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communistbastard
Posted on: Jun 14 2009, 21:48


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I installed this mod the other day after not having played Arma in almost 4 months, it was quite fun. I haven't played the campaign because my computer is horrible and can barely run Arma in the first place. One thing which is interesting but at the same time a little bit annoying is the wound system. For some reason the Medics don't want to heal me while I am rolling around on the ground and vice versa (when I am playing as a medic they won't heal people rolling around on the ground). Is there any way around this issue?
  Forum: Mods · Post Preview: #63028 · Replies: 60 · Views: 66,769

communistbastard
Posted on: May 22 2009, 06:43


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Sure I will show you my ride:



Chariot of the Proletariat: quite fitting if you think about it.. hehe
  Forum: Chatter, Word Games & Jokes · Post Preview: #61980 · Replies: 33 · Views: 33,825

communistbastard
Posted on: Apr 5 2009, 21:30


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First of all you should never bump your own thread, its against the forum rules.

And to answer your question, no you can't change the AI to fire semi automatic
  Forum: Mission Editing & Scripting · Post Preview: #60176 · Replies: 6 · Views: 5,737

communistbastard
Posted on: Apr 3 2009, 04:01


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CODE
this setPos [getPos this select 0,getPos this select 1,100]; this flyInHeight 100


When I use this code for some reason my AI pilot decides to fly back to the default altitude of 50...
  Forum: Mission Editing & Scripting · Post Preview: #60029 · Replies: 7 · Views: 6,602

communistbastard
Posted on: Apr 1 2009, 22:30


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Hmm I have always had a problem with FlyInHeight. I use it on choppers in such form "This FlyInHeight 100" but regardless of what variable I use the helicopter always starts an altitude of 50...
  Forum: Mission Editing & Scripting · Post Preview: #59983 · Replies: 7 · Views: 6,602

communistbastard
Posted on: Mar 30 2009, 17:51


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Oh i forgot that BIS was attempting to enter the console market again. I don't think they learned their lesson yet from OFP: Elite
  Forum: ArmA II - Combined Operations · Post Preview: #59807 · Replies: 9 · Views: 12,066

communistbastard
Posted on: Mar 29 2009, 23:17


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They could add mortars or something (nevermind its seems like they have mortars) BUT STILL: There isn't really anything new that hasn't been added in ARMA via addons
  Forum: ArmA II - Combined Operations · Post Preview: #59756 · Replies: 501 · Views: 267,981

communistbastard
Posted on: Mar 27 2009, 05:49


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I want to know what they mean by: "SINGLE PLAYER MODE with emphasis on resource management and RPG elements?" So you have to go farm bullets now and do quests??
http://forum.armedassault.info/index.php?showtopic=3355
  Forum: ArmA II - Combined Operations · Post Preview: #59580 · Replies: 501 · Views: 267,981

communistbastard
Posted on: Mar 26 2009, 03:41


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I was going to give my standard, Arma Defualt AI sucks speech here but then I decided that I shouldn't keep bashing a game that I like to play and decided to help you out. I recommend you download this very informative editor's guide:

http://www.armaholic.com/page.php?id=4847
I know as an armedassualt.info member I should probably be linking this website's link to it, but I can't find it quick enough. Anyways hopefully you have some knowledge of scripting, if not just reply in this thread, but I recommend you check out Pg.205, it has a script example in it and you have to do some figuring out the building positions that are ideal and plug/play.

Enjoy
  Forum: Mission Editing & Scripting · Post Preview: #59515 · Replies: 5 · Views: 5,309

communistbastard
Posted on: Mar 25 2009, 06:28


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[sarcasm]
First, this is posted in the wrong subsection, please refer such issues to the ARMA defualt AI is retarded section of the forums
[/sarcasm]
All joking aside, if my memory services me right AI AT soldiers will engage bmps automatically with their AT4 and then usually continue to pour rounds into it with their M16A2/4 assault rifle if they disable the vehicle.
  Forum: Armed Assault · Post Preview: #59455 · Replies: 1 · Views: 2,643

communistbastard
Posted on: Mar 23 2009, 23:26


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Hello

I don't see why you would need a trigger to do this? You can already display notes in the Briefing Document (You can view the mission briefing by opening up your map (default button: M). I suggest you try Arma Edit, to edit the briefing section of your mission, which can be found on this website.
  Forum: Mission Editing & Scripting · Post Preview: #59399 · Replies: 6 · Views: 5,798

communistbastard
Posted on: Mar 23 2009, 08:08


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1) Your problem from what I have read is rather easy to solve, you must space bar then f to change to the main gun on the tank. When you just press F you are attempting to change your gun, which is the mounted M2 machine gun, so that's why it doesn't work.

2) Although I haven't messed around in a tank recently, to the best of my knowledge the default AI in Arma is very very stupid and I don't think there is any workaround that makes the gunner intelligent enough to select the appropriate weapon.
  Forum: Troubleshooting · Post Preview: #59350 · Replies: 2 · Views: 3,637

communistbastard
Posted on: Feb 27 2009, 02:20


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Scripts like the one you are describing needs to be placed in the Mission Folder found usually in your Documents Folder/Arma Folder {Your Mission must be saved for this folder to appear}. Then you usually execute the script by putting the code required to start it in the Init line of a unit/trigger/gamelogic.
  Forum: Mission Editing & Scripting · Post Preview: #58442 · Replies: 1 · Views: 2,474

communistbastard
Posted on: Feb 20 2009, 01:56


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QUOTE(pMASTER @ Feb 9 2009, 11:45) *
96 hours (alternative title: Taken)
Liam Neeson is an ex secret agent who travels to Paris to free his daughter when human traffickers abduct and auction her.

Absolutely stunning movie.

9.99/10


This movie was pretty good actually, however it was marketed in a very strange way only being released in North America in January of this year, even though it debuted in France in 2008.


I have recently watched:

Eagle Eye ~ This movie is a wannabe thriller with a plot that is so unbelievable.

W. ~ "biopic" of George W. Bush's life, it was okay and rather unbiased in a way

My Name is Bruce Campbell ~ A really good "B" movie, with one of the most recognizable "B" movie stars, Bruce Campbell, star of the Evil Dead series. It is mildly entertaining and rather over the top at times but good fun all around
  Forum: Chatter, Word Games & Jokes · Post Preview: #58222 · Replies: 291 · Views: 155,236

communistbastard
Posted on: Feb 17 2009, 18:45


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It is so that BIS can conveniently make an addon maybe six months after ARMA II is released with a russian campaign of there own and perhaps add a couple of new units, textures, just like they did with ARMA's QG!
  Forum: ArmA II - Combined Operations · Post Preview: #58156 · Replies: 10 · Views: 8,778

communistbastard
Posted on: Feb 16 2009, 02:34


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Arma default AI is dumb as hell even with Skill set to max.

You can use reveal and it should work but it probably is taking the AI the time to figure out what it should do. You can try this very simply when you put a unit such as an AH6 on the map and revealing an Opfor Soldier. Even on max skill the AH6 will fly overhead and then make a pass back to fire FFARs. It's just the AI being useless!
  Forum: Mission Editing & Scripting · Post Preview: #58109 · Replies: 5 · Views: 5,227

communistbastard
Posted on: Feb 10 2009, 08:10


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I voted maybe based on magazine/website reviews but most likely will be based on people like you guys reviews/experiences!
  Forum: Site polls · Post Preview: #57899 · Replies: 15 · Views: 16,164

communistbastard
Posted on: Feb 8 2009, 18:22


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No such script exists that simulates someone restraining another person (at least to the best of my knowledge)

You can still make a disarm & capture script, but it wont look realistic at all it will do the job though.
  Forum: Mission Editing & Scripting · Post Preview: #57851 · Replies: 2 · Views: 7,823

communistbastard
Posted on: Feb 3 2009, 17:21


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Thanks again for the help

a)The briefing regardless of what I do to it doesn't seem to want to work.

cool.gif I have gotten the scripts I am using to reinitialize after each spawn in thanks to your idea

Now on to new stuff

In this mission I have Weapon Caches which as stated in the snippet are the objectives of the Blufor. Currently they are considered destroyed when a Blufor Unit activates and occupies a 5x5 trigger for 1 minute surrounding the box. The Opfor Insurgents can also get better weapons (considering they are all riflemen to start), and they too have a 5x5 trigger that replenishes these caches on a 3 minute timer. The problem is that I want to make the weapon cache(s) spawn in somewhat random locations I know this can be accomplished via grouping the weapon cache object to different markers. Now the problem I face is how can I make the triggers that toggle the weapon cache's destruction/replenishment to follow the Weapon Cache object depending on where it randomly spawns [I figure if this isn't possible I can just add a script, but then I am not sure how to make scripts specific to side, as I would be adding both actions to the Weapons Cache thus making it possible for Opfor to destroy what they are meant to defend]. Also I have a marker for Opfor which is hidden just so they can know the location of their own Weapon Cache without Blufor having any knowledge of it, and I know you can make marker's follow/move to a certain location but the code seems to have abandoned me at the moment, I think its something like getpos or something??

Also, is it possible to display a variable to the players? I.E. everytime a Blufor spawns in I would like to be able to display how many reinforcements they have left.

Thanks in advance
  Forum: Mission Editing & Scripting · Post Preview: #57617 · Replies: 8 · Views: 5,912

communistbastard
Posted on: Jan 30 2009, 22:45


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CODE
<!------------------------------------------------>
<!-- Objectives - BLUFOR -->
<!------------------------------------------------>
<!-- Objective 1 -->
<p><a name="OBJ_1"></a>
<!-- [OBJ_1_BLUFOR] -->
Destroy Weapon Caches
<!-- [END] -->
</p><hr>

<!------------------------------------------------>
<!-- Objectives - OPFOR -->
<!------------------------------------------------>
<!-- Objective 1 -->
<p><a name="OBJ_2"></a>
<!-- [OBJ_1_OPFOR] -->
Remove the American Presence
<!-- [END] -->
</p><hr>


Here are the endings

CODE
<!------------------------------------------------>
<!-- Debriefing - BLUFOR -->
<!------------------------------------------------>
<!-- End #1 -->
<h2><a name="debriefing:end1.west"></a><br>
<!-- [TITLE_1_BLUFOR] -->
Decisive Victory
<!-- [END] -->
</h2><br><p>
<!-- [TEXT_1_BLUFOR] -->
The insurgency has been squashed thanks to a lack of arms
<!-- [END] -->
</p><br><hr>

<!-- End #2 -->
<h2><a name="debriefing:end2.west"></a><br>
<!-- [TITLE_2_BLUFOR] -->
Defeat
<!-- [END] -->
</h2><br><p>
<!-- [TEXT_2_BLUFOR] -->
Our Rifle Company has been wiped out!
<!-- [END] -->
</p><br><hr>

<!------------------------------------------------>
<!-- Debriefing - OPFOR -->
<!------------------------------------------------>
<!-- End #1 -->
<h2><a name="debriefing:end1.east"></a><br>
<!-- [TITLE_1_OPFOR] -->
Victory
<!-- [END] -->
</h2><br><p>
<!-- [TEXT_1_OPFOR] -->
It is a glorious day for our cause!
<!-- [END] -->
</p><br><hr>

<!-- End #2 -->
<h2><a name="debriefing:end2.east"></a><br>
<!-- [TITLE_2_OPFOR] -->
Defeat
<!-- [END] -->
</h2><br><p>
<!-- [TEXT_2_OPFOR] -->
We have failed.
<!-- [END] -->
</p><br><hr>


Also I seem to lose the scripted action I made before, the suicide script when the unit respawns. I.e. when you start the game your unit if you are on OpFor has this in it's init line :
CODE
player addAction ["Explode", "bombcar.sqs"]; ideath = 0; this addEventHandler ["KILLED", {[] execVM "insurgencyintel.sqf"}]
so I am not sure how to ensure that these things kick in each time the unit respawns
  Forum: Mission Editing & Scripting · Post Preview: #57463 · Replies: 8 · Views: 5,912

communistbastard
Posted on: Jan 29 2009, 22:49


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I have figured out most of my own problems but thanks again D@VE

However now the briefing/debriefing is not working right, and I am using Armaedit, yet it does not seem to hide Blufor/Opfor objectives correctly, any way to fix this? Also my debrief(s)/ending(s) are not working correctly either!
  Forum: Mission Editing & Scripting · Post Preview: #57437 · Replies: 8 · Views: 5,912

communistbastard
Posted on: Jan 28 2009, 21:04


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Cheers,

I have figured out how to make things work but now need more help.
CODE
_man = _this select 0;

bomb1 = "Sh_122_HE" createvehicle getpos _man;
deletevehicle _man;
exit;

This is the code I used for creating the suicide script, I was trying to figure out how to add a delay before the explosion. I was also wondering as I haven't properly play tested this yet if deletevehicle_man actually deletes the person who has used this action

I used setmarkertype, setmarkercolor, and selectmarkertext for the second part but now am wondering if it possible to start the game with marker initially only shown to OPFOR?
  Forum: Mission Editing & Scripting · Post Preview: #57410 · Replies: 8 · Views: 5,912

communistbastard
Posted on: Jan 27 2009, 21:46


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I need help with a couple MP scripts

1) I am trying to create a script which gives the player to suicide, through an action menu selection. This will involve adding a custom action name (Suicide probably) and then followed by the player exploding [ I know how to do this part via create vehicle etc]. Basically I need to figure out how to add a custom action to the action menu then link this to the actually explosion/suicide snippet of script Also would such a script need JIP support? I assume not as the script will be run in the player's init line.

2) Another issue is that I plan to reveal markers to Blufor after they have killed a set number of Opfor, I know how to do this, but again am wondering if such markers would or would not be revealed to players just joining the match?
  Forum: Mission Editing & Scripting · Post Preview: #57366 · Replies: 8 · Views: 5,912

communistbastard
Posted on: Dec 25 2008, 20:45


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Regarding British units
If you had searched the addon section, you would have found: British Royal Marine Commandos http://www.armedassault.info/index.php?cat=addons&id=580 and also this British 4th Rifles http://www.armedassault.info/index.php?cat=addons&id=502


  Forum: Mission Editing & Scripting · Post Preview: #55968 · Replies: 28 · Views: 19,446

communistbastard
Posted on: Dec 23 2008, 20:34


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If you love BF2 (and assuming you own it too), you may as well try the Project Reality mod http://www.realitymod.com/ it still BF2 but it's trying to be more of a simulator like ARMA.

It is trying to make BF2 more realistic and I have to say I only bought a copy of BF2 just to play PR (it was only 10 dollars for a copy so well worth the price). I can't stand ARMA MP (Too much focus on co-op, and with Arma's AI being horrible its left a bad taste) and you hit the nail on the head when you say you think ARMA is just OFP with updates... (At least that's my opinion).
  Forum: Mods · Post Preview: #55874 · Replies: 12 · Views: 8,273

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