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killerwhale

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Posts posted by killerwhale


  1. im conflicted, as i wasted money on the gtx 970 and having seen not much improvement, I'm thinking about new cpu, ideally the 4790k but then new cpus with socket 2011-v3 are out and motherboards which support DDR4 memory type. they say in the future this type of RAM will be the dominant. The new motherboard will eventually replace the LGA 1150 one as well. what is your suggestion. getting the new motherboard means getting rid of my RAM as well, and the motherboard alone costs $400, while the cpu costs pretty much the same as 4790k. when you total it, we're talking about $1000 upgade, where as if i were to go with LGA 1150 motherboard, about $ 530 total.


  2. Specs:

    Asus p5nd motherboard

    q8200 quad core 2.33 ghz overclocked to 2.8ghz

    4gb ddr 2 ram 800mhz

    gtx460 1gb

    i get a max of 15 fps on multiplayer and this game is unplayable for me ? I play on lowest settings possible highest ill get is 20 fps. Single player or missions i get easily 40-50 and its very smooth and playable someone please help me?

    Im afraid your PC is a bit low. you're still using ddr2 800mhz and people are talking about 2400mhz. Your video card is also not good enough. you probably are going to have to upgrade to enjoy better FPS.


  3. if i can get some suggestions, i would appreciate. i currently have gtx 580 1.5GB and good quad cpu O.C to 4.0, the game though doesnt run well unless i overclock my gpu as well and normaly drops to the 20s when in heavy fights and in urban areas(always plays single player btw, never multiplayer). so will moving to gtx 980 help? if not, then WHAT IS WRONG WITH THIS GAME?


  4. #include "basicdefines_A3.hpp"

    class DefaultEventhandlers;

    #include "cfgPatches.hpp"

    class UniformSlotInfo;

    class CfgVehicles

    {

    class Man;

    class CAManBase: Man

    {

    class HitPoints

    {

    class HitHead;

    class HitBody;

    class HitHands;

    class HitLegs;

    };

    };

    class SoldierWB: CAManBase

    {

    threat[] = {1, 0.1, 0.1};

    };

    //Base class for BLUFOR soldiers

    class Test_Soldier_base_F: SoldierWB

    {

    faceType = Man_A3; /// this soldier is going to use standard faces

    side = 1; /// that means BLUFOR

    faction = BLU_F; /// Standard NATO faction

    genericNames = "NATOMen"; /// Standard names for lads of NATO

    vehicleClass = Men; /// Should be listed under Men

    scope = 0; /// base class should not be visible in editor

    class Wounds /// changes material of skin according to damage

    {

    tex[] = {};

    mat[] = {

    "A3\Characters_F\Common\Data\basicbody.rvmat", /// what material is changed

    "A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like in damage 0.5 and more

    "A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like while the part has damage 1

    "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", /// next materials are used through personality of the soldier

    "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",

    "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",

    "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat",

    "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",

    "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",

    "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat",

    "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",

    "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",

    "A3\Characters_F\Heads\Data\hl_white_old.rvmat",

    "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",

    "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",

    "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat",

    "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",

    "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",

    };

    };

    model = "\Samples_f\Test_Character_01\A3_character_example.p3d"; /// path to model

    modelSides[] = {3, 1}; /// what sides could use this uniform, means civilians and BLUFOR can use it

    nakedUniform = "U_BasicBody"; /// what "uniform" does this soldier use without any other uniform

    uniformClass = "U_Test_uniform"; /// standard uniform used by this soldier, there is a special one defined later

    class UniformInfo /// defines allowed slots of the uniform

    {

    class SlotsInfo

    {

    class NVG : UniformSlotInfo{slotType = NVG_SLOT; };

    class Scuba : UniformSlotInfo{slotType = SCUBA_SLOT;};

    class Googles : UniformSlotInfo{slotType = GOGGLE_SLOT;};

    class Headgear : UniformSlotInfo{slotType = HEADGEAR_SLOT;};

    };

    };

    class HitPoints : HitPoints

    {

    class HitHead:HitHead {armor = 0.3*HeadArmourCoef;}; /// default soldier doesn't have any head armour, uses helmet

    class HitBody:HitBody {armor = 0.5*BodyArmourCoef;}; /// default soldier doesn't have protective uniform on body, uses vest

    class HitHands: HitHands {armor = 0.8*HandArmourCoef;}; /// some protection for hands by uniform

    class HitLegs: HitLegs {armor = 0.8*LegArmourCoef;}; /// some protection for legs by uniform

    };

    hiddenSelections[] = {"Camo"}; /// selection defined in sections of model that may have texture and materials changed by setObjectTexture or next parameter

    hiddenSelectionsTextures[] = {"\a3\characters_f\common\data\basicbody_grey_co.paa"}; /// what texture does this soldier use for camo selection

    weapons[] = {Test_weapon_01_holo_pointer_F, Throw, Put}; /// we have a sample weapon, why not use it? Throw and put weapons are required for grenades/mines

    respawnWeapons[] = {Test_weapon_01_holo_pointer_F, Throw, Put}; /// should be the same as previous most of the time

    Items[] = {FirstAidKit}; /// one First aid kit is good to start with

    RespawnItems[] = {FirstAidKit};

    magazines[] = {30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, HandGrenade, HandGrenade};

    respawnMagazines[] = {30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, HandGrenade, HandGrenade};

    linkedItems[] = {V_Test_Vest, H_Test_Headgear, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; /// items directly in inventory slots

    respawnLinkedItems[] = {V_Test_Vest, H_Test_Headgear, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles};

    };

    class Test_Soldier_F: Test_Soldier_base_F /// class visible in editor

    {

    scope = 2; /// scope needs to be 2 to have a visible class

    displayName = "Test Soldier"; /// what's displayed in editor or on cursor over

    };

    };

    class cfgWeapons

    {

    class InventoryItem_Base_F;

    class ItemCore;

    #include "cfgUniforms.hpp" /// sample uniform is defined in a separate file to make it cleaner

    #include "cfgVests.hpp" /// sample vest is defined in a separate file to make it cleaner

    #include "cfgHeadgear.hpp" /// sample cap is defined in a separate file to make it cleaner

    };

    Help please, the part i have in red is the part i want to change. I want the soldier's default weapon to be M16A2 rifle that i downloaded. i don't know how to go about this. i understand "test_weapon_01" is in the weapon sample and im working on the character sample, how do i link the test_weapon to the character im about to create


  5. Oh come on, you havent even tried.

    And there is a perfectly fine sample that comes with the A3 Tool Package... found in /Sample_F/Test_Character_01/config.hpp

    very nice information Fennek:yay:, now it will be through trials and errors before i get it working. that is if im lucky

    Make a config overview for the above mentioned config dump mission in the editor; cfgVehicles for infantry or vehicles, cfgWeapons for weapons (or make subsets like CAManBase, AllVehicles, Tank, Cars, etc); for sounds cfgAmmo and cfgMagazines are also relevant and a few other specific classes for UI or terrain sounds

    i dont get this line

    Thanks big time by the way


  6. Hi, i have problem with parachuting. i have 2 squads that are suppose to parachute from c-130

    As soon as the parachute script is activated, the plane turns instead of continuing its straight course.

    what does he have to do with the parachuting, i dont know.

    anyway, what can i do to keep him his course? and not mind the soldiers parachuting. he is even set to captive (neutral)

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