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grimwald

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Everything posted by grimwald

  1. grimwald

    Arma 2: Namalsk Crisis

    Thanks for info and thanks for Namalsk. :cool:
  2. grimwald

    Arma 2: Namalsk Crisis

    Hey guys. Another Question. I've just tested co-op on the mission I'm trying to make and the Zombies aren't visibly to the other player who joins my host. Has anyone had this issue, or is there some coding that is required? The player also could not see the ambient life (boars) that were wandering around, too. The Zombies could clearly see him, though, and even inflict damage/kill his unit. So I'm at a bit of a loss. Using: Namalsk Crisis, DAPStalker, ACE, CBA, C1987_G3, Vilas AK pack, RH Pistol, RH SMG. I posted here because the zombies are the Namalsk ones.
  3. I was trying to make a zombie-stalker horde of 34 using the zombie count variable and distance variable for the module. Only 2 zombied stalkers were spawned. Is there some limits to the parameters? Is there a way that running Surge can be detected in triggers for anomalies? It could be a way to make'em move around on each blowout if possible.
  4. Hi stalker-fans. BOLTS: my kingdom to get the correct classname for bolts. :D What's in the readme is incorrectly written - or I'm a n00b who can't copy & paste. I'm guessing they are added with addMagazine; can bolts be added to crates & rucksacks with addMagazineCargo? If I can't get this working I'll just use the unlimited bolts flag instead. Side note: in working on my co-op mission sandbox idea I've found that sleep doesn't work in MP (why would it, I asked myself after that observation). Also had a very cool/odd thing happen. A group of insurgent guerillas, whom I use as bandit-replacements, made their way 1.1kms south on the map to where a lone faction member had been killed by zombies. I encountered them with absolute joyous surprise. It was like ALife from STALKER and stumbling on a random squad. It got so dark I couldn't find the bodies or the remaining units. Thankfully they didn't see me and I escaped. After sleeping until morning I went back to find the last unit still there, 1.1kms from where I'd put them in the mission editor. Anyone know how to explain this?
  5. grimwald

    Arma 2: Namalsk Crisis

    Could anyone give me some tips on mission 18?
  6. ^^^ - leaping creatures. At the very least we could have a return of the chimaera from CoP. And if it works then it opens the way for other leaping creatures - or maybe even Burers (trigger a leaping script on the player, target).
  7. grimwald

    Arma 2: Namalsk Crisis

    How, if there is a way, can one control the spawn radius and quantity of the mutant module? I'm finding that there's a bit too many mutants in the game, for my taste, when ns_mut_stopspawn =0; And would like to tone it down a bit, or make it limited to an area (preferably both).
  8. grimwald

    J.S.R.S. 1.5

    About 55 on average. I had no discernible impact from JSRS - apart from the enjoyment and immersion. :-)
  9. I'm very relieved that it's not another rookie-error on my part. Looking forward to the mod/update. :)
  10. I must be making another rookie error. When i add the czech vest pouch to a crate i cannot take it as freedom unit. If i add a pack directly toa freedom unit i cannot access it. Shows up as "no ruck" using ACE. I can addBackpack to German units, though. Confused.
  11. Has anyone got backpacks (from OA) or rucksacks (from ACE), working with Freedom or Duty units?
  12. Have to second everything Kyle_K_ski has said above. Yes, I'll even clean up your English text if Kyle_K_ski is too busy. :)
  13. Docpet, thanks again for your help. :) I guess that to do this a pbo unpacker is required. Starting to get into this mission making: it's exciting. Are there any Aussies watching this thread? I'd love to make a Skype contact to chat with & do co-ops in STALKER related ARMA2 stuff. PM me if interested.
  14. I don't do betas unless it's so interesting that it's the only way to get a taste (like CryZone 23 for example). That's just my preference. I did update to 1.62. Being new to ARMA2 (but an OFP fan from before there was a GOTY edtion) I actually didn't realise v1.62 was out! It made it a lot better, however I haven't tried out PPAA, yet. ;)
  15. I'm just using Namalsk - because it's a great island and Namalsk Crisis is great inspiration. DAP's anomalies are pretty fine! My plan is pretty modest: have an exploration based mission that is co-op friendly, and has a series of events that drive a plot, all in one long mission that lasts a few days. Hoping that co-op with "suspend" on the server will create a save-game that allows all the players to rejoin and continue as they can get the time. Still building environment but I've finally learned enough to get that happening fast enough that I think I'll finish in my lifetime! :-D DAP (or anyone else), is there a way to make electro have more sparks/lightning? It looks pretty "small". Also, can the "trampoline" be altered not to kill the player instantly? Leaving the damage to occur from the fall that occurs afterwards. Given that it has a pretty impressive launch - looks like about 20+ meters - I don't think the anomaly has to inflict any damage at all and it'll give a better view of what happened.
  16. Thanks for extra info kklownboy. I am running ARMA2OA v1.60, so PPAA is not available. Perhaps v1.61+ fixed this issue for 7970 by using PPAA? For now I'm happy with FXAA settings (FXAA=15; FXAAsharp=6; in arma2oa.cfg) and normal post-processing. Looks very nice thanks to the fantastic color palette this game uses. HDR I run on normal. All this at 1920x1080. In combination with 20GiB RAMDisk I get very nice performance but I'm very sensitive to any micro-stuttering at all. On ATI's CCC: this is a vindictive piece of software. When I removed CCC it automatically removed every other piece of ATI software, including the base driver - how mean is that! So that has put them in the bad books with me. At least it was thorough and installing driver-only went okay. Not particularly on-topic: It might be my imagination but after installing ACE (latest stable release) the game became perfectly smooth.
  17. Wow: looks like lots of time has gone into studying Google satellite images of Pripyat, and it's awesome! :cool: I look forward to more.
  18. Sorry about thread-resurrection. Figure this is very specifically on topic, though. I have a 7970, using 12.8 driver pack, and get the foliage shimmer and sparkle on trees & grass - mostly when using NV. I installed the CCC (reluctantly) and enabled High Quality in AI Catalyst but it didn't help me. I had to disable AA from within ARMA2OA to get rid of the sparkly trees. Could anybody who's resolve this (denco or Froggyluv?) share any more tweaks or better driver versions? Particularly if you got rid of the sparkle and still had AA working. Best solution found: http://community.bistudio.com/wiki/arma2.cfg#ARMA_2:_Operation_Arrowhead Alter arma2oa.cfg Turn on FXAA FXAA=15; FXAAsharp=6; vsync=1; //I found less stutter with Vsync enabled. This is nice and easy to alter through Video Settings -> Advanced, anyway. If you have arma2oa 1.61 or newer you'll have to use the other configs (PPAA).
  19. That's very nice to hear. :) Dedicated server? Now I'm wondering if there's a persistent STaLKER mod coming our way from you, Dap? I'm certainly interested in such a thing and am trying to get the resources & game-assets collected so I can start it. Slow progress though when one is still making lots of rookie errors like I do. :D
  20. I tried that first. :-) Maybe I had a bad version of 06.02.2011. Whatever the case is, it's working now and I appreciate the help, docpet. Thank you. :cool: Edit: Out of curiosity I tried setting it up again and it worked fine. Damned weird, but probably all my fault for playing around with this stuff at 2am. Thanks again, docpet. :)
  21. Thanks docpet. I got it working but not the way you said. My launch is done by shortcut with -mod parameter/switches. From what I've seen arma2oa.exe will make a new config file (arma2oa.cfg) on each launch. I was already using the correct namalsk pbo files from Namalsk Crisis, via Sym-Link. Had to reorder DAP's folders and put AddOns one level beneath @DAP_Stalker. ARMA2OA doesn't seem to recurse sub-folders on the -mod switch. What I did to get it working was all to do with vilas' mods. The version of vilas' east europe weapons pack 06.02.2011 has incorrectly named pbo. I renamed vilas_oa_char.pbo to vilas_rw_forces.pbo, and the same thing for its bisign file, and that got it working. To summarise the install/setup for others that might have the issue. Get the required packs as stated by docpet above. Set them up in their own mod folders - check AddOns guide. {If you're using Namalsk Crisis it can be convenient to install Link Shell Extender and create symbolic links to the required pbo files in the @DAP_Stalker (or whatever you call it). @Namalsk_Crisis seems to override @DAP_Stalker} Vilas pack needs two files renamed (if you get the same issue as me). Rename, "vilas_oa_char.pbo" to "vilas_rw_forces.pbo" Rename "vilas_oa_char.bisign.pbo" to "vilas_rw_forces.bisign.pbo" Make sure your -mod line is as lean as possible to avoid other conflicts. I have a separate shortcut for each mod combination. For DAP_Stalker I use: "R:\ArmA 2\arma2oa.exe" -nosplash "-mod=R:\ArmA 2\@DAP_Stalker;R:\ArmA 2\@CBA;R:\ArmA 2\@CBA_A2;R:\ArmA 2\@CBA_OA;R:\ArmA 2\@C1987_G3;R:\ArmA 2\@Vilas" Hope this helps someone.
  22. Thanks for this mod, DAP. Can anyone help me get missions running? I get error, requires "vilas_rw_forces". The pbo isn't in the pack and I've seen some discussion about the place that it is in other packs. I've d/l'd a few and had no joy. Packs I've tried: vil_char.7z vilas_aks_06-02-2011.7z vilas_aks_08-01-2011.7z I changed the dir-structure from the 7z file around a bit because it wasn't detecting at all. @DAP_Stalker\AddOns @DAP_Stalker\Missions This got me closer, but still "vilas_rw_forces" required & not found. I tried with Namalsk Crisis (@NC)m enabled but it seemed to over-ride DAP_Stalker. I disabled it and used sym-links in the @DAP_Stalker tothe required pbo from @NC which worked a treat. Just included this for completeness.
  23. Well, I've got a lot of RAM, so yeah... it's all in the 20GB RamDisk. I was thinking similar things about reg-keys: export current, then export changed, and can merge as required - possibly in batch file which includes the launch sequence of restoring RamDisk image, etc. Personally I'm not a fan of beta anything and avoid it almost without exception, but I do love a lot of mods.
  24. Very interesting the reg-entry. I will haven't found that in my other searches around this to date. For now I'm keeping the E: install as a backup, since RamDisk is volatile and I'm still new to the setup so my confidence isn't 100% in it's robustness. I'll likely make the change after a bit of history of reliability. thanks for your help, doveman.
  25. Thanks for tip. I found a way to fix it without altering the registry not long after I posted when I saw the contents of: C:\Users\<user>\Documents\ArmA 2\ArmA2OA.cfg It has all the details for mod loading. I altered the source "registry" to source "game dir" and set path to the RAMDisk. Worked a treat resource monitor showed that my HDD didn't get hit at all for the install. Summary: Copied ARMA 2 into RAMDISK Edit ArmA2OA.cfg Under: class ModLauncherList Find and change any source "registry" entries to source "game dir", and edit path to the RAMDisk path. eg. class Mod2 { dir="CA"; name="Arma 2"; origin="REGISTRY"; fullPath="E:\Program Files (x86)\ArmA 2"; }; Changes to: class Mod2 { dir="CA"; name="Arma 2"; origin="GAME DIR"; fullPath="R:\ArmA 2"; }; Hope it helps someone else.
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