Search found 33 matches
- 2009-05-24 15:09:03
- Forum: ArmA General
- Topic: PMC Multiplayer conclusions
- Replies: 4
- Views: 13389
Re: PMC Multiplayer conclusions
I call those game-scavengers... :P i am one sometimes too, so dont complain me calling them that ... You just want to have some entertaining round of 'fun' so you 'scavenge' all kinds of servers till you find some place to go nuts or whatever you think of 'entertaining fun' ... I have it myself, aft...
- 2009-05-24 00:25:09
- Forum: Vietnam: The Experience (ArmA)
- Topic: PMC Saturday Night VTE Special (May 23rd)
- Replies: 6
- Views: 15302
Re: PMC Saturday Night VTE Special (May 23rd)
Hey hey heeey... went for the server when it was quite full, about 26ppl... but after some time loading the mission, i got a 'Session lost' ... :( ... i joined a couple hours later when not soo many where still there, about 16-20, then it was fine... maybe something with that mission going on there?...
- 2009-05-19 15:07:33
- Forum: ArmA General
- Topic: Multiplayer game modes PvP, COOP, AD etc
- Replies: 8
- Views: 16272
Re: Multiplayer game modes PvP, COOP, AD etc
I am not a instance in saying whats right or wrong, see my note 'dont take it too seriously' as my disclaimer... ;) A&D in my terms is what i wrote, C&H is actually some place to capture and hold as long as possible, be it empty place or defended by opponent Playerteam or AI or third fraction or ali...
- 2009-05-19 10:46:08
- Forum: ArmA General
- Topic: Multiplayer game modes PvP, COOP, AD etc
- Replies: 8
- Views: 16272
Re: Multiplayer game modes PvP, COOP, AD etc
Ah, ok i see ... same i had too ... PvP is just the opposite to Coop ... ie player versus player (duh) ... coop is ALWAYS players against AI .. (yeah, i know some exceptions apply) TDM is a PvP, but not Coop ... well maybe a mix of both... Its a variant of DM (DeathMatch) where its everybody against...
- 2009-05-19 09:10:33
- Forum: ArmA General
- Topic: Multiplayer game modes PvP, COOP, AD etc
- Replies: 8
- Views: 16272
Re: Multiplayer game modes PvP, COOP, AD etc
Oh, i REALLY need to convert my old OFP sebnam missions to ArmA.. if i still can find them. I dont know where your real problem is now? Knowing the abbrevations? Differences in the gamemodes? I mean, hey you do that VTE almost barehandedly ;) you already know a lot... I really dont get where your pr...
- 2009-05-18 16:36:56
- Forum: Vietnam: The Experience (ArmA)
- Topic: PMC Saturday Night VTE Special (May 23rd)
- Replies: 6
- Views: 15302
Re: PMC Saturday Night VTE Special (May 23rd)
Will be there too... if nothing uncalculated (girelfriend ) comes to my door a knocking...
- 2009-05-10 16:49:52
- Forum: ArmA Editing
- Topic: Common scripting errors
- Replies: 4
- Views: 12689
Re: Common scripting errors
how do you call the script? Via execVM? I would rather call or spawn it with previous preProcess.. like so VIG_WP_new = compile preprocessFileLineNumbers "VIG_WP_new.sqf"; this way you get much better errormsg PLUS the line of code where it came from, well most of the time since it seems to ignore c...
- 2009-05-09 09:29:43
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52587
Re: Cluster bomb script
_explosionSound = "VIG_Sounds_Explosion_Small_Muffled"; // here comes the sound effect if ((count _subMunList) % 2 == 0) then { [_position,_explosionSound,550,3] spawn VIG_TmpSoundSource; }; Its using every 2nd or so sublet, it works, doing it for every 10th or so would be ok maybe, but then the so...
- 2009-05-09 08:21:19
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52587
Re: Cluster bomb script
Hi there... one more thing i came along while doing some ICM for a project... the largest part of stagger seems to stem from sounds!! ... I never thought about that, but while i was creating these ICM Effects (only particles, no ammoclass used!) i realized, when i only let every other bomblet 'explo...
- 2009-04-11 00:00:49
- Forum: Vietnam: The Experience (ArmA)
- Topic: Documentation ie VTE manual
- Replies: 32
- Views: 36258
Re: Documentation ie VTE manual
- a complete list of all classnames and a short description, nothing fancy, like (just an example, the periods are just placeholders to make it align threadlike somehow) Aircraft ... ... Helicopter ...... CH47 Classes .........VTE_CH47A - CH-47 Cargo lifter Helo - ...........- {VTE_CH47A ammoclasses...
- 2009-04-08 16:46:36
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52587
Re: Cluster bomb script
right, for loops, like i posted some posts ago... how is your performance with those staggered ones? this is the one which creates flawlessly... only with the explosions it staggers a bit... but thats the problem with explosions in general, even though those submunitions drop like a bombcarpet i.e. ...
- 2009-04-01 07:32:26
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52587
Re: Cluster bomb script
i second that snakeman ... and if we can get all of it, even better, but priorities must be set :) phased dispersion sounds good, three 'bursts' of bomblets, the first behind the _posCBU (seen in direction of flight) second at _posCBU and last in front of that position... they just shouldnt reach gr...
- 2009-03-31 23:57:12
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52587
Re: Cluster bomb script
yeah, guys thats the same problems i face with my CBU... its hard to get any real number of ammoobjects in the needed timeframe in the correct spot without any stutter... unfortunately... and you cant use sleep < 0.001 since 0.001 is one frame ingame. I work atm on some ideas i had to get there, or ...
- 2009-03-31 12:14:35
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52587
Re: Cluster bomb script
i would omit it alltogether... i just was asking because i thought you had a certain reason to do it... :) abs will make out of 365.44333 a 365 which might be just what you want, but if you want more randomness then the more numbers the better :) ... BUT sometimes ArmAengine doesnt like too big numb...
- 2009-03-30 23:09:09
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52587
Re: Cluster bomb script
When i do some random i always do it like so : _sub setPosASL [((_expulPos select 0)-((random 6)-(random 6))),((_expulPos select 1)-((random 6)-(random 6))),((_expulPos select 2)-((random 6)-(random 6)))]; this will litter the sublets anywhere in +/-6m in all three axes around the dispenser ... this...
- 2009-03-30 15:16:12
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52587
Re: Cluster bomb script
If you like clusterbombs (and WP effects) check out my YouTube Channel at http://www.youtube.com/user/VigilanteSystems (the direct link to video is: http://www.youtube.com/watch?v=5WKUbI63G_k&feature=channel_page) ther you can find a short video showing the last video i took of my CBU animations dep...
- 2009-03-30 15:12:02
- Forum: ArmA 2 General
- Topic: Artillery
- Replies: 3
- Views: 8147
Re: Artillery
well, my guess is they are like the tubes we got with ArmA 1 ... I hope i can require some guys doing a new or reworked CoC UA ... itz my favourite... i used it heavily with SebNAM2 ... Although i dont think a rework is too feasible, i checked the stuff even reworked some myself and got it ingame (w...
- 2009-03-30 09:41:35
- Forum: ArmA 2 General
- Topic: Artillery
- Replies: 3
- Views: 8147
Re: Artillery
AWESOME, finally ... and pretty models again! Now if the scripting is up-to-par with the modelling ... we will be happy campers ... well maybe not if its raining steel ...
- 2009-03-29 11:34:08
- Forum: ArmA 2 General
- Topic: Shotguns and AT / AA launchers
- Replies: 2
- Views: 7732
Re: Shotguns and AT / AA launchers
Quite nice, they upgraded EAST more than the last time ... nice models and SMAW is there too ....
- 2009-03-28 22:51:25
- Forum: General Editing (tools)
- Topic: Choosing a programming language
- Replies: 8
- Views: 15305
Re: Choosing a programming language
actually i fool myself into thinking, my knowledge of sqf helps me in learning C++ (too in the next 12 month *chuckle*) :lol: no seriously, my main problem, also with sqf, was/is to understand/'get' the ideas of inheritance and this kind of structured stuff you encounter there setting up 'proper' co...
- 2009-03-28 18:58:48
- Forum: General Editing (tools)
- Topic: FSX/FS2004 etc models and converting them
- Replies: 3
- Views: 12751
Re: FSX/FS2004 etc models and converting them
try milkshape... its free the first week or so ... and if you dont like installing on your workhorse... i would use a devbox just for that (your last old pc or so) ... aint there some plugins for modo or lightwave getting mdl? also, what i understood, the mdl format is quite different than others be...
- 2009-03-28 18:50:50
- Forum: General Editing (tools)
- Topic: Choosing a programming language
- Replies: 8
- Views: 15305
Re: Choosing a programming language
there is a very nice book, originally in english (i only have the german translation) its called the "C++ weekend crashcourse" (C++ Wochenend Crashkurs) by Stephen R. Davis [Original English language edition text and art copyright © 2000 by IDG Books Worldwide, Inc.] ... Its separated into 30min chu...
- 2009-03-28 17:31:06
- Forum: General Editing (tools)
- Topic: L3DT
- Replies: 4
- Views: 12542
Re: L3DT
I think spirit of 6thSense.eu did use it on his island he made.. it was his first ArmA island .. http://www.armaholic.com/page.php?id=3512 i dont know if he used it, but i read somewhere on their forums, that he tried it or at least it was mentioned there, but i dont know if there where more ppl usi...
- 2009-03-28 02:48:55
- Forum: General Editing (tools)
- Topic: FSX/FS2004 etc models and converting them
- Replies: 3
- Views: 12751
Re: FSX/FS2004 etc models and converting them
Hi... the following is from an X-Plane forum (its a VERY nice Flightsim) http://forums.x-plane.org/index.php?showtopic=26616 (it talks about converting mdl->dx->3ds or so ... and thats quite a lot of work getting the planes to actually work inside ...) but cgsociety i think has a better answer... ht...
- 2009-03-24 15:58:51
- Forum: Vietnam: The Experience (ArmA)
- Topic: VTE mission repository
- Replies: 6
- Views: 16597
Re: VTE mission repository
any user, then its best to let those files show up only after review by admin... nonetheless here is a very simple php script for such purpose without registration or review or such: http://clement.beffa.org/labs/projects/w2box/ or reMOSitory for Joomla! ... or MegaFileManager: User Front Features: ...
- 2009-03-24 15:31:36
- Forum: Vietnam: The Experience (ArmA)
- Topic: VTE mission repository
- Replies: 6
- Views: 16597
Re: VTE mission repository
no, but there must be some review action before its shown publicly... to avoid users need to register and spam... or import userlist from the forums?
- 2009-03-24 15:29:11
- Forum: ArmA Editing
- Topic: Guided missile (yes, TOW) config for helicopter?
- Replies: 5
- Views: 13625
Re: Guided missile (yes, TOW) config for helicopter?
sounds if the TOW (or gunner weapon) have/has some rockets stuff inherited... can you switch them to hellfire? also simulation = "something" is quite often a culprit. overwrite with "maverickWeapon", "shotMissile" or so... depends on where the trouble is. ammo could be a problem... I mean it sounds ...
- 2009-03-24 13:16:01
- Forum: ArmA Editing
- Topic: Guided missile (yes, TOW) config for helicopter?
- Replies: 5
- Views: 13625
Re: Guided missile (yes, TOW) config for helicopter?
about 3rd person being, locked... at first i didnt understand... but why the hell you want to guide your tow from 3rd person??
I think its disabled by default, or its somewhere in your difficulty settings of veteran/recruit and maybe your TOW isnt really a guided class..
I think its disabled by default, or its somewhere in your difficulty settings of veteran/recruit and maybe your TOW isnt really a guided class..
- 2009-03-24 12:45:18
- Forum: Vietnam: The Experience (ArmA)
- Topic: VTE mission repository
- Replies: 6
- Views: 16597
Re: VTE mission repository
Maybe use some kind of Wiki software, maybe with review by admin before it shows on the site. Also quite simple for others to comment or vote... otherwise some standard community portal software+plugs like joomla has... depends on your server setup. It should be choosen by the least effort needed on...
- 2009-03-24 11:02:42
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52587
Re: Cluster bomb script
hey, those hardmounted dispensers, could be more easily made like reverse mounted 'guns' on the plane with salvo settings to their payload nr. of bomblets. i.e. 1 mag loaded with 150 rounds and proper delay betweeen shots, like so: class Weapon... initSpeed = 0.1; // just for fun taking a split seco...
- 2009-03-23 23:14:15
- Forum: General Editing (tools)
- Topic: EditPadPro editing tips
- Replies: 4
- Views: 12363
Re: EditPadPro editing tips
cool, i never got that expressions thing, but im using EPP for long time now... i even checked out the other tools by that company/guy... like the clipboard tool and such, very nice introduction Snake_Man thanks...
- 2009-03-23 23:08:42
- Forum: ArmA Editing
- Topic: Guided missile (yes, TOW) config for helicopter?
- Replies: 5
- Views: 13625
Re: Guided missile (yes, TOW) config for helicopter?
Did you try to inherit directly from BIS TOW class, instead of creating your own baseclass first? You still can change values by overwriting in your own new class... I also guess the BIS TOW creates a invisibleTarget/Lasertarget at your gunsight (Like the Laserdesignator) which the missile tries to ...
- 2009-03-23 22:53:23
- Forum: ArmA Editing
- Topic: Cluster bomb script
- Replies: 49
- Views: 52587
Re: Cluster bomb script
IF the bomblets are AmmoClass their lifetime in config must be quite high/long, because if they are expelled at like 500+m it will take quite a while for them to reach anything near ground... And during the NAM era there where more hardmounted dispensers than many think... I remember when building R...