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moeburn

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About moeburn

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  1. Before anyone assumes, i HAVE used the search function, and have found nothing. Hopefully nobody will find a question in the questions section too offensive. My graphics card is powerful enough to play ARMA2 at pretty high settings (see signature for system specs), but my CPU seems to struggle to keep up when there's too many units on the battlefield and/or when the fighting gets really intense. And the problem is, most of the campaign missions are epically huge, with waaay to many units for my system to handle at a decent framerate. I do recall one campaign mission that played beautifully on my PC, I believe it involved patrolling a valley in a Littlebird helo, taking out the occasional convoy with 3-4 vehicles or 20 or so soldiers. Missions that small, my system can handle pretty well. Could anyone recommend any good user-made single-player missions like this (I don't play MP at the moment)? They don't have to be small in geographical size or duration, I just can't play a mission where my CPU is trying to calculate the AI for 100+ infantry/APCs/tanks/aircraft fighting all at once. Thanks for your time!
  2. My graphics card is powerful enough to play ARMA2 at pretty high settings (see signature for system specs), but my CPU seems to struggle to keep up when there's too many units on the battlefield and/or when the fighting gets really intense. And the problem is, most of the campaign missions are epically huge, with waaay to many units for my system to handle at a decent framerate. I do recall one campaign mission that played beautifully on my PC, I believe it involved patrolling a valley in a Littlebird helo, taking out the occasional convoy with 3-4 vehicles or 20 or so soldiers. Missions that small, my system can handle pretty well. Could anyone recommend any good user-made single-player missions like this (I don't play MP at the moment)? They don't have to be small in geographical size or duration, I just can't play a mission where my CPU is trying to calculate the AI for 100+ infantry/APCs/tanks/aircraft fighting all at once. Thanks for your time! edit: for some reason, my signature isn't showing up, so if anyone is curious, here's my system specs: CPU : Athlon II X4 620 @2.6Ghz GPU : ATI Radeon HD 5770 1GB GDDR5 RAM : 4GB DDR3 Mainboard : Acer FRS780M Chipset : AMD 780G Monitor : BenQ V2200Eco 22" LED-backlight
  3. moeburn

    ACE for OA 1.13

    I'm just sayin', its like complaining that the commercials on TV are too loud; that's what the mute button is for. Except in this case, it's like complaining that the commercials are too big and bright. But yes, I know, forum rules, head forum mod, and all that.
  4. moeburn

    ACE for OA 1.13

    :j: You can scroll past them you know...
  5. Well I tried to post this in the appropriate "addons and mods" section, but it got locked by an anonymous mod. I was told by a helpful forum member that in that section, I am only allowed to post in the A.C.E. megathread. Since that makes absolutely no sense and leaves very little chance that my question will even be noticed, I'll post it in this section instead. Arma 2 Combined Ops v1.60 beta 88027 (latest beta I could get working) ACE Mod v1.13.0.522 (+ACEX/RU/USNavy/SoundMod/CBA) So I followed all the instructions in this video: And this is what happens: For some reason, I just can't get any missiles to go where they're told. The AGM-114L's are firing backwards out the helo's ass, and the AGM-114K's are firing straight forwards, despite a laser lock. I only showed two L's and one K in the video. The first one was fired on the first tank. It had a TOF of 3 seconds. I waited 5. As you can see, it never made it. What the heck is going on here?!
  6. Ok I got it working by removing the helo's ammo and using a hold waypoint. Now I have a new problem. In order to get the helo to report targets, it has to be in the same group as the player. If the helo is the leader, then the player can't enter a vehicle. The moment I try, the helo says "2, dismount!" and my player is automatically kicked out of the vehicle. If the player is the leader, then the helo starts "in formation" (even though I made sure to change the player's status to 'none' and the helo's status to 'flying') right above my player's head, regardless of the helo's editor placement position. So can I make the helo report targets, keep the helo in the editor's placement position, AND allow my player to enter a vehicle without immediately getting kicked out?
  7. Thanks, f2k! Now is there a way to allow the helo to target and report enemies, without firing on them? I think I might just have to remove the chopper's ammunition...
  8. All of those sound great, but won't the AI pilot stop reporting target locations if it stops targeting them altogether? I need it to still be able to report targets. Also, I know autohover is for a player-controlled helicopter only, I shouldnt have mentioned it. I'm using it for when the player switches to the pilot's view.
  9. Arma 2 Combined Ops v1.60 beta 88027 (latest beta I could get working) ACE Mod v1.13.0.522 (+ACEX/RU/USNavy/SoundMod/CBA) RKSL Mod I'm trying to make a mission where an AI recon helicopter acts as a spotter for a player-controlled artillery. But I'm having a very hard time getting the helo to stay in the air. It starts out at the preset altitude just fine, but then it decides to slowly land. I've given it a "hold" waypoint at its own location, as well as the following script in its init line: this flyInHeight 600; //tell AI to aim for an alt of 600 this setPos [getPos this select 0, getPos this selec 1, 600]; //set helo's alt to 600 this action ["autoHover", this]; //for when player switches to helo for spotter's view (driver this) disableAI "MOVE"; //supposed to stop the AI from going anywhere These are also in order of which ones I tried first: IE originally I tried just flyInHeight, then I combined that with SetPos, then I added AutoHover, then I put disableAI on top of all that. So I know that the code issue isn't something I need to remove. The helo appears to land just as if the player had selected "autohover on" and released the throttle: IE a very gentle and slow landing, I have to speed up the game to 4x just to view it. And if possible, I would like this helo to be in the same group as my player-controlled arty so that the helo can relay the positions of spotted targets to the arty; I believe only grouped units can do this? Any suggestions or help would be greatly appreciated!
  10. well I understand the scripting language but I'm having a hard time understanding how to implement triggers; do the triggers act as a unit presence check at their location, or does that need to be coded in the trigger, or do you synchronise it with a waypoint... im confused.
  11. Thanks for the help, but the problem I'm having is that the leader vehicle is for some reason always delayed by about 10 seconds, whereas the following vehicles start moving instantly, then crash into the lead vehicle. The setVelocity setting is utterly useless: I try making it so the lead vehicle starts out moving at speed, and he does, then he stops, and waits for about 10 seconds. If I apply F2K_Sel's Fuel Gods script it should be able to help me out.
  12. Ty, didn't realise that. Also voted. ---------- Post added at 20:19 ---------- Previous post was at 20:16 ---------- Well I think part of the problem is that the AI code is just too complex, there are just too many things that can make the AI stray from its path. I know it isn't an FPS, but the pathfinding in Wargame: European Escalation is exactly what I would like to see in this game: You make a "move fast" waypoint on the other side of the map, and they will use the fastest route that includes roads, choose to go offroad when it is faster, and won't stray from the path until they are routed. No crashing into each other bull. Works with any number of units in any formation/order, grouped or not. And it is perfectly smooth.
  13. Again, thanks for replying... but this would go by a lot faster if people read the whole thread :P Yes, I've tried both grouping them and placing them separately. Genius! Thank you! If I understand this correctly, this will stop all cars but the leader, which for some reason is already delayed by the game engine, until the leader is moving, and then it will give them back their fuel, yes?
  14. But thanks for replying :) I have actually tried placing the vehicles in their appropriate formation, and making sure the vehicle in front has the highest rank, and setting formation to column (I got it confused with 'line', which should be called 'row'). The problem I'm having is that some vehicles start to move instantly, and some wait about 10 seconds before moving. ---------- Post added at 14:52 ---------- Previous post was at 13:40 ---------- I should add that it seems that only the leader vehicles have the 10 second wait problem, regardless of what the vehicle type is. And when all the other vehicles start moving before the leader does, they crash into it and then do their little spinning dance. After 10 seconds and the leader has finally decided to move, the other vehicles are now stuck doing their spinning ballet because they crashed into the leader vehicle about a minute ago. Man, these drivers are not very skilled...
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