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Supr3me KiLL3r
Posted on: Aug 10 2009, 02:00


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I haven't played OFP in a while but isn't that mission on Malden, not Everon? If you have Everon loaded it will probably not load the mission...
  Forum: Operation Flashpoint · Post Preview: #65193 · Replies: 5 · Views: 8,557

Supr3me KiLL3r
Posted on: Jun 21 2009, 04:23


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Not to rain on your parade, but these online petitions simply don't do anything. I wouldn't be surprised if BI Studios never even sees it. I say this because there are literally thousands of petitions for things like this on the web, and not a single one has produced a result. Bohemia Interactive has no financial incentive to port ArmA to Linux. It costs money to do that, and the benefits probably do not outweigh the costs.

I don't have that much experience with linux, but can't you just run ArmA through Wine? If not, you'll have to dual boot linux with XP or Vista.

  Forum: Armed Assault · Post Preview: #63290 · Replies: 8 · Views: 12,840

Supr3me KiLL3r
Posted on: May 24 2009, 23:29


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1981 300SD
I don't have a camera to upload a photo of mine though, its in worse shape anyway cool.gif

  Forum: Chatter, Word Games & Jokes · Post Preview: #62076 · Replies: 33 · Views: 33,756

Supr3me KiLL3r
Posted on: May 13 2009, 18:41


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The answer may be simpler than any of you think....

First object starts with zero

CODE
_unit = this select 0
  Forum: Mission Editing & Scripting · Post Preview: #61702 · Replies: 5 · Views: 4,671

Supr3me KiLL3r
Posted on: May 8 2009, 05:42


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Well, go to options and turn off "Super AI" or whatever its called.

I suggest you patch to 1.14 at least also. While the highest is 1.16 you don't really need it.
  Forum: Armed Assault · Post Preview: #61466 · Replies: 5 · Views: 4,735

Supr3me KiLL3r
Posted on: May 7 2009, 17:27


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As I say often about the Farcry/crysis games: Great engines, sh*tty games.

I thought Crysis was pretty bad being repetitive and boring, but Farcry 2 takes the awful cake.
  Forum: OT Discussions · Post Preview: #61455 · Replies: 2 · Views: 3,202

Supr3me KiLL3r
Posted on: May 3 2009, 19:23


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It would help to know what other hardware you are using because it could be caused by any number of things.

Try right clicking "My computer" and go to "manage", then "Event viewer" >>> "windows logs" >>> "applications". It will show a list of all the errors and crashes your computer has experienced for a while, see if any of them are caused by Armed Assault and look through that for information.

I'm not 100% sure, but I think the new SLI-out-of-the-box (2 cards in one) graphics cards like the GTX200 series are inherently unstable in a game like this that doesn't use SLI at all, which is why I bought an 8800 GTX which is the fastest single card you can buy short of an 8800 ultra.
  Forum: Troubleshooting · Post Preview: #61302 · Replies: 4 · Views: 5,063

Supr3me KiLL3r
Posted on: May 1 2009, 02:44


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1.) Use this body armor script, you can set people to be invulnerable with no bugs.

http://ofpec.com/ed_depot/index.php?action...0&game=ArmA

3.) Use this artillery script

http://ofpec.com/ed_depot/index.php?action...7&game=ArmA

4.) Use the setvelocity command to force the car to drive through the barricade.
  Forum: Mission Editing & Scripting · Post Preview: #61175 · Replies: 6 · Views: 15,897

Supr3me KiLL3r
Posted on: Apr 30 2009, 18:30


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Well if your copying (respawn code here) it will not work because thats not the code to respawn... you have to substitute the code for that there.
  Forum: Mission Editing & Scripting · Post Preview: #61158 · Replies: 9 · Views: 7,207

Supr3me KiLL3r
Posted on: Apr 29 2009, 16:24


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QUOTE
Error random: Type Object, expected Number


This error results from the script expecting a number where you specified a player name. You ran the script with [q1,q2,150,200] exec "respawn.sqs", and that does not work, it must be run like [q1, 200].

You need to change the script to make it work like the way you specified.

CODE
//To run, use
// [playername1, playername2, radiusinmeters] exec "respawn.sqs"

_player1 = _this select 0
_player2 = _this select 1
_radius = _this select 2

#Respawnzombies
_a= getpos _player select 0
_b= getpos _player select 1

_aa= getpos _player select 0
_bb= getpos _player select 1

_gap=random _radius
_direction=random 360

_x = _a +((cos _direction)*_gap)
_y = _b +((sin _direction)*_gap)

_xx = _aa +((cos _direction)*_gap)
_yy = _bb +((sin _direction)*_gap)

_player1 (respawn code here) [_x,_y,0]
_player2 (respawn code here) [_xx,_yy,0]

goto "Respawnzombies"

exit
  Forum: Mission Editing & Scripting · Post Preview: #61094 · Replies: 9 · Views: 7,207

Supr3me KiLL3r
Posted on: Apr 28 2009, 18:54


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I have that addon but I haven't done any heavy scripting with it. I suggest you download other missions and take a peek at their scripts, because i'm pretty sure this has been done before.

That addon as I remember, has mission-specific parameters you can set that deletes bodies after a specific time (or random time if you want) so you can probably leave that out of the script.

If you can't find a script that works, you can try and adapt a script I made for generating random targets within a circle for anti aircraft units to target to simulate flak. What i'm getting at is that you can just reconfigure the script to generate random respawn points with a 100-200 meter circle.

Heres where to download the original script if you want that.

This is how I would do it.

CODE
//To run, use
// [playernames, radiusinmeters] exec "respawn.sqs"

_player = _this select 0
_radius = _this select 1

#Respawnzombies
_a= getpos _player select 0
_b= getpos _player select 1

_gap=random _radius
_direction=random 360

_x = _a +((cos _direction)*_gap)
_y = _b +((sin _direction)*_gap)

_player (respawn code here) [_x,_y,0]

goto "Respawnzombies"

exit
  Forum: Mission Editing & Scripting · Post Preview: #61062 · Replies: 9 · Views: 7,207

Supr3me KiLL3r
Posted on: Apr 25 2009, 01:38


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Coop is alot more enjoyable with a few friends or at least people you've played with before. Same with Warfare.

What you want to do is find a few good servers with gamemodes you like, and stick with those, because sometimes they usually have the same people on from day to day. I haven't done any multiplayer in a while, but there were a few that were consistently good. I used to play some server called TCB Evolution or something, it was a german website but most of them speak english, good team players. I stuck with that for a while.

I always hated some servers like the Sahrani Life game type servers, those people never work together and just harass you. Find something you like and avoid the ones you don't.
  Forum: Multiplayer · Post Preview: #60905 · Replies: 7 · Views: 8,219

Supr3me KiLL3r
Posted on: Apr 15 2009, 17:49


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Great addon as far as i've seen. Glad to see now that the western side has a dedicated anti air vehicle other than the outdated m163 VADS. And since theres an SA-6 gainful addon out there too for the SLA, its pretty much balanced.
  Forum: Addons - Work in progress · Post Preview: #60582 · Replies: 25 · Views: 27,230

Supr3me KiLL3r
Posted on: Apr 7 2009, 12:04


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www.ofpec.com has a in-game animation viewer that will give you a list of all the game animations and lets you view what they do. I think its called OFPEC Game Viewer, at least thats what the download folder is called.
  Forum: Mission Editing & Scripting · Post Preview: #60239 · Replies: 9 · Views: 7,273

Supr3me KiLL3r
Posted on: Mar 31 2009, 04:23


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Damn. That looks great.

I may very well reinstall OFP to try it, unfortunately OFP doesn't run so well on my new PC...
  Forum: Operation Flashpoint · Post Preview: #59844 · Replies: 16 · Views: 29,865

Supr3me KiLL3r
Posted on: Mar 20 2009, 05:02


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I dont see how patch 1.15 is responsible for that.

You could try doing this:

Go to "mydocuments/arma/arma.cfg" and open that with notepad.

Change the resolution there

This is mine.
CODE
language="English";
adapter=-1;
3D_Performance=12000.000000;
Resolution_W=1280;
Resolution_H=1024;
Resolution_Bpp=32;
refresh=60;
FSAA=0;
HDRPrecision=8;
lastDeviceId="4318,401,578492913";
localVRAM=794083328;
nonlocalVRAM=258998271;
winX=0;
winY=0;
winW=1280;
winH=997;
winDefW=1280;
winDefH=1024;


You may only need to change these to fit your resolution, or a few other ones as well.

Like so.
CODE
Resolution_W=1920;
Resolution_H=1200;
  Forum: Troubleshooting · Post Preview: #59197 · Replies: 9 · Views: 7,631

Supr3me KiLL3r
Posted on: Mar 11 2009, 02:39


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Write a script to check how much ammo is left, and if ammo is around 5% then use that setvehicleammo code to add more.
  Forum: Mission Editing & Scripting · Post Preview: #58877 · Replies: 4 · Views: 17,426

Supr3me KiLL3r
Posted on: Mar 10 2009, 02:11


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You could use

CODE
_vehicle setvehicleammo 1


Works on all vehicles regardless of what they use.
  Forum: Mission Editing & Scripting · Post Preview: #58843 · Replies: 4 · Views: 17,426

Supr3me KiLL3r
Posted on: Mar 5 2009, 19:13


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QUOTE
The Chinese do it in the US, too. Ironically, communist China is their biggest creditor. That may explain why nobody did really object against the Chinese course of actions in Tibet.


That and nobody wants Tibet to go back to the way it was, it wasn't a free democracy like everyone would make it seem.
  Forum: OT Discussions · Post Preview: #58698 · Replies: 216 · Views: 156,964

Supr3me KiLL3r
Posted on: Mar 5 2009, 04:27


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Anyway.

The point was I wonder where the next war is going to be.

I'm guessing Taiwan.
  Forum: OT Discussions · Post Preview: #58662 · Replies: 216 · Views: 156,964

Supr3me KiLL3r
Posted on: Mar 4 2009, 05:00


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I shudder to think what conflicts will arise when the economies of the world start to really collapse.
  Forum: OT Discussions · Post Preview: #58637 · Replies: 216 · Views: 156,964

Supr3me KiLL3r
Posted on: Feb 25 2009, 18:37


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To relocate an object, you use this syntax

CODE
_object setpos position

;or to be exact, or to move the object to the position and off to the side. "getpos _position select 0" is X coordinates,
;1 is y coordinates and 2 is z coordinates. That means 0 changes left/right, 1 is forward/backward, 2 is up/down.

_object setpos [(getpos _position select 0), (getpos _position select 1), (getpos _position select 2) +5]

;This moves an object to position 5 meters above the position, like a bomb free falling.



To loop animations

CODE
#AnimLoop
_unit playmove "animation"
goto "AnimLoop"


And you can still find that tail rotor script on OFPEC, its in the forums though. Here it is


CODE
; tail-rotor fail script by Vektorboson
; SYNTAX
; [CHOPPER, <RANDOMKILLS, MAXKILLS>] exec "effects\tailrotor.sqs"
; CHOPPER is the helicopter
; RANDOMKILLS is either true or false (random people are killed)
; MAXKILLS is maximum of randomkills

_heli   = _this select 0
_random = true
_maxkills = 4
?count _this == 2: _random = _this select 1; _maxkills = 4
?count _this == 3: _random = _this select 1; _maxkills = _this select 2

_AddDir = 0.1
~(random 1)

#loop
_dir = getDir _heli
?_AddDir < 5: _AddDir = _AddDir + 0.05
_heli setDir (_dir + _AddDir)
_v = Velocity _heli
_heli setVelocity  [((_v select 0) / 1.001), ((_v select 1) / 1.001), -5]
drop ["cl_basic", "", "Billboard", 7, 7, _enginePos, [0,0,0], 0, 1, 1, 0.001, [1,5], [[0,0,0,0],[0,0,0,0.7],[0,0,0,0]], [0], 0.1, 0.2, "", "", _heli]
~0.01
?getPos _heli select 2 > 2: goto "loop"

?alive _heli: _heli setDammage 0.8; _heli setFuel 0
?!alive _heli: exit

?!_random: exit
; now the randomkills
_crew = crew _heli
_c = count _crew
_i = 0
_kills = 0
#crew
_unit = _crew select _i
?random 1 > 0.8 && _unit != player: _unit setdammage (random 1)
?random 1 > 0.8 && _unit != player && _kills < _maxkills: _unit setdammage 1; _kills = _kills + 1
_i = _i + 1
?_i < _c: goto "crew"


I took out a few lines that were meant for OFP, not ArmA, they just created debris when the chopper was hit.
  Forum: Mission Editing & Scripting · Post Preview: #58391 · Replies: 1 · Views: 2,363

Supr3me KiLL3r
Posted on: Feb 22 2009, 02:50


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Good stuff, ArmA needs a CH-53 its one of few helicopters I think its missing.
  Forum: Addons - Work in progress · Post Preview: #58277 · Replies: 15 · Views: 13,866

Supr3me KiLL3r
Posted on: Feb 15 2009, 14:33


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try adding "grp1 dofire pickup" and "grp1 dotarget pickup" and so on for the other groups.

You know, i've used these and the reveal command before and sometimes the AI simply won't do what you want them to.
  Forum: Mission Editing & Scripting · Post Preview: #58092 · Replies: 5 · Views: 5,227

Supr3me KiLL3r
Posted on: Feb 15 2009, 02:17


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You have to understand that ArmA probably wasn't made with the huge funding you would see in another game. They used pretty much the same engine since Flashpoint because game engines are expensive. The way the game is coded determines how well it runs. Theres no multi core support, and no SLI support, so spending more money on those things won't help you.

The fact that you can get 60 frames a second with 3000 meters of view distance is surprising enough to me not to complain about it. The texture loading issue is a pain in the ass sometimes, but thats what you get for Dynamic level of detail scaling. That pretty much means that it scales the quality based on view distance, the closer the better, the farther the worse. Alot of games do that, Call of duty 4, fallout 3...

Also how you run the game determines how well it runs, turning on things like anti-aliasing x4 means you need 4 times as much GPU speed to run it as AA off

In fact, ArmA runs better than Flashpoint does on my computer, I get less than 30 frames per second on flashpoint.

  Forum: Troubleshooting · Post Preview: #58083 · Replies: 6 · Views: 4,435

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