kolpo
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Everything posted by kolpo
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Can I somewhere get the range tables of the mortars and/or artillery of arma 3 to manually fire?
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Hello, In the mission whole lotta altis have I bought troops to guard 2 different bases but they are still in the same team, this makes it hard to manage them. Can i split them in 2 team and make the AI the commander of 1 of those team? How do I do that?
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Thank you that works. The mission you made is great, it uses arma 3 it's strengths well. I also like the village opinion system, it illustrates the importance of avoiding collateral damage well.
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The flyInHeight altitude is the altitude the aircraft shall attempt to fly in, it is not the altitude it starts in, for this do you use this in init: this setPos [ getPos this select 0, getPos this select 1, 25000]
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Grimes Simple Revive Script
kolpo replied to KC Grimes's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You seems to have found a way to delay death even in a pure single player game, how have you done this? Is this complex code? The reason I ask this is because I want to overwrite the default death handling in my single player mission, Respawing ends my mission. Instead would I simply move the player to his start position, give his health back, paralyze him for a few seconds, register who would has last damaged him("the killer") and handle scoring accordingly. -
Let player choice who to play like in multiplayer mission?
kolpo replied to kolpo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It is for a mode/mission I was planning for the make single player arma not war contests, while I need a lot of traditional MP functionality for my mission wouldn't it work as a MP mission. But I think I shall make my own GUI, I would need that too select other options at game start up anyway. -
Let player choice who to play like in multiplayer mission?
kolpo posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I want to give to player to choice between playing different characters like in a multiplayer mission, how can I open this character selection at the start of a single player mission? -
Sometimes when I'm the gunner in a helicopter does it not show the gunners camera after I right click but does it just zoom in inside the cockpit, anyone know how I can then still open the gunners camera?
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I made a table for mk6 including the charges(selected with F key) until 1000m range/charge 0 1 2 50 75,03 / / 100 84,2 / / 150 81,25 87,84 / 200 78,17 87,12 / 250 74,95 86,4 / 300 71,5 85,67 87,89 350 67,7 84,95 87,53 400 63,33 84,22 87,18 450 57,76 83,48 86,83 500 / 82,75 86,47 550 / 82 86,12 600 / 81,25 85,77 650 / 80,5 85,41 700 / 79,74 85,05 750 / 78,97 84,7 800 / 78,19 84,34 850 / 77,4 83,98 900 / 76,6 83,62 950 / 75,8 83,26 1000 / 74,98 82,9
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Thanks I tested your test data on cars placed in the editor and it seems to be correct, most cars where hit on the first try. ---------- Post added at 19:10 ---------- Previous post was at 19:07 ---------- Didn't knew about F key or REL, now I know all I need to manually fire when I have sight of target. The range table that you need when you don't have sight of the target, shouldn't be too hard to interpolate.
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Oh you are right the is actually a vanilla option, I just didn't noticed it. I thought it was that mod but it wasn't even loaded.
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Hello I just got the game and am trying to do the showcases, but in some missions does the AI accuracy seems to be way too high for a new player like me. Can I reduce this AI accuracy in showcases while keeping the rest of the AI at the current level? Or is their a mod I can use for this.
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Thank you that DR Skill mod is exactly what I needed. When you use custom difficulty in that mod can you set skill and precision separately. I now selected 0.55 for skill but only 0.20 for precision. It is good that is game is so modable in other shooters are you just stuck with what the devs think is good.
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In the standard warfare scenario's are the team leaders automatically controlled by AI, like in the when diplomacy fails warfare mission. You can also activate COOP in the parameters to give the opposing team more money/supply then yours if you want a harder game. If you don't what others to join then can you use a password so it is just you vs AI.
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I destroyed the enemy base and got that task, I also did get lopotev and transport him first with heli and later with truck to Russians. This completed "transfer lopotev" but not the dealing with russians tasks. I survived the russian attack and see no russians near anymore What else do I need to completed the dealing with russians tasks? Do I need to conquer every town? I searched but didn't found exactlky the same issue I had but some similar(but not the same) issues.
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I just got CO and was trying the new artillery computer with the editor(with unmanned copter so I could see my rounds landing). I was amazed at how extremely accurate it is. I fired many rounds of a rocket artillery vehicle at an house and only that house was destroyed, non of the other got damaged. Also normal artillery and mortars landed very close to where I targeted the artillery computer. I expected artillery to be extremely inaccurate, barely able to target a certain part of a distant city, is artillery really this accurate in reality?
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Yes you can call SADRAM artillery strikes in arma 2 but you can't load artillery you use yourself with it. The paladin mod has SADARM.
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It took me a while to learn how to use artillery and mortars in ACE but now that I do do I think they rock. Even while they are less accurate do they also have a bigger area of effect in ACE. Artillery seems to be still accurate enough to hit x know people at a certain grid. But is seems to be not very effective against armored stuff, maybe because ACE doesn't allow you to load SADARM rounds. DPICM of ACE works well against cars and somewhat against APC's thought. The Russian rocket artillery in ACE seems to be ideal to kill everything in a wide area, but all civilians in a wide area around it shall also be in danger. I also found this interesting article about the future of artillery: http://www.rusi.org/downloads/assets/Artillery_in_Decline.pdf This article also says: "the British Army with the introduction of the munition GMLRS, with its circular error of probability (CEP) of 2 metres at 70km."
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That artillery in that movies looks very accurate but it seems to have a bigger spread then most arma 2 artillery. I just tried an MLRS in ACE and it is indeed far less accurate in that mod.
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Unselecting something from the expansion menu out of game
kolpo posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Found a solution myself, for people with the same problem: Open \Documents\ArmA 2\ArmA2OA.CFG with notepad, delete the error giving mod class from contents of ModLauncherList, or simply empty it like this: class ModLauncherList { }; -
Hello, I just downloaded the free demo to try out the game. But I was wondering what is a good mission to learn the game with? I would like a mission with repawn because the ones without it are very short for me :butbut: I'm already happy when I can get a kill/death ratio above 1. What brings me to my second question, where can I see statistics about the current game like the number of kills?
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What mission is good to learn the game?
kolpo replied to kolpo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
You are right, I tried the game more and I absolutely love it. This is really the kind of game you must get used to and learn, but when you do does it really shine. The thing that really convinced me to buy it was warfare benny lite, which is a very fun and deep mission I love to play. I am now downloading the steam combine operations version I bought from bistore, once I have it shall I have access to more of those warfare maps and other cool scenario's. Editing is also not hard in this game, I already added a feature I wanted to warfare benny and made a simple mission(http://www.armaholic.com/page.php?id=18226). I shall later also try out the campaign you suggested :) -
I think that one of the balance issue of warfares comes from having 2 sides with equal numbers, this is very unlikely. In Arma 2 for example are they fighting in a country close to russia, rusia would quite certainly get more troops in that country then the US, the US would compensate this with more money/technology for each troop. In warfare terms would this mean: The non western forces get more squads but far less money from cities and bounties. This would create a more realistic conflict. Limos would also be next to iranian influenced turkey, the same would apply here.
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For example I want the use of this: onMapSingleClick "hint 'This action has a 5 second cooldown'"; To have a 5 seconds delay. Once you activate it can't you activate it again for 5 seconds
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Adding a cooldown to actions
kolpo replied to kolpo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
EDIT: I found an answer myself to my second question, I think this shall let it work with more then 1 player. I shall ask a friend to test it with me later online to make sure it works: On each playable unit init : this setVariable ["cooldown", 0, false]; onMapSingleClick "If (_alt) then { temp = execVM 'cooldown.sqf'}"; cooldown.sqf: if (player getVariable "cooldown"<1) then {hint "allowed";player setVariable ["cooldown", 1, false]; sleep 5; player setVariable ["cooldown", 0, false];}