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Arma3 - Single Player Beta Testing / Re: [SP] Elite Sniper Challenge
« Last post by RichUK on 07 Mar 2020, 20:34:53 »

OK, so updates are done and mission v0.91 has been uploaded.

I had to use both setViewDistance and setObjectViewDistance to get things right and they work fine for me without restarting the mission.   I have used a script to set both to 1600 after telling the user what they have set first, then confirming what has been set (in case for some reason Arma cannot set it for their system, at least they will see what has been set).

On my system, when I use Autodect on Video Options -> General, it sets my Overall view distance to 1600, which I understand is the Arma 3 default.  My Object view distance is set to 1300 by default, so I needed to update that to 1600 too for the mission (before my update which does that automatically).

The way that it works is pretty good, in that the changes are only made for the duration of the mission and if you check the user video settings you will find that they have not actually changed, so you Arma goes back to whatever you have set when you exit from the mission.

Ok about the dev-branch you used.  Sounds like a glitch related to that, so I am not so concerned about the crash you had now.

I did make the "sniper mat" a bit lower.  It does need to be above the ground though, as otherwise, you are still too low when firing, and there is grass everywhere.  By making it slightly lower, I crawled around all over it and do not seem to be able to "fall through" onto the ground, so hopefully, it will be ok now.

I look forward to your next comments when you have played around more (and hopefully succeeded in the challenge, so you can comment on my dialog you will see then!).
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Arma3 - Single Player Beta Testing / Re: [SP] Elite Sniper Challenge
« Last post by h- on 07 Mar 2020, 18:37:12 »
Quote
It may be that for some people's systems,  the vd cannot be set to a high enough value to be able to complete the range?
That is possible because it obviously causes more strain on resources the farther the objects are rendered at, so FPS is gonna take a hit depending on the given system.

I get 12 000m max on both sliders, not aware that it would depend on the system how much you can get out of them. Doubt that monitor size has anything to do with it if the rest of the system does, more the usual GPU, CPU and RAM (latter two Arma is really fond of). My monitor is 26" 1920x1200.

Quote
ot sure why you had problem with Ship targets (it is a bit big to be called a boat... lol).  It is possibly that you changed your view distance without restarting?  I am more concerned about your crash.
This can be some Arma thing, maybe for some reason the object placement just bugged out on the ship that time.
The crash happened when I started to look through the range finder towards the horizon pretty much, the oh so informative STATUS_ACCESS_VIOLATION crash.. Then upon restarting the game it crashed on launch because of some rtm (animation) file error  :blink:
Verified game installation and it verified OK, launched again and it worked. Worth noting I played using the dev-branch and it seemed to have some other trouble because the "Old Man" scenario thingy added in latest dev-branch update did not show up on that launch, only after the restart after the crash so it prob ably somehow partially mis-launched the game  :dunno:

Quote
Yes it is true that that sniper pos object does float slightly about the ground
This can also be terrain detail related because the higher the detail the more bumpy it might get.
Not a big deal obviously, on my end it hovers easily like 30cm above the ground all the way so it was easily spotted.
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Arma3 - Single Player Beta Testing / Re: [SP] Elite Sniper Challenge
« Last post by RichUK on 07 Mar 2020, 17:50:04 »
Hi h-  :)  Thank you for finding the time for having a look at my mission.   You have made some good catches there, so let me examine them, one at a time:
  • View Distance.  My bad, that was something that I meant to address and in the end completely forgot about!   I am currently running Arma 3 on a 24 inch Dell monitor at 1920 x 1200 px with a view distance set to the max it offers me in Arma 3 which is 1600 m.  The furthest Target Range in my mission is actually Target Range H which is nearly 1500 m.   I will have urgently implement the measures necessary to check the current vd, see if it can be set to 1600 m, with a warning to the user, and reset it when they exit.  It may be that for some people's systems,  the vd cannot be set to a high enough value to be able to complete the range?
  • Disable movement.  Yes, point taken, I will disable movement before the fade-in opening stuff has finished.
  • Ship Targets and Crash?  Not sure why you had problem with Ship targets (it is a bit big to be called a boat... lol).  It is possibly that you changed your view distance without restarting?  I am more concerned about your crash.  The only crashes I have ever had with Arma 3 have been caused by me doing wrong stuff in description.ext, and most of the time it even handles that giving a warning rather than actually crashing.
  • Sniper Position.  Yes it is true that that sniper pos object does float slightly about the ground (especially at the front).  I have tried to adjust it a bit, but will have another go.  It only normally causes a problem if you try and move right to the front of it, when you "fall through it" to the ground underneath.
As for completing the range, it is important that you keep zeroing your rifle.  I have provided detailed information in the Briefing help about that.  I did not tell people everything; when you find from the rangefinder that a target is actually 1347 m away, you have to decide whether to set 1300 m for the rifle and aim at the top of the target or 1400 m and aim at the bottom.  Watch out for Target Range I, I have deliberately set the targets at 3 separate ranges, to catch out the unwary!

I will work on the things you have raised now.
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Arma3 - Single Player Beta Testing / Re: [SP] Elite Sniper Challenge
« Last post by h- on 07 Mar 2020, 16:46:28 »
Had a bit of time to test this and right off the bat gonna have to go for cons:
  • You assume everyone is using huge view distance settings (I almost never go for more than 900m for objects and something like 1000-1200 overall, no need for more as infantry man)..
    I would do this so that at the start of the mission store the user's viewdistance settings (overall, object), then if the distances are too low force the viewdistances to the minimum required for the furthest away targets. Then either have an action or something to reset the vd to original and/or do that automatically in debriefing(?)
  • You should probably disable player movement before the automated map open in the start of the mission because if you immediately walk forwards you get both the automatic map open stuff and the stuff that shows up when you step close to the sniping pos (the big welcome text and the hints and the further automated task showing)
  • For some odd reason the boat targets didn't work, no targets nor the bell tower to be seen anywhere. Only after the game crashing and relaunching the boat targets appeared  ??? :dunno:
  • For me the sniper pos object is floating above ground, dunno if intentional or terrain detail setting related

Haven't completed the challenge yet because in some cases 30m range difference requires you to aim with more than "100m" above or below, and sometimes it doesn't  :weeping:
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Arma3 - Single Player Beta Testing / [SP] Elite Sniper Challenge [NO MODS]
« Last post by RichUK on 05 Mar 2020, 03:52:40 »
Author: RichUK (richukusa)

Version: 0.92

Required Addons: None

Mission Description:

The Elite Sniper Challenge is a test of Sniper accuracy.  There are ten target ranges, each of four targets, giving a total of 40 targets.  You start with six magazines of 7 bullets, giving a total of 42 bullets, so you can only afford to miss twice to successfully complete the challenge (a 95% accuracy rate).

The Target Ranges can be completed in any order and you can choose one of two methods to check a range after you believe that you have successfully completed it (one gives more information - the other one is quicker).

If you just want to Practice...

Should you just wish to use the ranges for practice, that is fine too.  You can abandon the Elite Sniper Challenge manually at any time and you will be given more ammo for your rifle.  You can also choice to try a different sniper rifle from the Weapons and Ammo box provided (you will automatically exit from the challenge should you do that).

There are a lot of additional features, including the ability to use UAVs to check where you hit a target, a range reset, so you can keep practicing a particular Target Range and a Bullet Cam, so you can follow your bullet's trajectory!  You can also exit the mission at any time and see what you have achieved, either automatically when you have completed and checked all ranges, or manually, by your own selection.

It is meant to be a fun mission, without having time constraints, or people trying to shoot you!  I hope that you enjoy it, as I do (even after completing it countless times during the development of the mission).

Features:

- Ten Target Ranges from 500 m to just under 1,500 m
- Two methods for checking a Target Range
- Method to Reset a Range
- Use of UAVs to examine bullet holes in targets!
- “Bullet Cam” to track the trajectory of bullets.
- Ability to practice with different Sniper rifles and accessories

Known Bugs: None

ChangeLog:

v0.9 - First public version.
v0.91 - Updates for view distance, etc. see Change Log on Steam
V0.92 - Now has updated Description in the description.ext, although because of 2 bugs, users will only see it if they put an UNPBO'd mission folder under Arma 3\Missions.  Also updated title on Steam to clarify that it is Singleplayer and requires no mods.  Unfortunately, Steam Workshop will not allow me to remove the Multiplayer tag, as it keeps adding it back every time I attempt to set the tag list.

Steam Workshop Download:

https://steamcommunity.com/sharedfiles/filedetails/?id=2013966321




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As it is now a new decade and many people visiting OFPEC may think that OFP, ArmA and ArmA II (2) are just ancient history, then may I suggest that you might like to think again?

A bit of History...

As many already know, OFP was a gaming revolution when it came out in 2001, as developed by Bohemia Interactive (BIS).  This website was originally created to support users wishing to mod OFP and has carried on, despite all the odds, for nearly nineteen years now.  An enormous thank you to h- for his dedication in keeping it going in recent years!

I was one of the beta testers for ArmA which was released in 2006.  Since then, ArmA CWA provided the content of the original OFP in the new engine and lots of other releases followed, including ArmA II (ArmA 2) and ArmA II (ArmA 2) Operation Arrowhead.  The ArmA X Anniversary Edition, originally sold in 2011 contains ALL of these products!

OK, so after that. BIS brought out ArmA III (ArmA 3) and then DayZ amongst many other products.  So why should anyone be interested in the previous versions?  Well, there are lots of reasons, but I will just point out one of them for now, DayZ has recently become very popular, especially as it was released for the Xbox One and PlayStation 4 in 2019 to complement the Windows PC version.  It was originally developed as a Mod for Arma II (Arma 2) and it is now generating a lot of new interest in the ArmA X PC series, by people who never tried any of these games previously.

Using original ArmA X Anniversary Edition with Steam!

So back to the ArmA X Anniversary Edition.  This was released as a boxed set containing a number of DVDs to install the components.  If you own this, you can still install all the programs that way, which I did under Windows 10 Pro; everything appears to work OK for single player, but the Multiplayer stuff was designed for GameSpy, so no longer works.  Well, if you have (or create) a Steam account, you can use your "CD Keys" from your ArmA X Anniversary Edition DVD folders to add each one (except ArmA Gold) to Steam.  All you need to do in the Steam client is select "Activate a product on Steam..." from the Games menu and follow the prompts in the "Product Activation" dialog box that comes up.  This worked fine for me for 3 of the four DVD packs, namely:

- ArmA Cold War Assault (CWA)
- ArmA II (Arma 2)
- ArmA II (Arma 2) Operation Arrowhead (OA)

I am not sure why the key from my "ArmA Gold Edition" did not work, but I was not very bothered about it, as I found that I could buy it from the Steam Store for £1.19, which I did!

Buying complete ArmA X Anniversary Edition on Steam

If you do not have the boxed set, then you can buy it all on Steam right now at 80% off for the grand total price of £5.99 !!!!!  That has got to be the best six quid you have ever spent!

https://store.steampowered.com/sub/8701/?cc=kr

Here is the full listing for what the package contains:

https://steamcommunity.com/sharedfiles/filedetails/?id=591190184

I have attached a snapshot from my Steam client showing my ArmA X products for my account (some still downloading at the time of writing).

I hope that this encourages people who have never played OFP, ArmA or Arma II (ArmA 2) to fork out £5.99 for the complete set.  After all, you are likely to spend over that in a single visit to a fast food place.
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OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by snafu on 11 Aug 2019, 17:24:35 »
Two excellent suggestions there, gents  :)

Appreciate the assistance.

Quote
BIS ATGMS are children of LAWLauncher with default params:
dispersion=0.002;
aiDispersionCoefX=1;
aiDispersionCoefY=1;

One can increase dispertion of LAWLauncher in BIN\config.cpp or
in addon configs.

My first idea was to go to JAM and I tested the HD versions of armor. However, HD didn't appear to impact MG or ATGM fire which was unfortunate.
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OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by SoldierEPilot on 10 Aug 2019, 14:27:10 »
Human activity detected :D

BIS ATGMS are children of LAWLauncher with default params:
dispersion=0.002;
aiDispersionCoefX=1;
aiDispersionCoefY=1;


One can increase dispertion of LAWLauncher in BIN\config.cpp or
in addon configs.
----------------------------------------------------------

It's also not a rocket science to use scripts like these:

In init field of unit with ATGM:
Code: [Select]
this addEventHandler ["fired", "_this exec {onFired.sqs}"]
Put this file to mission folder:
onFired.sqs:
Code: [Select]
_unit=_this select 0
_ammoClass=_this select 4
_r=nearestObject[_unit, _ammoClass]

; ajust _k value here to change the dispersion value
_k = 8

#fly
?isNull _r: exit
_v=velocity _r
_vNew=[(_v select 0)+_k-(random 2*_k),(_v select 1)+_k-(random 2*_k),(_v select 2)+_k-(random 2*_k)]
_r setVelocity _vNew

; ajust time period between deviations here
~(0.2+random 0.3)
goto "fly"
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OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by Gruntage on 10 Aug 2019, 11:26:31 »
It's been a long time since I played OFP but I do have a suggestion.

However it depends on the answer to this question, can a missile or any other kind of projectile be deleted when it's in flight?

Maybe some kind of nearestobject code following a 'fired' eventhandler perhaps?

My suggestion is simply spawning explosions in a radius around a target, which can be done using any artillery script around with a little modification. You'd still see the missile being fired however. Just that it gets deleted very shortly after firing...in fact, near instantly. This way you don't have to mess with velocity of missiles in flight. This is just an idea and I have no idea if projectiles can be deleted.

If my memory serves me well, Mandoble played around with custom missiles and velocity stuff in his campaign Grunt ONE. Perhaps it's worth looking in there...it's also a very good campaign so worth a play if nothing else  :)

EDIT: I just remembered that THobson played around with spawning projectiles in his Abandoned Armies mission. So by creating the right kind of projectile (such as a missile) at random points around a set position (a radius essentially), you would get the dispersion effect I think. That's where I would look. (How do I remember this stuff from 10 years+ ago  :blink: )
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OFP - Editing/Scripting General / Re: ATGM Dispersion / Accuracy
« Last post by snafu on 08 Aug 2019, 22:46:10 »
I did think about using invisible targets around tanks with the idea that the AI might engage them and create a sense of ATGMs missing their targets due to an operator error etc. However, your method sounds better. I'll have a play around with it and see what it's like.

Thanks  :)

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