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Everything posted by anthropoid
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Error on 1st Launch of Gamersgate version
anthropoid posted a topic in ARMA 2 & OA - TROUBLESHOOTING
The error reads: I tried installing the ARMA2 Patch 1.11 patch [url=http://www.arma2.com/download]here[/url] but no luck. Based on some very old posts pertaining to this same error (but with the Steam version) in which the suggested fix was to verify the cache integrity using Steams "Verify integrity of game . . ." function, I am guessing this is a corrupted package element during download, and the best solution is to simply repeat download/install? -
Error on 1st Launch of Gamersgate version
anthropoid replied to anthropoid's topic in ARMA 2 & OA - TROUBLESHOOTING
Gamersgate got back to me and claims that their testing of their server version of the game indicates there is no problem with the source. Just tried to DL again but still problems, albeit this time an error in a different file. I don't know much about networking, but I gather that, a very likely factor is that Gamersgate's distribution system is just not good enough to handle a game that large. I have no problem downloading very large games (or other applications) on this rig/network connection, it is only this one Gamersgate game (Arma 2 . . . well to be honest I'm also having some problems with my version of Arma 1 Gold from them). I guess it is just time to write off the larger games I own from their site and procure additional copies from other distributors. -
Error on 1st Launch of Gamersgate version
anthropoid replied to anthropoid's topic in ARMA 2 & OA - TROUBLESHOOTING
Thanks Dedmen. Me and a support volk in Stockholm (ah I guess I didn't mention, this is a Gamersgate purchase . . .) have exchanged a few emails and they are looking into whether the portion of the download that is corrupted is bad on their server copy. I am guessing that that must be it. Twice in a row, same error message during installation and if [ Ignore ] chosen, same error on attempt to run the app. -
Mission Year : Is pre-1985 possible to set?
anthropoid posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am getting very close to an 'alpha' release of my first mission in what I hope will be a series of at least 3 (maybe more) missions based on the Soviet War in Afghanistan, the "Sheerai Veffudahr" (Faithful Lions) Platoon. The mission design is somewhat inspired by Fuiba's PMC Versus campaign in that each mission will be for 5 players and have a distinctively 'non-BLUFOR' feel. First mission doesn't have a single Western weapon or soldier in it, and that will be the rule of thumb. Player side will be Takistani geurillas and main adversary will be Russians. Mission is designed with ACE, and tpwcas script, but doesn't require anything else. Lots of AKMs, SKS, and that sort of older Russian weaponry. My question is this: Is there a way for me to set the date of the mission to pre-1985? The GUI date selection in the editor only seems to go back to 1985. -
Check if task = succeeded
anthropoid replied to _qor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah thanks Paul, I'll have to wrap my brains around that. Might have some questions for you when I'm not half asleep ;) -
Check if task = succeeded
anthropoid replied to _qor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Viktor Reznov has already helped me to solve this problem, but I'll leave the details below in case it ever helps anyone else. Thanks Viktor!! Here is how I did it: 1. In the "Name" cell in each of the triggers, I gave them each names t1 for the trigger corresponding to task1 t2 for task2, etc. Note, when I named the triggers task1, task2, etc. it did not work. Same publicVariable name or something I guess. Then in the trigger for task5 "Retreat to Safety" I have this: Condition: this && (triggerActivated t1) && (triggerActivated t2) && (triggerActivated t3) On Act.: ["task5","succeeded"] call FHQ_TT_setTaskState; taskhint ["Sheerai Veffudahr has struck the enemy and retreated back to safety!", [0.600000,0.839215,0.466666,1], "taskDone"]; =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Having some trouble with a trigger that is dependent on previous triggers firing. It is similar to the topic of this thread so hope I'm not out of line to 'resurrect' an older thread. I'm using some newer and rather specialized script to handle a coop environment (FHQTT); so I can't quite make sense of the help in this thread as it relates to my stuff. Appreciate any help. Players are five Independent Takistani Local soldiers named "p1", "p2", "p3", "p4", and "p5". //task1: Rescue comrade //"p5" has this: Initialization: _null = [this] execVM "Hostage_male.sqf"; null = [this] execVM "loadoutUnarmed.sqf"; //where Hostage_male.sqf is taco's hostage script //Associated trigger is like this Condition: !captive p5 On. Act.: ["task1","succeeded"] call FHQ_TT_setTaskState; taskhint ["Our comrade is free! Faith is rewarded!!", [0.600000,0.839215,0.466666,1], "taskDone"]; //WORKS GREAT--task switches to green in the briefing and popup messages occur as intended. Hostage gets untied //and joins my group (hope this will work in coop with the hostage as a player). -=-=-=-=- //task2: Assassinate officer Condition: !alive e1 //where "e1" is the enemy officer On Act.: ["task2","succeeded"] call FHQ_TT_setTaskState; taskhint ["The outpost commander is dead. Allah be praised!", [0.600000,0.839215,0.466666,1], "taskDone"]; //WORKS GREAT--task switches to green in the briefing and popup messages occur as intended -=-=-=-= //task3 Sieze Gear . . . players are Mujahideen who start with very little gear Activation: Independent present in a 15m radius around an ammo crate Condition: this && ((p1 hasWeapon "ACE_Map") or (!alive p1)) && ((p2 hasWeapon "ACE_Map") or (!alive p2)) && ((p3 hasWeapon "ACE_Map") or (!alive p3)) && ((p4 hasWeapon "ACE_Map") or (!alive p4)) && ((p5 hasWeapon "ACE_Map") or (!alive p5)) //I want this trigger to fire when the players gear up with better gear in the ammo crate. I figure // everyone will //grab at least a map and since only the SL has one at start this is working as intended On Act.: ["task3","succeeded"] call FHQ_TT_setTaskState; taskhint ["We have seized Russian weapons & equipment!", [0.600000,0.839215,0.466666,1], "taskDone"]; //Again, Works Great--Task goes green in briefing and popups occur as intended. -=-=-=-= //There will also be a task4 to ambush a convoy, but it is unnecessary to go into the details of that //here. Now the one that //is not working task5 Retreat to Safety; this task is intended to be the final task which will allow Mission //Accomplished some 20 seconds after. -=-=-=-=- //task5: Retreat to Safety 20m x 25m Independent Present trigger grouped to player group and set to "Any Group Member" Condition: this && taskState task1 == "SUCCEEDED" && taskState task2 == "SUCCEEDED" && task3 == "SUCCEEDED"; //later when I add task4 in there will also be a dependency on that one too On Act.: ["task5","succeeded"] call FHQ_TT_setTaskState; taskhint ["Sheerai Veffudahr has struck the enemy and retreated back to safety!", [0.600000,0.839215,0.466666,1], "taskDone"]; //This task does not fire as I would intend. I'm just testing (no opposition set and everything is grouped very close on //the map) and I can in 2min get tasks 1, 2, and 3 to fire as intended. However, when I run the group over to the //compound with task5 trigger area I'm not getting it to fire. //If I have each task named (task1, task2, task3, task4, etc.) in the Name cell in each trigger, can I instead use: Condition: this && task1 == true && task2 == true && task3 == true ?? -
I would wait till I have a 'pack' of them, but since this one works (one user has playtested it through) and I want to get feedback on improving my mission making skills . . . My first mission! The earlier version that the user tested through was _slightly_ different and easier, so I cannot guarantee how difficult this will be to finish. He described the earlier version as "almost like shooting fish in a barrel" so I don't expect I've made an error to make it a bit more challenging. None of the waypoints/triggers, etc were changed so the mission should progress and finish fine just as it did I the 'alpha' version that was tested. My immediate goal with mission making is to make Coop missions that are also playable for SP (in general) so I intend to avoid: large squads exceeding 15 soldiers; divisions into teams that will leave some AI teams without human oversight. Long-term I hope to be able to make a COOP MSO version of LOST by MarkB50K. I'm up for suggestions on themes/content for additional missions. So far the only suggestion I've got is: 1. OPFOR as player group 2. Use Dynamic AI or other means to make the player group feel like being part of something bigger 3. Lots of stuff blowing up 4. (Based on the User Requests thread) Assaults I very much appreciate any feedback or suggestions on the mission, and if you are a mission maker who might be able to offer me some suggestions on design, feel free to de-pbo it and see what you think. Armaholic - Nur at Night Co11 Mediafire - Nur at Night Co11 Any other/better suggestions than mediafire for hosting? ADDIT: In playtesting it SP this morning, I already know there is at least one problem in the conditions set for "Mission Accomplished." If anyone with design experience de-pbo's it and can make sense of the tangle of waypoints and trigger links I do appreciate any suggestions on how to set the Mission end conditions more efficiently. ADDIT*2 Made a few minor changes (including I think fixing the win conditions). None of these made the mission unplayable or unfinishable, so I'll hold off on posting an updated version of the mission for a while and see if there are any other edits necessary. Again, I really appreciate any feedback! I've already learned my first lesson though: when you've playtested it umpteen times and you feel like you couldn't possibly need to playtest it some more . . . play test it some more :)
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Ah sounds cool shay_gman!
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Ah, I bet that is it. However, do you mean the ACE module "Wounds: Everyone can use medkits?" I did have that turned on at one point because I didn't understand how medkits work. I thought they just allowed healing of 'no legs'; didn't realize they are what allows full heal in the field. A buddy clarified so I now have that turned off in the mission.
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ADDIT: just ran some 'tests' in the editor and I don't even think it is necessary to do any Bandicam as it doesn't really show what I was claiming above. I setup a misson on sap_everon (the island where I was having difficulty killing USMC with a bison SD last night) with ACE, ACEX, ACERU, ACEUSN, and CBA running. Created a spetsnaz operator player (the soldier type I was playing last night) and set him to captive. Put in 12 USMC private riflemen and one corporal in charge of the squad. Set them to hold in line formation, safe. Put in some ammo crates, and tested out how the bizon sd performs in daytime conditions where the enemy won't shoot back and he starts out standing. 1. At point blank range, a single bizon sd round to the face (and seemingly anywhere in the head) will kill a USMC rifleman. 2. At up to 50m the same effect (although strangely the animation for the solder dying seems delayed by a couple seconds relative to the announcement by the next in command that the SL is dead and he is taking command). 3. Shots to the body are of course considerably less effective. Nonetheless, at point blank range, a few riflemen died with only 3 or even 2 rounds to the chest. 4. I suspect that most of the apparent 'ineffectiveness' of silenced pistol/smg weapons really derives from other factors than the damage calculations for the pistol ammunition a. iron sights on pistols and many smgs are generally not ideal and this combined with some range or a moving target can make it difficult to score hits even when firing several rounds quickly b. With short barrels, I would imagine dispersion is greater for pistols/smgs as well I noticed that, if I took one very careful shot at their heads (which was easy to do as they were sitting ducks) I could drop a body armored riflemen with one shot at up to 50m. Less careful shots = it could appear to be taking more shots to kill him even if you see the blood spray, but that might be because the shots are grazing hits instead of solid hits. So in sum: never mind! :p It would appear that me and a lot of other people are a bit full of it with whining about how pistols and suppressed weapons are nerfed. Hmmm, would be nice to have a bunch of you guys who know a lot about this stuff in a discussion specifically about pistol ammo in Arma2. As grist for the mill, might have to see what I can show with some Bandicam performing some proper tests :) will see about starting a new thread with that today. Lets just say this: unless a mission places you in a situation where you have no choice, I see no good reason to use pistols in this game. SMGs seem a bit less useless, but generally also not particularly effective. Put suppressors on pistols or smgs, and it seems like your shooting spit balls! :p Many guys in the coop group I play with (Comrades in Arms) have been playing the games for years so they have the insight of comparing how pistols and suppressed weapons have worked in each installment in the series. They seem to say just about the same thing: in Arma2 pistols and suppressed weapons are highly nerfed and generally to be avoided.
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Unless they redo the ballistics for pistols in 3, I don't think there is such a thing as an "unsafe" way for a soldier in Arma to handle a pistol. It routinely takes 10 or 20 rounds to drop an enemy with a weapon like a bison sd. Hell I had it happen tonight fighting USMC. I emptied out a total of 4 64Rnd clips on four or five different guys, and it wasn't overkill and in one case they required one more kills shot. When you can unload an entire clip into a guys face but it doesn't hurt him because he is "wearing body armor" and your shooting him with suppressed pistol ammo, in that case, its perfectly safe to run with a pistol in your mouth and the hammer cocked back :p I say: fix pistols and submachines PERIOD. Yes, standard pisol and smg ammo is less effective against body armor, but I would imagine that AP ammo can ameliorate that a good bit. I don't have sufficient experience to know for sure, but I tend to think the way BIS has pistol damage modeled is a bit nerfed relative to reality.
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I'm experiencing a strange effect in a mission I'm nearly finished with using ACE and custom soldier loadouts. Eight man team of spetsnaz (1 TL, 6 Operators, 1 medic) with different loadouts: loadoutSPTSL.sqf (squad leader) loadoutSPTOP.sqf (two grenadiers) loadoutSPTLAT.sqf (one light AT soldier) loadoutSPTMM.sqf (marksman) loadoutSPTRPK.sqf (2 MGs) loadoutSPTMED.sqf (medic) As you can see, the medic has the medic rucksack, and everyone else except the AT soldier has the RD-90. The medic's bag is loaded nearly full of medical supplies, everyone else has a modicum of medical supplies (couple bandages and a morphine). When I host this as a LAN or an internet and play with a buddy, the gear in the Briefing is correct; every soldiers gear and ruck contents are what those loadout files specified. However, once the session initializes everyone has all the stuff that was supposed to be in their ruck (rpg gunners with extra 75Rnd RPG can, etc.) PLUS most or all the same medical gear as the medic. I remember seeing this when playing Patrol Ops too. Appreciate any advice on a fix.
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I'm looking for someone who is at least proficient if not fluent in Farsi to: 1. double check some of my English -> Farsi translated + Farsi -> Latin Alphabet transcripted words and phrases that I'm intending to use in a new mission(s). For example: I don't think there will be very much help I'll need, only a couple words or phrases in mission 1, then perhaps a couple in mission 2, etc. Basically, about 5 minutes for a competent reader/speaker of Farsi, but infinite for me! :p 2. It is beyond my current aspirations, but if someone who speaks Farsi with an appropriate accent was keen to do it, I'd be interested to explore adding some voice acting to the mission(s) too. -=-=-Additional Info Below-=-=- I'm beginning to make my 1st mission in what I hope will be a multi-mission series (at least 3 but maybe lots if I keep up the steam). Missions will be set in Takistan in late 1970s or 1980s. Required addons planned at this point: ACE ACE_X ACE_RU ACE_USNAVY CBA_(all) MCC (maybe, depending on if I cannot figure out how to remove it as a dependency for playing it; but I plan to make the mission with MCC running; mainly I just want to explore what MCC can do for me, but the idea of the ease is appealing too) _Possibly_ CWR2 Variable at CiA has convinced me that a mission/series based off of Mujahideen versus Soviet invasion of Afghanistan (and obviously set in Takistan and/or other maps like Aliabad, Hazar Kot, Zargabad) is a winner concept, so I'm gonna run with that. There are some nice 1980's weapons in CWR2, plus the soldier uniforms and such, so as long as CWR2 will play nice with the ACE package I'd like to do it that way. I don't think I have ever run ACE with CWR2 at the same time, so I'm not sure if it is a good idea or not.
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Any Farsi Speakers in the House?
anthropoid replied to anthropoid's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Buddies wife who is of Iranian origin helped me to revise my spelling so it seems to be more phonetically on target: Sheerrai Veffudahr ("Faithful Lions") will be the name of the player group portrayed in the missions. First mission will be co05_Sheerrai_Veffudahr_Fetnah.Takistan -
Thanks Kerc! Yep that works :)
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Yeah I figured that part out; the long script I posted in my previous post works in so far as the weapons, equips, magazines and ruck (even the weapononback) populate on the soldier. However, the items that are supposed to be inside the ruck do not populate. The ACE wiki indicates that the way to populate the ruck with items is to use syntax like this: http://community.bistudio.com/wiki/ACE_Features#Rucksack_System However I'm not having any luck with any of that syntax in getting the soldiers ruck to spawn with items in it. Appreciate any pointers.
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Following the Wiki page on ACE rucksack features http://community.bistudio.com/wiki/ACE_Features#Rucksack_System I've managed to fix my syntax so that I can get the ruck, and an "on back" weapon to appear. But I cannot get cargo to appear inside the ruck Could someone who knows ACE mission making help me out? Everything populates into my soldier at preview except this is not working (and rucksack is empty): [_unit,"ACE_15Rnd_9x19_B_M9_PDM",4] call ACE_Sys_Ruck_AddRuckMagazine;
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MCC Sandbox - The Mod
anthropoid replied to shay_gman's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Re: this is what I've learned so far. I setup a SixUpdater preset that included MCC_sandbox (as well as ACE and CBA). Created a mission in the editor; MCC Game Generator window was present whenever I was in the Preview. Saved it and .pbo-ed it. Put it in my MP mission folder (it had several playable soldiers and was written in FHQTT so the tasks were assigned to all). I think there were four of us who logged into a session hosted off my machine. Couple guys did not have MCC running (probably not even installed) at least one guy did. The guy who did have it installed was able to use the Game Generator; the other guys of course were not able to do so. So in sum, it appears that it does work more or less like I thought. The real trick I think is to add one thing to the init.sqf in the final version, right before you .pbo: enable_mcc_sandbox_addon = false; -
Thanks Sam. Yes, I was able to take an ACR backpack out of a crate as a Spetsnaz Operator. Must be something wrong with my custom loadout script? Not sure if the RD90 is the most sensible backpack for a Spetsnaz to be wearing but it seemed to be about right. Everything but the backpack populates fines.
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How do I spawn ammo crates in a coop campaign mission?
anthropoid replied to progamer's topic in ARMA 2 & OA - GENERAL
Pretty sure that to do that you'd have to de-compile the .pbo file. Not a big deal to do that I think, I use Eliteness and CPBO. Seem to recall Eliteness is the one I use to De-compile and CPBO the one I use to recompile. Main thing is: target your .pbo => copy-> paste to a folder somewhere with a unique name (this way when you decompile it you know where it is and what it is -> spend the inevitable 1 hour to figure out how the application works to actually get it to work (look under File tab). Once you have it decompiled, probably the EASIEST way to be able to spawn in your own crates is to use that addon "Loadout Editor" or @LEA. Memory is a bit fuzzy, but it seems like with that you can spawn in a crate. Having said all of that (and I'm not even sure that will work), it seems like the whole point of the game is to encourage the user to figure out how to solve the problem at hand with the tools given. Meaning, if they give you an AKM and some grenades and send you on a "sniper mission" then maybe there is some clever way to carry it out despite not quite having the right gear. As in real life, killing an enemy can sometimes be drop-dead easy if you just stop charging forward and approach from an unconventional angle. Once you've got a few corpses to pilfer, your options as far as feasible tactics can change a LOT. Have fun! -
I was under the impression that one of the big deals of ACE was to make most or all the soldier types use backpacks. I'm not finding any Russians that can use backpacks though?
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Have made my first ACE mission. Draft of it is posted in this thread at the CIA forums. http://ciahome.net/forum/index.php?topic=2856.0 Once we playtest it in coop, I'll post a final draft to Armahholic Feel free to DL it, play it, de-pbo it, etc. and I would _REALLY_ appreciate if any of you experienced ACE mission makers would de-pbo it and give me any pointers. One simple question about the Enable ACE Wounds module that I'm not exactly seeing a clear question to in the documentation http://wiki.ace-mod.net/Wounding_System 1. I gather that, if ACE Wounds is enabled that makes the three vanilla First Aid modules (Action; Battlefield Clearance; Simulation) redundant and therefore there is no need to include those modules and synchronize them to player and playable soldiers? 2. Does Enable ACE Wounds enable all the same features for nonplayable AI? 3. I'm still scanning the documentation, but perhaps I'll get a clear answer more quickly if I just ask here too. I'm using a number of the ACE modules in my mission making, and I can see that some of them do not seem to require synchronization with target 'vehicles' to work (e.g., Ammo Cookoff <-- that BTW if F*ing AWESOME!). Could someone confirm that none of the following modules require synchronization to work right? Enable AI grass view block Enable AI Talk Enable Map System Force group markers off Wounds: Enable Wounding System Wounds: Everyone can use Medkits Wounds: Full heal in the field
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While I wait to hear from a Farsi speaker to confirm that my name scheme sounds okay http://forums.bistudio.com/showthread.php?154974-Any-Farsi-Speakers-in-the-House I made up a little 'slam bang' quickie of a mission in ACE. This was my first mission using ACE and I really just wanted to get something put together quickly, but also with some loadouts that could be reused in the Mujahideen mission I'm planning to make. Draft copy of the mission is linked in this post at Comrades in Arms forums http://ciahome.net/forum/index.php?topic=2856.0 Once we playtest it in a CiA coop, I'll post it to Armaholic.
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Any Farsi Speakers in the House?
anthropoid replied to anthropoid's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Still haven't heard from anyone. Not a problem, but before I embark on making a mission series with the player group name of "Sheyr Wefadar" I would prefer if someone with some proficiency in Farsi could tell me if that sounds ridiculous or not. Also, I'm planning for the first mission to be called "co05_Sheyr_Wefadar_Fitna.Takistan." If anyone with some proficiency in Farsi could tell me whether those two phrases sound 'okay' (i.e., not ridiculous) then I feel like I'm good to start making the mission. In the interim, I've made my first mission with ACE and will link to it in my "Anthropoid Missions" thread. So to recap, my two simple questions for a Farsi user: 1. Does "Sheyr Wefadar" شير ÙˆÙادار (apparently translates as Faithful Lions) sound okay for the name of a 'squad' of Mujahideen for a 1985 mission series set in Takistan who will be fighting OPFOR? 2. Does "co05_Sheyr_Wefadar_Fitna.Takistan.pbo" sound okay for a name for the first mission? -
Cold War Rearmed² - Public Beta
anthropoid replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you Wolle. In the short-time I've been active in the community you've been a great help! Wishing you the best in your next endeavours!