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Thread: [SP] Apocalypse - Invade. Control. Conquer

  1. #251
    Quote Originally Posted by markb50k View Post
    I can look into it
    EDIT : Other than not starting it in the first place, which i'll put in, there isnt a way of exiting it.. the FSM doesnt come with an exit state.
    That's what I was thinking. What's the easiest way to disable weather module from loading? Can I do it from the mission file somewhere or do I need to unpack the addon file?

  2. #252
    you can unpack the addon file, go to the bottom of scripts/fn_processinitialsetup.sqf and comment out the last line that starts the weather module, at least until i can put out the next version.

    Is it the color shading? or you just dont like the dynamic weather?
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  3. #253
    Quote Originally Posted by markb50k View Post
    you can unpack the addon file, go to the bottom of scripts/fn_processinitialsetup.sqf and comment out the last line that starts the weather module, at least until i can put out the next version.

    Is it the color shading? or you just dont like the dynamic weather?
    Thanks.

    Dynamic Weather is a good feature but none of built-in weather models feature heavy overcasts and rain. I enjoy playing ARMA in that kind of weather because it feels much more atmospheric for me.
    I don't think there's any point in making RUBE toggle-able but it would be nice if you could move RUBE initialization into missions init script, it shouldn't be hard I think, that way it would be possible to disable it without having to unpack the addon.

  4. #254
    it'll be an option on setup

  5. #255
    Master Gunnery Sergeant Rydygier's Avatar
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    @kiberkiller

    If you are interested - I have at hand, in my private "stock" some tiny addon called Simply Weather Dynamizer. Including userconfig, where you can set weather tendencies and weather dynamics. This is test version, so proper functioning is not guaranteed, still this may be a handy replacer for infinitely more advanced and sophisticated RUBE's great module, if someone just want to have simply calculated, but reasonable semi-randomized, dynamic weather. There is no any special effects as post processing, particles and such. Just continous juggling with four basic weather settings: overcast, rain, fog and wind.

    So, if you want to have rainy and generally heavy overcast, then before Arma launch raise overcast and rain settings in userconfig init values, eg to 10 or so and play with this addon. SWD will, maybe after some delay, start to "stir" in the weather.

  6. #256
    Quote Originally Posted by Rydygier View Post
    @kiberkiller

    If you are interested - I have at hand, in my private "stock" some tiny addon called Simply Weather Dynamizer.
    That sounds very neat. I'm downloading it.

    ---------- Post added at 01:43 PM ---------- Previous post was at 01:39 PM ----------

    I played a match on Utes today with the latest version for the first time and it is quite nice. I didn't get to use any arty yet, though, because the AI was too slow to buy any and I won the match before the gunner got to his Grad.
    Also, fuck Apaches, BAF always spams them to hell even if I set air to x0.25.

    I did notice a few bugs though.

    1) You can load an MG into a truck while using it, which teleports you into the corner of the map.

    2) Support point modifier applies to "Release Group" as well, which makes it easy to exploit the game, ordering infantry squads for 500 points and releasing them for 3500+ points.

  7. #257
    Quote Originally Posted by kiberkiller View Post
    That sounds very neat. I'm downloading it.

    ---------- Post added at 01:43 PM ---------- Previous post was at 01:39 PM ----------

    I played a match on Utes today with the latest version for the first time and it is quite nice. I didn't get to use any arty yet, though, because the AI was too slow to buy any and I won the match before the gunner got to his Grad.
    Also, fuck Apaches, BAF always spams them to hell even if I set air to x0.25.

    I did notice a few bugs though.

    1) You can load an MG into a truck while using it, which teleports you into the corner of the map.

    2) Support point modifier applies to "Release Group" as well, which makes it easy to exploit the game, ordering infantry squads for 500 points and releasing them for 3500+ points.
    About how many apaches did the BAF have at once? With utes and .25 air power they should have had max 1 or 2 groups. If they had more ill have to investigate.

    I guess #1 is a bug although you can just NOT choose to load a static weapon when you are sitting in it

    #2 was done knowing full well it could be an exploit. But isn't people asking for a way of raising their awards an exploit already? It's a single player game so if people want to make it insanely easy for themselves I'm not going to spend a lot of effort trying to stop them.

    Thanks for the feedback man

  8. #258
    Quote Originally Posted by markb50k View Post
    About how many apaches did the BAF have at once? With utes and .25 air power they should have had max 1 or 2 groups. If they had more ill have to investigate.
    I think I was playing with Total Strength at x0.5 and Air Strength at x0.25 while enemy force consisted out of BAF Woodland and BAF Multicamo and they had 2 or 3 Apaches at the same time.
    Quote Originally Posted by markb50k View Post
    I guess #1 is a bug although you can just NOT choose to load a static weapon when you are sitting in it
    Sure, it's not a big thing but I accidentally picked it in a heat of battle and had to suicide to continue, losing all my good weapons.
    Not a big deal but something that I thought you might want to fix.
    Quote Originally Posted by markb50k View Post
    #2 was done knowing full well it could be an exploit. But isn't people asking for a way of raising their awards an exploit already? It's a single player game so if people want to make it insanely easy for themselves I'm not going to spend a lot of effort trying to stop them.
    Ok, I see your stance on this one but for me the problem is that when I order a couple of squads and I don't want to control them, I instantly "use" that exploit, unintentionally. Even though only wanted a little bit more support points from the camps.
    I suppose that it's not a big deal but I'll be playing x1 support from now on.
    Quote Originally Posted by markb50k View Post
    Thanks for the feedback man
    You're my favorite ARMA modder so it's all my pleasure.

    I was also thinking about something. Since you're technically making a mod, would it be possible for you to use a userconfig, like many other mods do?
    That would let the player set their default match settings to anything they enjoy, making starting a new match much quicker process.
    That would also let you save space on that starting menu, since several of those options are something you rarely change, like starting time, amount of support points and whenever you start with an HQ, and you can move those options into the userconfig.

  9. #259
    Funny I was thinking about using a user config. Would love to have some of that stuff figured out in there. Good idea and I'll start looking into it. Also see if I can have the faction choices set up in there as well. I use all the supported factions on each play through and clicking all those buttons even gets me

    I'll also remove the multiplier from releasing troops and look at adjusting the actions on the static weapons.

  10. #260
    Quote Originally Posted by markb50k View Post
    Funny I was thinking about using a user config. Would love to have some of that stuff figured out in there. Good idea and I'll start looking into it. Also see if I can have the faction choices set up in there as well. I use all the supported factions on each play through and clicking all those buttons even gets me

    I'll also remove the multiplier from releasing troops and look at adjusting the actions on the static weapons.
    Sounds great, I'm looking forward to the next update.

    About faction selections from userconfig, I'm sure that you can declare arrays in there and it should be easy to read an array of factions and transform it into whatever system you're using in your code.

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