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nomisum

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Everything posted by nomisum

  1. nomisum

    [WIP] Terrain Diyala province Iraq

    I love this map, its probably the most gorgeous middle eastern map currently. But stuck AI vehicles under the bridges are really immersion breaking. Its out of scope to fix this I presume?
  2. nomisum

    RHS Escalation (AFRF and USAF)

    I made a retex or merely a recoloring of the olive Kamaz skin into a desert variant (based on T-72 camo color) If anyone wants to use it, I'll link the PAA here: http://www.megafileupload.com/cyd1/kamaz_desert.zip Unfortunately I learned you cant skin interiors with setObjectTexture, but without making it a mod you can use the following to make it look like in the picture above (minus the AA turrets, hehe). kamazname setObjectTextureGlobal [0, "link/to/your/file/Kamaz5350_cabin_co.paa"]; kamazname setObjectTextureGlobal [3, "link/to/your/file/rhs_kamaz_bed_co.paa"]; For anyone wanting to make a pbo out of it, there are recolored interiors included in the zip as well.
  3. "you may only use ... on monetized servers ... if you follow the rules ..." so obviously this part speaks only about a restriction regarding monetized servers. or to make it even more clear: you can use it on non-monetized servers, there are no restrictions for these.
  4. I have an issue with two Pictures laying on top of each other. The second one (Carrier Strength) gets a yellowish tone. Carrier-Strength is an opaque picture without Alpha Channel, I tried removing its background too but got even worse results (faint, faded overlay). There is no color-difference in the source pic (PNG), so the mistake must happen either in conversion to PAA or in the config. The phone is RGBA DXT5 with Alpha Channel. The carrier pic I cant get to DXT5, it always snaps to ARGB1555 (thank you TexView UX -.-). I can imagine this being the cause, but cant get them to have exactly the same setting. Both PAA use RscPicture with the following settings (x,y,w,h differ obviously): class RscBackPicture { access = 0; type = 0; idc = -1; style = 48; colorBackground[] = { 0, 0, 0, 0 }; colorText[] = { 1, 1, 1, 1 }; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; moving = 1; }; Things I tried: * different RGB schemes in TexView but it seems to take its own setting (at least it resets when reopening the PAA) * playing around with colorBackground * Moving the phone-pic to controlsBackground while putting the carrier-pic to controls I'd be grateful for any hint!
  5. I figured it out, forgot the annoying "divide by 8" limitation of PAA
  6. We find ourselves to play a pimped version of Endgame quite often in our group. The vanilla version we found not suitable for our way of play, especially the individual respawn was a distraction and chaos-inducer. Our skilled Member McDiod did some changes to make gameplay more interesting, I cant recall them all but here is a short list: * Wave Respawn - the only way to give teamplay after respawn a chance as detached single units running around searching their team is annoying * Permadeath starts in Phase 3 and Spectator Cam for enjoying the outcome together * ACE3 support * Uniforms and Vehicles from popular mods like RHS * Nerfed Weaponry, no scopes etc for shorter ranged, more exciting combat * Different vehicles (mostly light armored), depending on individual port * Template for easy porting on all the great community maps to give every playthrough a different vibe/strategies Find the template and instructions here: https://github.com/gruppe-adler/TvT_EndGame_Template.Stratis A short introduction video in german (sry, no subtitles): So to summarize: We enjoy the general idea but had to make quite some adjustments to fit our needs.
  7. Thanks! Feel free to rip whatever you want. Glad to be of help! It's my first time doing AI, so I wanted to be as clean as possible not to get an unreadable piece of code. The sounds are only definitions as of now, but IIRC I prepared some of them already locally. I am currently in holidays but will check asap after returning home, which should be next week. @breadcrumb: Currently I am only storing the timestamp for identifying the newest of the nearestObjects (strongest smell) and a "smellStrength", which I wanted to use later on, for example increasing the smell if the target stays longer on the same place or weather influences wash smell away... you could also tweak smell-strength depending on the stance of the target, so laying down produces a bigger smell. My plan was to use this in our TvT scenario with a downed pilot hunted by opposing sides, so everything to make being hunted more interesting to the pilot and real possibilities to outsmart the dog and not magically get tracked were my goals. How were you planning to find out the nearest position in an growing array? I think it could really hit performance, the longer the tracked path becomes.
  8. Sounds great. I'm halfway into a similar script, my approach is to use an Arrow-HelperObject created locally on the server dropped every X seconds by the tracked unit. On this object I can setVariable more meta data like a timestamp. My main benefit is being able to use nearestObject to find the next path segment. Works well. I'm still missing things like attacking animation and interaction with the dog though and have been busy with other things in the meantime, so I hope your script to make mine obsolete, hehe. Edit: Feel free to take a look at wip https://github.com/gruppe-adler/a_st_searchDogs.Desert_E/tree/master/GRAD_searchDogs
  9. take a look at jboys turbo chicken: http://www.armaholic.com/page.php?id=31866 you can start from there, same method can be applied to all animals.
  10. I'm not that much into RP mods, but following this thread with interest. There are some features interesting for the military sandbox guys as well, like being able to walk handcuffed/surrendered. Do you consider donating those rtms to ACE for example? Would make many people happy me thinks.
  11. It's amazing how you manage to capture the diversity of german cities with the limited assets available. The level of detail is incredible. My guess is you map gods will fall into a deep mental abyss when this is finished. Must take a whole lot of your lifetime for the greater good.
  12. nomisum

    [MP] [TvT] BreakingContact

    Update in first post (Release 1.6.6) Removed * unwanted Dependency of Unlocked Uniforms Added * Added Info about mandatory Dedicated Server * Info about marker arrows Changed * civilian traffic is now default OFF Fixed * You can now spectate both sides with ACE spectator Todo * remove Debug Log Messages
  13. nomisum

    [MP] [TvT] BreakingContact

    Try running with parameter civ traffic OFF, as the script uses RDS units and has no vanilla fallback. Alternatively try running with rds_civ. My bad for not mentioning the dependency.
  14. nomisum

    [MP] [TvT] BreakingContact

    Thanks for the report. Did you play SP/MP or Dedicated? I think I had this once and couldnt reproduce.
  15. nomisum

    [MP] [TvT] BreakingContact

    Update in first post (GDrive Link). Lots of fixes compared to first release * fixed ACE modules * fixed radio truck deploy action (ACE Interact) * fixed some rare spawn problems * added NVG in start vehicles * added lasers and flashlights, if weapon supports it * added wide NVG for pilots * added EMR for russians on wood islands * added mobile radio box (takes radio truck as a relay and is main target for blufor if bought) * added static AA in defence pack for Opfor (makes piloting harder for Blufor) * added Tanoa, Taviana * added UAZ Dshkm * added boat carrying (boats in start-HMMWV blufor, ACE Interact) * added hints if civilians get killed (message delay depends on distance from nearest city to deathpos) * changed dressing script to setUnitLoadout Command (more reliable) * changed LB to RHS MELB (unarmed) * removed drone for blufor and loads of other things i probably forgot.
  16. animateDoor and playMove/switchMove support for animation speed would be a great addition as well.
  17. :blink: does that mean we dont need to edit configs to change animation speeds anymore? :wub: :wub: :wub: holy f***, this would be tremendously helpful :)
  18. nomisum

    RDS A2 Civilian Pack

    I tested both on our dedicated, as we experienced the same problems. test1A Crash after (serverlog) test1B Crash after (serverlog) I tried reconnecting in test1B didnt even show the map, crash after (serverlog) hope this helps, or do you need the full rpt? (its full of crap not related) one more test with test1B (serverlog) last entry to the same in clientlog Edit: added two full logs. second time with test1A it took a lot* longer to crash (probably till the spawn of something evil) test1A client rpt: http://pastebin.com/f44yL8HG test1A server rpt: http://pastebin.com/njqPkFQq test1B client rpt: http://pastebin.com/qsNL1135 test1B server rpt: http://pastebin.com/2Jzv7ZaP * 2min instead of almost instantly
  19. I suggest to (at least optionally) allow to export the 'setUnitLoadout' array from the arsenal, as this is becoming the default command for dressing up someone.
  20. I suggest taking vanilla vehicles and see if the issue persists. If not, blame the mod devs or post on their feedback channels, if yes, do so on BIS one. The game is not perfect but the ability to tweak everything to our likings is not a downside at all, its the one of the reasons I love it for.
  21. nomisum

    AI Driving - Feedback topic

    A dedicated command for convoy order index would be neat indeed.
  22. this. video is mine actually :D
  23. nomisum

    AI Driving - Feedback topic

    Does this command rule out jungle paths on tanoa? If yes, this is amazing!
  24. Yeah sorry, the file was deleted by the filehoster it seems. I updated with the link with the armaholic one.
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