narc
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Everything posted by narc
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Will multiple GPU's be supported, ie SLi and Cross-fire?
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A.C.E. Advanced Combat Environment Public Release!
narc replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Stupid question?... -
A.C.E. Advanced Combat Environment Public Release!
narc replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Has 'ace_sys_disposable' been dropped completely or are disposable AT launders still a WIP? -
A.C.E. Advanced Combat Environment Public Release!
narc replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
The grenade launcher sights are rubbish, they're not adjustable at all and the Shift-V predicted range is way out. In the last 6thsense weapon pack you could select the range and then aim directly at the target, what happened? -
A.C.E. Advanced Combat Environment Public Release!
narc replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
I've downloaded it successfully now only to find that it is corrupt, great. -
A.C.E. Advanced Combat Environment Public Release!
narc replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Tried to download it 3 times now.. each time it gets to 85% and stops! -
the addon works only with real players. You need to build a fire table to get accurate results. I believe armaholic has a table or there may be a table in the rar file. I added this to Xeno domination mission and it was a great asset to have to take towns. How do you make a range table you can access in game like the NWD ballistics tables?.. can't be doing with tabbing out all the time
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The armor values in the latest version of ArmA are a joke, as well as light armored vehicles like the HMMWV exploding after taking several hits from light weapons, the MH-6 and AH-6 helicopters drop out of the sky after taking just 2-3 hits. Although the armor and fuel bars are full the helicopter is disabled and drops out of the sky like a stone, very annoying, it makes the AH-6 completely useless.
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I run it on a dedicated server with just the required mods and these issues still crop up, however some clients don't have any issues when they use the outpost store.. I have tried modifying it to include RH_AKs and QG units and I've only ever had these issues at the Outpost store with or without other mods. I may try a fresh install if other people don't experience the same bugs... It might be worthwhile releasing 2 versions of Quarantine, a lite version which only require the basic mods and an extended version, which makes use of the Queens Gambit skins(I use the Partisan skins on my server) and RH's AK pack, perhaps even Pingu's Claymores which come in handy when you take up position in a building.
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I'm still experiencing major issues with this mission, the ammo crates don't work properly, they're always empty or if they contain a weapon I can't take it. Every time I try to use the Outpost store the games turns into a slideshow, once the yommies start attacking the base they never stop any way and the base inevitably falls.. any headway with these bugs or am I the only one experiencing these problems? I'm not sure if this is a bug, but the minefields always generate explosions in the exact same spots every time... wouldn't it be better if players had to replenish the minefield themselves by hand. Is the Mercenary Hire store only a placeholder, because the store interface is always empty for me and I haven't been able to hire any mercs myself. Cheers
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Anybody else find that once the zombies start attacking the base they never stop? I've set the interval to 25-30 mins which gives you chance to pick up a few survivors on the way, and the attack duration to 3-5 mins. But once they start attacking they never stop! EDIT: I still cant work out what is causing my game to freeze when I open the out post store, I have disabled all other mods with no change. It only effects the out post store and never the greenzone store, which is odd don't you think?
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I love the new version, all the aditions are great and most of the bugs have been ironed out.. however when I host on a dedicated server I still find that clients occasionally have problems taking weapons and ammo from the crates. All in all though very nice mission, can't figure out why it's not as popular as Sahrani life, if not more.
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Nice, I didn't spot that. I guess that's what I get for confining my searches to New Egg. Thanks for the heads up. In this test  2 x 8800GT were faster than a single GTX 260 in most games and 2 x 8800GTX was neck and neck with GTX280 (1024), 2 x 8800GTX were consistantly faster than 9800GX2 by 10FPS. I'd say a 2nd hand 8800GTX for around 70 quid would be a solid investment if you already have a 8800GTX and a decent power supply, what do you think? That's great if your games decide to work with SLI, but alot of them don't. (Just look at the troubleshooting section on the ArmA board). I'd much rather get a single card for the sake of reliability, even if it is a bit slower. Then of course, there's the advantages of less noise, energy consumption etc. Thanks for the heads up, I didn't realise there were so many issues relating to SLi and ArmA.. I guess I won't be getting another 8800GTX then, the heat and power consuption were starting to put me off anyway, 2 8800GTX's draw 30 Amps on load! EDIT: Just read the specs for the 280, it requires 40A!
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Nice, I didn't spot that. I guess that's what I get for confining my searches to New Egg. Thanks for the heads up. In this test  2 x 8800GT were faster than a single GTX 260 in most games and 2 x 8800GTX was neck and neck with GTX280 (1024), 2 x 8800GTX were consistantly faster than 9800GX2 by 10FPS. I'd say a 2nd hand 8800GTX for around 70 quid would be a solid investment if you already have a 8800GTX and a decent power supply, what do you think?
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I've used the code sample from above for the boxarm.sqs and when hosting on a dedicated server clients can now see the appropriate weapons in the ammo crates, unfortunately now they are unable to take the weapons in them. The crates also no longer spawn in random locations, the weapons in them are random and so is the direction. In some instances I am able to take one weapon from the crate, but all subsequent crates don't allow there contents to be taken. It is odd because when Hosting non-dedicated at least the host can take the weapons from the crates and they spawn randomly as they should. Could something in the way I've got the server setup possibly cause the fault with the boxarm script? EDIT: We've also noticed that we don't always see the same weapon that's in the crate either, and sometimes the weapon appears to be invisible in the other persons hands. EDIT: Also, when I set the random to 1 (M9 pistol) I am able to take it from every box (obviously this is no longer random) so the problem must be related to the random factor, probably same for the locations the boxes spawn too..
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Cheers mate!.. I'll have to wait till someone joins my non-deddy server to test it, then I'll report back. But I hosted today from 1400-1900GMT and not a sole connected. A few attempted (despite putting '@QG,Yommies,RH_WeaponPack' in the server name people still try and join without the mods  ) One more thing regarding the baseattack.sqs, does the 17th & 18th line dictate the duration of each attack?.. it's identicle to the 5th & 6th line.
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If it's a simple fix could you please post instrutions before you release the new version? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_randomtime=random 600 ?(_randomtime<100):_randomtime=_randomtime+180 Thanks!.. set it between 1200 and 600 doesn't fall right away now. I think the problem is when the yommies get close the AI end up shooting each other.. hence the '2 Cease Fire!', '4,5 Ceasefire!' all the time, so the gunners die before they even have chance to run outta ammo!
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@D.Murphy - One thing I didn't see in the change log was the problem with the random ammo crates, the Host can see the weapon that should be in the crate, but clients only see the default SLA weapons. They cant take the weapons but they can 'rearm' and take the ammo. Â Is it not possible to alter the yommie respawn rate then?.. or do I have to play about with the basattack.sqs 'cus I don't know what I'm doing. @TJ72 - Some nice ideas there, but instead of 'bad' NPC mercs it would be better if players could acquire bad rep. Instead of locking a player up and fining him for a team kill, he could be given negative rep points. The more negative rep points a player gets the more bounty is placed on his head, other players could collect this bounty by killing or possibly catching that player. Other ways a player could get -rep would be by weapons smuggling, it's very lucrative so it should come with a penalty. And also it could be possible to rob the bank, it should be guarded by NPC's so once you kill them your committed, but you can only steal a percentage of the savings people actually have. Players with negative rep would obviously appear hostile to NPC's and would find it almost impossible to enter the safe zones, instead they will be forced to scavenge for everything they need. Once a player with negative rep is captured/killed by a bounty hunter he will respawn in the nearest jail and be detained for an amount of time relative to the bad rep he has accrued. Then he will be released with 0 rep(he could have the choice to go quietly or possibly acquire more bad rep by killing/wounding bounty hunter). At the opposite end of the scale, players who buy and sell weapons legitimately, rescue hostages and collect bounty will be rewarded with +rep that comes with perks.. maybe keeping a larger portion of the cash you lose when if you die, better interest on their savings, free ammo replenishment from soldiers and bases, better info on whereabouts of other players... when a player dies they also lose rep points, but not all.
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So client needs this running as well as server for this to take effect?
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Hey Murph, I love this mission and I try and host it as often as I can.. one problem though, is it possible to alter the amount or frequency that zombies spawn outside the supply base/outpost?.. usually the base gets over-run before I even manage to pick my way through the radiation zones. I've tweaked a few minor things myself.. I've added RH's AK47's to the gun store and taken out the Western arms MP5's and M16's ect.. also the NVG's, but left them in the out post store to add more incentive to keep the base's M2's stocked. Also, would it be possible to use NEM Zombies with TCP anims instead of Yommies?.. and how would I do this? Change log looks great, can't wait for next version.. Cheers
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Operation Flashpoint 2 officially announced
narc replied to imported_bör's topic in OFFTOPIC - Games & Gaming
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Operation Flashpoint 2 officially announced
narc replied to imported_bör's topic in OFFTOPIC - Games & Gaming
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Its a cool affect but I don't think its realistic - at least not with my scope at home... So to answer your question...no, there will not be "3d" optics. But doesn't IMW have 3D dot and reflex sights?.. is it such a stretch to do the same with the ACOG? Mods like Teacup’s animation pack add a much needed dimension in terms of gameplay, by making it possible to interact with the terrain and overcome relatively minor obstacles. Any plans to incorporate similar features into ACE to use animations to add more interaction, not just with the environment itself, but with the players and equipment in the environment?
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Cool, will it have a spotting rifle?
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On the tactical gamer forums, Dslyecxi mentioned something about adjustable sights for the M203. Does this mean your implementing functioning quadrant or leaf sights into the initial release?.. or will we be using the TLAR method in ACE too?