ARMA Series (I, II, III) - It's like the 4th of July!
1,001 replies, posted
[QUOTE=U.S.S.R;39888825]I've been doing stuff in Expression 2 lately as some sort of practice so later I can more easily acquaint myself with something like lua and then move on to other high level languages, but E2 doesn't really even come close to even resembling a real language and I've been slacking off.
It'd be better to learn using mission scripts, right?[/QUOTE]
ArmA syntax seems to resemble a proper language well apart from a few kinks here and there.
[media]http://www.youtube.com/watch?v=aIHIeiTs588[/media]
AI refuses to fly below 50 meters (anything above ~15m will kill you) so I had to do some work arounds to get it working.
I had to use setVelocity to slow down the player, it was either like that or "force" the heli down using setPosASL but I doubt that's a good solution
I guess I'll try getting into the ArmA language, then.
E2 has the basic use of objects and variables to modify the object values and such, but any similarities with anything real ended there.
[editline]12th March 2013[/editline]
Can setVelocity use an output from a variable like position player or getPos? I want to see if I can make an object fly fifty something meters above a player's head.
[t]http://raceriv.com/arma2/neato.jpg[/t]
nou is getting closer
i do hope they plan on adding an ACRE-like system into the game at some point
it'd be a lot nicer not having to join each server's teamspeak just to play with a good radio system that should really be an optional part of the game anyway
in the future all helicopters are constructed by nokia
ArmA 3 is suddenly unplayable for me now, getting 5 frames / second.
[SUP]Spec:[/SUP]
[QUOTE][IMG]https://dl.dropbox.com/u/85825490/specsheet.PNG[/IMG][/QUOTE]
[QUOTE=Cuel;39889553]
nou is getting closer[/QUOTE]
I hope he will update it also visual wise. I hope the same to STHud.
I can suddenly fly helicopters in this with surgical precision what has happened!? It's like all my hours of flying in battlefield is transferable, it's incredible :v:
Also if you want to land really easily just hover a little off the ground and turn off the engine, I just did it and I floated down like a feather (I may have also flown full on into a tree and thought I was going to explode and when I saw no "eject" in the drop-down I panicked and selected "Engine off")
[QUOTE=U.S.S.R;39889036]Maybe I confused the two. I haven't played either in a long time.[/QUOTE]a little clarification - What we now know as the ArmA series, started out with a game known as Operation Flashpoint, with the subtitle "Cold War Crisis". It was succeeded by ArmA: Armed Assault, then ArmA 2 and now 3. These were all developed by Bohemia Interactive.
However, there was an unofficial spin-off series that kept the "Operation Flashpoint" title, made by Codemasters, the publishers of Cold War Crisis, and was generally not very good and consists of two games - Dragon Rising and Red River.
And because of this, Bohemia Interactive, the developer of the first Operation Flashpoint and the ArmA games, recently re-released the original game as ArmA: Cold War Assault, as the trademark was held by Codemasters.
So Operation Flashpoint: Cold War Crisis is actually ArmA: Cold War Assault.
[QUOTE=GoldenBullet;39889808]I can suddenly fly helicopters in this with surgical precision what has happened!? It's like all my hours of flying in battlefield is transferable, it's incredible :v:
Also if you want to land really easily just hover a little off the ground and turn off the engine, I just did it and I floated down like a feather (I may have also flown full on into a tree and thought I was going to explode and when I saw no "eject" in the drop-down I panicked and selected "Engine off")[/QUOTE]
They added some auto-assist to helicopters to always try to keep the current altitude, since now you can literally flip your heli sideways and hold tilt up forever as long as you have a bit of forward speed :v:
didn't they say that TOH's flight model was not implemented yet?
[QUOTE=Taggart;39888717]I am quite perplexed
my 6 player coop mission is almost ready, tasks are set up, patrols, triggers, and responding units are set, all the shit works
except one thing: the exfiltration task
I've tried syncing it to both the triggers for killing the targets and the task states for the tasks to complete, and in both cases, it is still created on mission start and not after the tasks are completed/targets destroyed (same thing basically)
how I fix this[/QUOTE]
anyone???
[QUOTE=kukiric;39889915]They added some auto-assist to helicopters to always try to keep the current altitude, since now you can literally flip your heli sideways and hold tilt up forever as long as you have a bit of forward speed :v:[/QUOTE]
I assumed as much when I flew for a few minutes sideways :v:
I also did some flips which leads me to think that they may change how the air vehicles behave
[QUOTE=Taggart;39889943]anyone???[/QUOTE]
Isn't there like a condition box somewhere?
Otherwise you could use BIS own function for tasks, just drop a trigger with the conditions you need like
[code]
!alive target1 && !alive target2
[/code]
on act
[code]
[player,"task ID",["task description","task title","GUI task title"],task destination,current task (true /false)] call BIS_fnc_taskCreate
[/code]
[quote]
/*
Now we'll create our player unit's task using BIS_fnc_taskCreate,
1st parameter - the unit(s) that have the task assigned to them
2nd parameter - the string ID for the task. This will be used to reference this task from now on
3rd parameter - an array containing the text for the task. It goes in the order: [task description,task title,task GUI title] (Optional)
4th parameter - the destination of the task, i.e. where the waypoint will point to (Optional)
5th parameter - set to true to make it the current task (Optional)
For now, I'll include just an example that adds the description & destination for the task, and makes it the player's current task:
*/
[player,"ExampleTask",["This is an example task.","Example Task","EX TSK"],position ExampleDestination,true] call BIS_fnc_taskCreate;
[/quote]
DOes anyone else have trouble joining MP games sometimes? I think its because I use the dev build, but sometimes the unit select screen wont fully load up and most servers I join say I lost the session or I cant connect even though my ping is within the green. Seems odd.
[QUOTE=Cuel;39890027]Isn't there like a condition box where?
[/code][/QUOTE]
??
what would I write into the condition box though, shouldn't the task state setting being synced to only activate upon the targets being destroyed/other tasks being completed mean that it should only make the task when this happens?
listen server back up
play my mission please
filter for "Rush from BF3"
[QUOTE=Taggart;39890119]??
what would I write into the condition box though, shouldn't the task state setting being synced to only activate upon the targets being destroyed/other tasks being completed mean that it should only make the task when this happens?[/QUOTE]
isn't that when the task is supposed to be completed? i've never used the module i got no idea
[QUOTE=inebriaticxp;39890208]listen server back up
play my mission please
filter for "Rush from BF3"[/QUOTE]
I played a couple of servers running this. Some of them are really good and get me my COD/BF3 fix.
[QUOTE=Cuel;39890304]isn't that when the task is supposed to be completed? i've never used the module i got no idea[/QUOTE]
well the task state thing allows you to set when the task is created, assigned, succeeded, failed, etc
I've set it to only be created/assigned once the other two task's states are set to succeeded, and also tried using the triggers for the death of the targets that are also used to set the tasks to succeeded
and yet, the task is still being created at mission start and not after the conditions in which it logically should
So how would you guys say the Physics is compared to Arma 2, Do the vehicles still feel like they are glued to the ground?
[QUOTE=counterpo0;39890562]I played a couple of servers running this. Some of them are really good and get me my COD/BF3 fix.[/QUOTE]
servers running my version, or one similar to it?
Oh yeah, it's tuesday, when are those alpha lite keys coming?
Thursday.
Embrace yourself for the 1000th reply
All hail the last reply
amen
Updated the 36 player version of the CSAR mish.
Should only finish when all players are extracted now, and some AI tweaks to make them push more aggressively.
[url]http://filesmelt.com/dl/tsts.7z[/url]
[QUOTE=Blockhead;39890945]So how would you guys say the Physics is compared to Arma 2, Do the vehicles still feel like they are glued to the ground?[/QUOTE]
The collisions are still the same but the vehicles grip to the surface has been improved alot thanks to PhysX. An example: you make astrong turn to the left on a hill and you fall over easier.
Also jumping is fun!
Had some fun in the editor with some of the addon units.
[video=youtube;gjDqiM-Q2_g]http://www.youtube.com/watch?v=gjDqiM-Q2_g[/video]
[QUOTE=U.S.S.R;39888825]I've been doing stuff in Expression 2 lately as some sort of practice so later I can more easily acquaint myself with something like lua and then move on to other high level languages, but E2 doesn't really even come close to even resembling a real language and I've been slacking off.
It'd be better to learn using mission scripts, right?[/QUOTE]
It resembles nothing at all, and its a damn shame they didn't finish implementing JVM in time for the alpha, I wonder if they're going to do it at all. SQF is terribly bad in comparison to more mainstream scripting languages imo.
[editline]12th March 2013[/editline]
If you're looking for a language to start with, it depends on what you want to do.
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