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Old 07-29-09, 05:41 PM   #1
Fincuan
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The main problem with the editor is that it has quite a bit of features, and anything with lots of features is usually complex. Imho the editor is pretty easy to use and user friendly, but then again I've used it since OFP.
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Old 07-29-09, 10:26 PM   #2
Kptlt Thomsen
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Quote:
Originally Posted by Fincuan View Post
The main problem with the editor is that it has quite a bit of features, and anything with lots of features is usually complex. Imho the editor is pretty easy to use and user friendly, but then again I've used it since OFP.
Sorry Fincuan...We'll have to agree to disagree...In my opinion, you should not have to create separate "opening" screen, a separate mission map and a separate "mission over" screen..and then somehow try and link the three together so that it flows smoothly..trust me...I've tried...

On a side note...I'll confess..Arma was my first attempt at mission creation with this genre of games...soooooo...

Anyway.just my opinion, my friend...

Cheers :-)
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Old 07-29-09, 10:42 PM   #3
Dowly
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Quote:
Originally Posted by Kptlt Thomsen View Post
Sorry Fincuan...We'll have to agree to disagree...In my opinion, you should not have to create separate "opening" screen, a separate mission map and a separate "mission over" screen..and then somehow try and link the three together so that it flows smoothly..trust me...I've tried...

On a side note...I'll confess..Arma was my first attempt at mission creation with this genre of games...soooooo...

Anyway.just my opinion, my friend...

Cheers :-)
You can make the intro and possible ending cutscene to the mission itself too.
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Old 07-29-09, 10:49 PM   #4
Kptlt Thomsen
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Quote:
Originally Posted by Dowly View Post
You can make the intro and possible ending cutscene to the mission itself too.
Interesting...tell me more...
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Old 07-30-09, 03:10 AM   #5
Fincuan
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Run the starting cutscene script at the beginning of the mission instead of the intro. Run the ending cutscene after all objectives are completed and have it trigger the mission ending when it has played.

This prevents the players from doing anything stupid during cutscenes:
Code:
disableUserInput true;
and when the cutscene ends, allow them to start fighting again:
Code:
disableUserInput false;
Note that the only way to get out of the game during that is Alt+F4, so MAKE SURE that whatever happens, the disabling command gets executed.

Even if you don't do it this way you can just copy-paste stuff between the Intro, Mission and Outro sections, and all will be the same.

Last edited by Fincuan; 07-30-09 at 03:34 AM.
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Old 07-30-09, 03:25 AM   #6
Kptlt Thomsen
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Quote:
Originally Posted by Fincuan View Post
Run the starting cutscene script at the beginning of the mission instead of the intro. Run the ending cutscene after all objectives are completed and have it trigger the mission ending when it has played.

This prevents the players from doing anything stupid during cutscenes:
Code:
disableUserInput true
and when the cutscene ends, allow them to start fighting again:
Code:
disableUserInput false
Note that the only way to get out of the game during that is Alt+F4, so MAKE SURE that whatever happens, the disabling command gets executed.

Even if you don't do it this way you can just copy-paste stuff between the Intro, Mission and Outro sections, and all will be the same.
Hmmm..thanks for the info Fin. Looks interesting...even though..I don;t know very much about scripting and stuff...always willing to learn though..
Cheers!

Thomsen
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Old 07-31-09, 04:19 AM   #7
papa_smurf
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Just tried the demo - one word WOW! Now do I get this or later, as i've heard of it being a bit buggy, and wait a bit for it to be fixed?
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Old 08-01-09, 04:47 AM   #8
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Sorely tempted to buy it. Just went back on the demo again and died in quick succession with no idea where the shots came from! This was my fault, down to playing COD4 too much So I started again, and this time was more patient and planned out what I would do - guess what I survived!

Never have I enjoyed a game so much, I think I've found a replacement for COD4.

When I get it let me know who plays online, and I'll certainly join in.
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Old 08-05-09, 02:52 PM   #9
Fincuan
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Default Patch 1.03 released

Arma2 patch 1.03 has been released. Quite a big changelog again

Release thread at BIS forums

My favourites:
  • New: Direct analogue throttle and brake for airplanes now available
  • Fixed: Prevent killed AI units reporting who killed them.

Full changelog:
Quote:
Engine
------

* New: Functions getPosATL and setPosATL to allow controlling position relative to terrain.
* New: command line option -showScriptErrors introduced to show errors in scripts on-screen
* New: Direct analogue throttle and brake for airplanes now available.
* New: More flexible configuration of Flares in the config (brightness, size)
* New: Mission name (with * indicated unsaved work) displayed in the mission editor
* New: Keyboard shortcuts in the mission editor
* Improved: better handling of gravitation for shots (esp. for grenades)
* Improved: Building destruction
* Improved: Better airplane HUD visibility both night and day
* Optimization: Reduced frame stutter near map borders.
* Hotfix: Players are forced to reconnect after MP Load on server.
* Fixed: no particles effect when hit object with destructNo
* Fixed: grenade could destroy a building just by impact
* Fixed: grenades may explode only on the final impact
* Fixed: when a grenade bounces on a ship deck, the proper particle effects is shown now
* Fixed: missiles should pass through vegetation
* Fixed: Player connected to loaded game was sometimes frozen.
* Fixed: Game crashed when launched on a system with more then 8 CPUs/cores.
* Fixed: Possible crash with laser designator active.
* Fixed: Sometimes crew of a close vehicle was visible through the vehicle.
* Fixed: Infinite looping of commands 'Stop' in radio.
* Fixed: Leaning 'limits' do not work in TrackIR.
* Fixed: Clients were often endlessly stuck in 'Receiving...' window after MP Load.
* Fixed: Rainbow could be visible even with sun below horizon.
* Fixed: 3D Editor - civilian and resistance units did not work correctly
* Fixed: Sea surface was not rendered in NE area out of map.
* Fixed: Terrain surface was sometimes using wrong parallax map.
* Fixed: Grenade could sometimes destroy a building just by impact
* Fixed: Radio messages sometimes echoed
* Fixed: Team switch did not work when player died
* Fixed: Reduced AI detecting slowly moving enemy vehicles by ear.
* Fixed: Prevent killed AI units reporting who killed them.
* Fixed: After respawn in MP, player's tasks, diary content and skills are transferred to the new entity
* Fixed: Leaning 'limits' did not work with TrackIR
* Fixed: MP client frozen in Receiving... screen sometimes
* Fixed: Problems with saving and loading games in cooperative campaign

Missions
---------

* Fixes and improvements in most of the campaign missions (Into the Storm, Harvest Red, Bitter Chill, Manhattan, Badlands, Dogs of War)
* Improved: autosave logic to not save when it was not safe
* Improved: Eye for an Eye in Scenarios

Modules
---------
* Fixed: Warfare fast travel on clients was not using logistic values
* Fixed: Warfare money sending
* Fixed: Warfare HQ multiple reports
* Fixed: First-Aid: Action module caused healing scripts to run twice
* Fixed: Supply drop not ending (wrong vehicle class)
* New: First-Aid modules work with respawn
* New: First-Aid ability to stop healing
* New: Added ability to add Support Requests that do not expire.
* Improved: First-Aid modules more robust and faster
* Improved: Better support for side Resistance in SOM / ACM.

Data
---------

* Fixed: Invisible driver in UAZ (MG and GL)
* Fixed: AI soldiers were able to hear extremely well
* Fixed: various minor problems on buildings
* Fixed: rocks destruction effect changed
* Fixed: penetrability of some vegetation
* Fixed: collision geometry of A_BuildingWIP
* Fixed: react FSM core conversations
* Fixed: cargo animations in LAV25
* Fixed: indicators in Ka52 when using NVG
* Fixed: cargo animations in BTR
* Fixed: Warfare keypoint on Chernarus
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Old 08-05-09, 06:25 PM   #10
Zachstar
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FINALLY! I will actually start playing Arma 2 again and try to beat the campaign mode.
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Old 08-05-09, 06:58 PM   #11
Task Force
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Have they released the real english fix?
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Old 08-06-09, 01:32 PM   #12
mengle
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[quote=Fincuan;1145505]Arma2 patch 1.03 has been released. Quite a big changelog again

can't use the noblur mod no more with the patch 1.03
anybody know how to fix it?
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Old 08-06-09, 01:59 PM   #13
Task Force
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I think that arma has a option to turn it of in the vedio panel.
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Old 08-06-09, 02:22 PM   #14
mengle
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Quote:
Originally Posted by Task Force View Post
I think that arma has a option to turn it of in the vedio panel.
You mean aiming deadzone or head bob probebly
i mean with the noblur mod you diden't have the slowmotion when you look around

her you can find him http://www.armaholic.com/page.php?id=5851
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Old 08-06-09, 02:23 PM   #15
Task Force
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no, turnoff postprocessing... I believe that turns off those annoying effects.
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