicely done.
  17. dar

    [SP/MP] BeCTI

    Never mind. Fixed the reason of this post myself. Great mission.
  18. dar

    Guerra do Ultramar

    Looks amazing. Besides from my interest in your mod covering these events, Arma 2 certanly needs more quality Africa stuff. Can't wait for this to be released.
  19. Thanks, man. Works just fine :D Only issue I have now is that the HC doesn't work as it should. I can promote groups to HC, and I can enter HC mode, and then there is the group I just created and I can select it. But they are not marked on the map, have no infantry-label and don't react on commands. And one more suggestion: "spawning" a toilet out of nowhere to redress is kind of not Arma style- How about a simple Supplybox paradrop at which you will be able to change your gear. Makes more sense anyway. On the other hand changing the gear on the battlefield isn't very authentic either... So I guess this is like: A toilet on the field isn't very realistic but it would fit in a base and you wouldn't change your gear outside a base anyway, would you? So only spawn it in bases if you want to stay real! :q:
  20. Glad to hear your on it. I understand your point with the risk of your mod colliding with another one. But its still the better option. How about adding a userconfig hpp where the user himself can set the key. Most mods do it like this. As an alternative, you could also use a custom communication menu, like the mod WW_AImenu by Windwalker does. Well, no, wait he uses the standart ArmA communication menu but you can easily create your own one, just rename it to something custom. ( I did this to make his mod compatible with A2OA). Its a rather simple structure if you've got an example for it. And his mod definitly is one. That would furthermore allow the usage of VAC in combination with your mod. Which would just add more awesomeness to it ;D Any info on MP compatibility?
  21. This mod is awesome. Really nice work. Just a thought: Maybe you should map the "+Open Groupmanager+" to a key that makes the action menu actions available instead of an action menu action. Because right now, this just appears in the center of my screen randomly after changing weapons, opening inventory, reloading or exiting a vehicle, just as if it was the "default" action for the player, like when you walk up to a vehicle, the enter icon automaticly appears. That isn't really a big problem, but it can be annoying sometimes, especially when you hit it unintended (example: while trying to open a door) and suddenly your action menu is full of colored lines. Also one thing that I noticed is that you can "call" the wardrobe but you can't actually detach it afterwards. Theres just no action menu entry for it. Likely the attach range is a little to far or something. I always had to call an AI and command him to execute the action "detach wardrobe, please". Is this a feature, like: You can't place the wardrobe on your own! Or a bug? Has somebody yet tested if it works with MP?
  22. dar

    ACE for OA 1.13

    Hm. Thanks for the info, Harz. But I'm facing these issues since first using ACE with different mod presets. I for sure have no mod running that has an intended effect on the Stamina system. I don't know about the unintended effects of all these mods but how likely is it that one of them changes stamina values that were made up by ACE and are used only by ACE itself? I will run some tests on this with different presets. See if anything changes. EDIT: ACE/ACEX/ACE_SM/ACE_USNavy/ACE_RU running with CBA_CO and expansion/beta r135 Result: Same as with my main preset which has about 50 mods. So no influence by any third parties here. Nevertheless, my Stamina multiplier mod seems to have changed the endurance a little as I can run a few hundered meters more with it compared to my test run with the ACE-only preset. Will try some higher values for the multiplier now. If they have an effect, my problem would be solved. EDIT2: Negative on that last line. Multipliers over 1.0 have no effect at all. Means I can sprint about half the Utes runway with 40kg load as a BAF rifleman before collapsing and about a third before he starts walking instead of sprinting and begins to breath heavily. That isn't much. With multiplier 1.0 I can run the whole runway before blackouts/collapsing set in.
  23. dar

    ACE for OA 1.13

    I know how a multiplier works. But I read that the multiplier is 0.5 by default and a value higher than 1 wouldn't have an effect. Source
  24. dar

    ACE for OA 1.13

    Just wanted to ask if there's a way to disable or heavily reduce the Stamina effects/ feature WITHOUT disableing the whole "on back" and Backpack feature? Sure it adds realism. But its just so ridiculous and annoying every time. For example I took couldn't even walk (not sprint, walk) about 700m with A BAF rifleman carrying a rifle, a pistol and some grenades. 17kg. And he was about to die on an heart attack and collapsed every few meters. You wanna know how many MILES i walked with more than 17kg during my military training without collapsing? And i have to admit, I wasn't even a very strong soldier or had years of training behind me. I have no reason to believe this will ever be fixed but maybe theres a way to work around it without destroying the backpack feature. The Stamina multiplier doesn't seem to have a huge effect when I add this to my init: player setVariable ["ACE_SYS_STAMINA_MULTI", 1]; Any ideas?
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