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jackass888

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Posts posted by jackass888


  1. Hei

    I find it impossible to aim with the mouse. The mouse moves with UNLIMITED speed in the aiming dead zone and then stops to a crawl when it leaves the aiming deadzone.

    I just shot 2 mags on an AI who was ~3m away from me. Also in distance sniping the aim seems to get stuck and then sporadically jumps distances... especially when holding breath.

    I think I have tried all mouse settings... Aiming deadzone size, mouse acceleration off, smoothing off, sensitivity and the gpumaxframesahead settings. Turning completly off Aiming deadzone size helps, but I like that feature.

    Arma2 mouseaim works perfectly.

    Am i the only one and is there any solution?


  2. Thanks. But it is still not working. Btw im running latest OA beta... maybe something has changed. Ill add a mission file and the triggers from the mission file. In this example trigger3 is not activated. And also foreach isnt working either.

    Mission: http://www.mediafire.com/?aopvpzrvkvyiudc

    Mission triggers:

    trigger1

    interruptable=1;

    age="UNKNOWN";

    expCond="true";

    expActiv="execute1=false;{_x setCaptive true; removeAllWeapons _x; doStop _x;} forEach units group capt";

    trigger2

    a=5;

    b=5;

    timeoutMin=5;

    timeoutMid=5;

    timeoutMax=5;

    interruptable=1;

    age="UNKNOWN";

    text="exe";

    name="execute1";

    expCond="true";

    expActiv="execute1=true;hintc ""execute1 should be true""";

    trigger3

    a=5;

    b=5;

    interruptable=1;

    age="UNKNOWN";

    expCond="!IsNil ""execute1"" || execute1";

    expActiv="{_x setCaptive false; removeAllWeapons _x; doStop _x;} forEach units group capt;capt setcaptive false;hintc ""Execute1 executed""";

    class Effects


  3. my coins for a scroll menu with submenus... if done rightly it will work. eg in plane: instruments->electronic jammer. the submenu opening on the right and the main moving to the left. scrolling out(up/down) of the submenu closes it.


  4. bump... just because this is the only AI thread i can find :( Hard to believe that this aspect of the game is completly forgotten.

    It doesnt matter how accurate and pretty looking my npcs are... if i can not rely on them or just mow them down by the dozens, what is currently the case. Hope that the AI is still in the making, so the devs will present it later. But a partially player centric AI would be acceptable if it has better survivability as a result.

    Hope the AI will use buildings(interiors) this time without mods, maybe use vehicles for cover and that they are better at using the environment cover... especially in determining direction.

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