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prototype1479

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Everything posted by prototype1479

  1. prototype1479

    AMD latest CPU's might be better than Intel's CPU in OFP

    No because this is a CPU test not a GPU test. If it was a GPU test then resolution would have mattered
  2. prototype1479

    What is it that make's this game so unique?

    What makes this game so unique even now that its a sandbox game with military elements of it. Others may say its a military simulator but it isn't. For example when you get shot in the leg you can just immediatly heal up from a medic in seconds and go fight again with full health which is unrealistic. They made this part unrealistic for the sake of player having fun and game design. I can go on and on about this. And you can also make different game modes which doesnt have to involve anything with the military. But from your perspective I can say that you're kind of a retro gamer and you probably feel nostalgic playing this so that's why its unique for you. And since you're kind of a retro gamer at its time there wasnt any game like this. Ps: Even tho the answer is kinda obvious I thought we were gonna get "Why other people thinks this game is good" post. I'm glad it isn't.
  3. prototype1479

    D3D8TO9 - the ultimate OFP/ACWA performance booster(?)

    It didn't work. I got 4042.04 on windowed. That's 500 points less.
  4. prototype1479

    D3D8TO9 - the ultimate OFP/ACWA performance booster(?)

    Specs: CPU - i5 9400, GPU - UHD 630, RAM - 8GB 2666Mhz CL19, OS - Windows 10 (Note: Game was installed on an SSD) No .dll, not windowed (4007.4 points): .dll, not windowed (4758.78 points): No .dll, windowed (4508.68 points): .dll, windowed (5028.24 points): Thanks for the info on .dll btw. EDIT: I retried .dll, windowed again but this time I tried to benchmark it twice with no game restarts just mission restart and this is the result I got in 2nd mission restart: The final score is pretty close to the 3rd picture (no .dll, windowed result) BUT in the latest picture if you look at test one I get 45.9593 but in my 4th picture (.dll, windowed result) I get 70.9282 and the rest of the test (test two three four and five) is approximately close. What does this mean? Does that mean its only useful on the start of the mission?
  5. Take cover script Features of TC (Take Cover) script : 1) AI can dynamically take cover behind 3 different types of sandbags and 2 wreck jeeps 2) Not only that they can take cover inside houses too 3) The nearby enemy position is calculated and defenders will take cover on positions that fits right for them (For example if AI is taking cover in a house then they will take cover behind the nearest window to the enemy position) 4) There is also the assaulters they behave differently. They either push/flank or take cover using bushes by setting them on "RED" combat mode (Depending on the situation) 5) AI can be suppressed - just shoot somewhere near AI and they will go prone (If they are taking cover) Instructions are inside TC_Init.sqs there is also more in-depth info there Features of SW (Swimming script) and how it works : The main feature of SW is that you literally swim but there is few conditions - the unit must be in prone and must be slightly above sea level You will swim up if you fell into the water The way the script works is that a pallet spawns under you and that keeps you from falling The file : https://bit.ly/2FZJwps Oh also there is 1 more feature on take cover script that AI sends info about enemy positions time to time There is something on OFP that bothers me when there is a nearby group that is getting killed the other nearby group doesn't notice that but that feature fixed that NEW UPDATE! -Script is slightly more optimized -When the AI died and spawned again the AI didn't had the effects of the script but now it does -I think I might have fixed a bug where the game freezes completely it doesn't even crash if you see it happen then post here so we can fix it I'm still not sure if this is the fix though -I improved revive script too now when a unit dies the body bag spawns right at their location and also they automatically follow their leader after they revived (I'm not taking credit for the work though I already credited them inside the missions briefing) -The test mission had some bugs itself like to some players in MP , the objective didn't progress to them Now in future updates I might improve the system of take cover script right now the script controls the units per script but in future I might do it groups per script it increases the optimization and fixes some things that I wanted to fix And also after all of these I'm going to make a mod for this so people who want to play with this wouldn't waste their time trying execute the script for each soldier It's the same link as previous one but I thought I should still put one in this post too Cya
  6. You sir, are a gentelman and a scholar! also ww3weasel when?
  7. 1) That's a good idea but problem with that is missions might not be designed that way. Because: - Mission might need the truck to have the driver inside. - If the AI gets out of the truck via the mods script the missions scripts will not know if the AI got out by mods or missions script. So best way to use this script would be with the script implemented in the mission not in the mod. 2) I was going to make a script with similar idea where the entire group stops to engage the enemy for a bit then move on for a bit and do it again and again until it reaches the waypoint. But I ended scratching that idea because if some unrelated script uses "move" command then the group wont be able to follow that "move" command later on because doFollow command only works for waypoints. 3) Melee combat script for AI? I don't know how melee combat scripts work in either of these mods. Also the mods scripts are done so it's coming up soon I'm just making missions thats designed around the design ideologies that I made for the mod. It's definitely going to take a while.
  8. prototype1479

    TreeFix

    good job, congrats!
  9. Ai can now take cover. Its now a fact.
  10. prototype1479

    ToH Characters

    For CWC i used 4x on soldiers and 2x on everything else. I didnt touch most .paa's cus they caused problem and looked uglier. I'll send you the files at an apropriate time
  11. #vote kick krzychuzokecia

  12. prototype1479

    Detecting forests (With mods)

    Maybe we can do smth in config to detect them?
  13. Is there a way to detect forests with mods with nearestBuilding or nearestObject command and use buildingPos to get their path positions? And I'm not talking the old way where you have to use "getPos forest select 2" to detect them, so is there a new way?
  14. I'm still up on the project with the mod. I'm currently trying to fix AI pathfinding in houses.
  15. prototype1479

    Advanced AI Mod - WIP

    I think he got scared on the fact that this game's scripting commands are horrid and can't be optimized easily without it being half-baked or having features taken off from it. I have done the same thing as he did also I can tell from years of scripting experience on this game + he really hasn't been online for a while. Just in case if he came back, I got few things to say : What are the AI features you are going to add? And also if you got questions about the AI of this game and if you want on learning tricks on how to optimize your scripts in this game I'm always here you can ask me.
  16. prototype1479

    Unofficial patch ArmA Resistance 2.01

    Is this project still being continued? Can I make suggestions?
  17. This is awesome. I never knew that! I will use these to test out new models, textures, config and sounds but for scripts I'll still be using something else. For example: class Man:Land { class EventHandlers {init="_this select 0 exec {..\@Mod\Scripts\Exec.sqs}";} ... With this way you'll be able to edit the scripts and then just restart the mission to see its effects. It doesn't even require restarting the whole game (it doesn't require script to be PBO'd too btw).
  18. Have you used reveal command? It makes it appear to player much faster been doing it for years. Edit: not faster just instantly.
  19. Is there a way to convert a mass amount of .pac or .paa to png? Or even do the opposite?
  20. prototype1479

    Converting .pac or .paa to png

    I need one that mass converts it - like 2000 of them at once automatically. Doing it 1 by 1 is just repetitive and uncreative work which I should be spending my time on a creative work. Yeah well... is there any other code that converts the ones with spaces and extra dots?
  21. prototype1479

    Converting .pac or .paa to png

    the one with spaces on their names doesn't get converted (also extra dots)
  22. prototype1479

    Converting .pac or .paa to png

    Thanks it worked but what about the ones that didn't get converted and got an error?
  23. prototype1479

    Converting .pac or .paa to png

    Can you tell me how to use this? And what if I wanted to convert .PNG to .PAC or .PAA then what do I change here?
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