-
Content Count
55 -
Joined
-
Last visited
-
Medals
Posts posted by gza036
-
-
pfft, I just noticed the same problem, black bar with little white spots on each corner. Changing resolutions doesn't fix it.
-
Not even, BIS would win the war over sound quality, visual fidelity and textures any day
-EDIT: I can't believe no one is excited for the campaign...
huuuuh? I'd give them animations... but models, textures and sounds....? That's crazy.
Why does everyone use JSRS, dynasound.....
Will be interesting to see.
- 1
-
RHS m4's and AK's vs BIS...?
-
I was messing around with this + the new Unsung mod release.
Noticed it doesn't work with a lot of the US units. (no blood)
Wonder why that would be?
-
This has just become outstanding... absolute must have!
Getting it to work in multiplayer must be a huge pain
- 1
-
"Also going to make them appear more in-line with the projectile path instead of this weird jitter I have it set at."
Done.
woah, yeah that looks sick. I need that! keep going :)
- 1
-
I really loved what I saw in the video on Armaholic. So I tried it out but the blood looks almost black now, and the bouncing gibs leave kind of a strange star pattern away from the body
- 1
-
Not really a "fix", pilots communicate bearing in degrees
-
I figured out what was causing it...
It's playing sounds in jsrs_movement.pbo, in the "noises\Hits" folder. Some of those make a sound of a bullet too, while in the vanilla game they don't
Hmmm, Where in COSLX could I change exactly which sounds play?
-
I don't understand the importance of having a preset loadout script. The only entity that knows the entire intel of the mission is the actual designer himself. Players have to recon and observe the mission objective areas to know what types of munitions will be required/needed.
Right, but players need missions, and missions need mission designers with scripts. How else are you supposed to control what loadout AI planes have....................?
Not to mention you're completely eliminating the ability to start missions in-flight. Sometimes this is needed.
Kind of a big detail.
-
It's amusing to test the max G that different vanilla and addon aircraft can achieve... (or when crashing and it spikes to 100)
I don't suggest getting into a turning fight with the Su-35 which can pull 17 :lol:
yes, post-processing effects are needed, but I don't know how to properly implement them.
-
Weapon names are all there, just start the editor and go into the config editor and check all stuff under CfgAmmo that starts with USAF.
I get what you are saying when it comes to documentation but my assumption is that if the functionality would indeed meet the mod makers aimed quality goal it would 1. announced 2. documented. Since it's not it is probably not done.
Mod making is done on ppls spare time so I'm grateful for every byte that gets released, and sometimes one doesn't get everything served on a silver platter so roll up your sleeves and start digging :)
Right, don't get me wrong, I'm very grateful. I mean, there's a fully functional AC-130, it's incredible.
On the other hand, the only f-16 you can spawn has a SEAD loadout, and the only thing preventing that is a .txt file explaining how. lol Maybe it's in the works.
-
Hey I still like to use this mod and also trying out your COWarMod
There seems to be a conflict with COSLX and JSRS1.5
It seems that when a wounded guy is bleeding, whenever his health decreases a bullet impact sound plays along with him screaming.
I thought people were shooting at me until I figured out it was just an errant sound playing.
Any idea how I could fix this?
I tried opening up SLX_shout.pbo and SLX_wounds.pbo and messing around with a few things to narrow it down, but couldn't figure it out.
-
Creating an air combat scenario with some added features.
GLOC (G-force induced loss of consciousness) has been simulated in ACE3, but I'd like to incorporate it into my mission for non-ACE users and add some extra stuff. Namely, "hick" maneuver sound effects that I want to play while under heavy G load. <<<I think I can figure that part out
For measuring G's. I've adapted some of ACE's code, credit goes to KoffeinFlummi and esteldunedain.
This displays G's in-game:
_interval = .1; _oldvel = velocity (vehicle player); sleep _interval; while {player in jet1} do { _newVel = velocity (vehicle player); _accel = ((_newVel vectorDiff _oldVel) vectorMultiply (1 / _interval)) vectorAdd [0, 0, 9.8]; _GForce = (_accel vectorDotProduct vectorUp (vehicle player)) / 9.8; _oldVel = _newVel; sleep _interval; hintsilent format ["%1 G's", round _Gforce]; };
Please help me create the tunnel vision black-out effect.
I've studied the biki, searched, and tried to implement ppeffectcreate/enable/adjust/commit... But can't figure out how to do it properly.
here is a relevant part of the original ACE script if that helps:
GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[10,10,0,0,0,0.1,0.5]]; if !(ACE_player getVariable ["ACE_isUnconscious", false]) then { if (_average > 0.30 * _gBlackOut) then { _strength = ((_average - 0.30 * _gBlackOut) / (0.70 * _gBlackOut)) max 0; GVAR(GForces_CC) ppEffectAdjust [1,1,0,[0,0,0,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]]; addCamShake [_strength, 1, 15]; } else { if (_average < -0.30 * _gRedOut) then { _strength = ((abs _average - 0.30 * _gRedOut) / (0.70 * _gRedOut)) max 0; GVAR(GForces_CC) ppEffectAdjust [1,1,0,[1,0.2,0.2,1],[0,0,0,0],[1,1,1,1],[2*(1-_strength),2*(1-_strength),0,0,0,0.1,0.5]]; addCamShake [_strength / 1.5, 1, 15]; }; }; }; GVAR(GForces_CC) ppEffectCommit INTERVAL;
-
There is for the A10 atleast;
A10C_dynamic_loadoutscript = [_A10C,_station_1,_station_2,_station_3,_station_4,_station_5,_station_6,_station_7,_station_8,_station_9,_station_10,_station_11,_station_12,_station_13,_station_14,_station_15,_station_16,_station_17,_station_18,_station_19,_station_20,_station_21,_station_22,_station_23,_station_24,_station_25,_station_26,_station_27,_station_28,_station_29,_station_30,_station_31,_station_32,_station_33,_station_34,_station_35,_station_36,_station_37,_station_38,_station_39] execvm "\USAF_A10\scr\LOADOUTS\A10C_dynamic_loadouts.sqf";
So, for instance if I do it in the editor for quick'n'dirty SP use and want the loadout to be like this if you look at the A10 from the front, starting from the left:Mk82, Mk82, AN/AAQ-28, Mk84, GBU-12, GBU-31, GBU-12, Mk84, Mk82 x3, Mk82, AN/ALQ-131A10C_dynamic_loadoutscript = [this,"USAF_1Rnd_ANALQ131","USAF_1Rnd_MK82","USAF_1Rnd_MK82RACK","USAF_1Rnd_MK84","USAF_1Rnd_GBU12","USAF_1Rnd_GBU31","USAF_1Rnd_GBU12","USAF_1Rnd_MK84","USAF_1Rnd_ANAAQ28","USAF_1Rnd_MK82","USAF_1Rnd_MK82","USAF_1Rnd_MK82","USAF_1Rnd_MK82","USAF_1Rnd_MK82","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty","USAF_empty"] execvm "\USAF_A10\scr\loadouts\A10C_dynamic_loadouts.sqf";
There's quite a bit of a detective work to be done to find out what station goes where. But it's quite satisfying ending up with a good result so pilots don't have to do anything before take-off (or just restricting munitions that the mission maker deems unsuitable etc).
This is a undocumented feature afaik that I found when trying to do a temporary config patch for the cockpit sound bug in the A10 so use at your own risk. I haven't got a single error as long as I do it properly either on SP, local mp or dedicated MP but do not bug the mod dev team if it doesn't work :)
Well, that's one plane... Not releasing a comprehensive list of all the weapon names etc really limits an addon's usefulness for making missions unfortunately.
-
If you see something you dont understand, go to biki and search for it, chances are 95% of the time the answer will be there. biki is also not as it used to be (in a good way)
Oh I know, I am constantly referencing the biki... seems things are just a lot more complicated now. For the better I'm sure
-
Still my favorite jet addons, looking forward to it Firewill! Little taste of Falcon BMS in arma
-
check my signature which should lead to the post I made with all so far compatibility patches for other plane mods.
That's awesome, great job.
Surely there is an init code for spawning with custom loadouts.....
-
Searched readme pdf and thread, I see it's been asked before but don't see an answer...
What is the init code for changing skins and loadout?
-
Was there any documentation that is supposed to be included in this? How to spawn with custom loadout, what are the weapon names....
Checked the mod folder, the front page of the thread, searched the thread...
Also I thought that the jets from the other mods were able to refuel... Refueling works for the USAF mod planes, but anytime I try with Firewill's or the JS f/a18 "I get permission denied, asset is in use"
So, how to make that work?
-
No other mods running. I made sure to check that at least. Can anybody else mimic?
Yes, all custom loadouts called from the init field are broken for me.
Tested with no other mods running.
this setvariable ["F16_Loadout","sead"];
FIR_Fnc_F16_setloadout also broken
[this,"aim9x","aim120","agm88","gbu38x2","ecmpod","htspod","mk82gpx3","agm65dx3","aim120","aim9x"] call FIR_Fnc_F16_SetLoadout;
-
They are on Facebook now and they also changed the mod's name. Here is link:
Links for Demented Edition + a MP mission:
http://www.mediafire.com/download/44zk05xf3h4b7ez/L.O.M.D.E+V1.0.rar
http://www.mediafire.com/download/7ci4vd4tf8nfh9z/L.O.M.D.E+Survival+Apocalipsis+1.1.Abel.rar
pass is LOMLOCO
cool thanks. Wish I understood some spanish... and no briefing. What generally are you supposed to do in this SP mission?
-
I used to mess around with Operation Flashpoint scripts, after a while I could usually open up the .sqs files and figure out what was going on...
?!(alive _man): goto "dead"
#dead
it was pretty easy to follow where loops were going
Coming back to arma 3 and opening some .sqf files, lol I am lost
-
Okay after trying this out, no doubt it is a must-have from now on. Costs 1fps!!!
I'd like to try the advanced DOF version as well.
Is there a way to change the f-10 key binding? Since that is used for squad control
Also, I have Nvidia and can't find anything resembling "Full RGB mode" in the color settings of Nvidia Control Panel. So, not sure if I'm missing out on something? It looks pretty damn good in-game to me...
Windows 10 compatibility with OFP/ArmA:CWA
in GENERAL
Posted
I have 1.96 and 1.99 installed for using a few different mods that were compatible with each.
Windows 10 has completely broken OFP 1.96 for me. The Windows taskbar is visible, Alt-tabbing and changing resolutions crashes the game.
In "Cold War Assault" 1.99 there is an annoying black bar on the top with two white spots on each side. Changing resolutions doesn't fix it.
Quite a shame.