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node_runner

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About node_runner

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  1. I have both the G940 and the Saitek X-65F. Hovering is not difficult for me using the G940. It still has a fairly stiff center position as long as the forces are turned all the way up. If any of you are thinking about the X-65F, I would not recommend it if you are primarily going to use it for flying rotor-wings in ArmA or other sims like Blackshark. The X-65F is a fantastic stick for fighter jets, but it has a very stiff throttle which you wouldn't want to use as a collective for flying a helo. So if you do go the X-65F route, you will probably opt to use the keyboard or other buttons on the joystick for your collective controls while flying helos in ArmA. That said, each stick has different strengths and weaknesses. I like using the G940 to fly aircraft where feel is important. I prefer the G940 in Rise of Flight and flying small engine prop planes in FSX like the Piper-J Cub. The X-65F on the other hand, shines with aircraft that have more sophisticated avionics or aircraft that benefit from a higher degree of precision. I use it for Wings of Prey, DCS: Blackshark, and will use it for DCS: Warthog when that comes out. If you really enjoy flying helos and you have money to spend, you can buy a nice USB collective stick from www.flightlink.com. I really enjoy using mine in ArmA and DCS: Blackshark. I've been using the Flightlink collective paired with the X-65F in ArmA and that has been working pretty well for me. One thing to keep in mind though, even if you are willing to spend $500 on a collective stick, you'll want to make sure you have some semi-permanent way to bolt it down into some kind of cockpit set up. Otherwise, when you pull up on the collective, you'll end up lifting the whole unit up.
  2. node_runner

    OA- Waypoints Don't Seem to Exist

    It looks like a bug report has already been submitted to the CIS here: http://dev-heaven.net/issues/15191 If you guys notice any other missions where this is happening, it might help if you add those to the comments section of the bug report.
  3. node_runner

    OA- Waypoints Don't Seem to Exist

    I'm having the same problem! I'm running the Steam version of both ArmA 2 and OA, fully patched, and no mods. I'm using dual ATI Radeon 5870's on my rig. I first noticed it on the same boot camp mission where a waypoint doesn't show up for me during the "night ops" mission. I've noticed the same behavior is some of the other campaign missions, such as the 2nd campaign mission where you command an M1A1 and a small armor convoy. I had to watch someone else play the mission because the waypoint never pointed me to the M1A1 and I wasn't sure where I was supposed to go when I started the mission.
  4. Your problem is crossfire. A2 doesn't work very well with crossfire. Disable it and only use one card, then all of your problems should go away.
  5. Excellent news jaynus! I'm hoping I might be able to use arma2lib to make some cool TouchBuddy plugins. Would be nice to be able to use TouchBuddy for the map, especially with high command. Someone has already made a basic TB panel for A2, but with ArmA2Lib, these could be much more useful. Touch Buddy: http://www.touch-buddy.com/forums/faq/18-master-faq.html
  6. I'd LOVE to see BIS add more types of areas to this command, or better yet, let the community define more types. Some things that would be really useful: Road Mountain Peak Thick Grass Defilade Desert
  7. So I've been playing around with this because I wanted to be able to spawn tanks/armor in random areas, but they would sometimes spawn in dumb places like in the middle of forests. I wanted them only to spawn in meadow/planes so this is how I got it to work. I just made a quick sample mission with a single marker in the editor named "marker" and then put this into init.sqf and it spawns a new USMC guy in a meadow every time: _pos = getmarkerpos "marker"; _radius = 500; _exp = "(1 + meadow) * (1 - forest) * (1 - trees)"; _prec = 10; _bestplace = selectBestPlaces [_pos,_radius,_exp,_prec,1]; _spot = _bestplace select 0; _spot2 = _spot select 0; "USMC_Soldier_MG" createUnit [_spot2, group player, "newguy = this", 0.5, "corporal"]; sleep 2; selectPlayer newguy; I figured out the hard way that selectBestPlaces was returning a multi-dimensional array, which is why I needed this bit: _spot = _bestplace select 0; _spot2 = _spot select 0; in order to end up with the coordinate value that I needed.
  8. this is nice! I've been looking for something to help me spawn tanks in a random area without having them spawn in dumb places like dense forest or on a building. NICE!
  9. I can't get this to work. I've tried the following and non of them work: _unit = ([getmarkerpos "mark1", 0, "BMP3", east]call BIS_fnc_spawnVehicle) select 0; _unit = ([getmarkerpos mark1, 0, "BMP3", east]call BIS_fnc_spawnVehicle) select 0; _unit = ([(getmarkerpos mark1), 0, "BMP3", east]call BIS_fnc_spawnVehicle) select 0; ---------- Post added at 04:20 AM ---------- Previous post was at 03:49 AM ---------- Okay, a friend helped me figure out the problem. The BIS functions take about half a second to load once the mission starts, so you either have to wait a second or two with "sleep" before calling BIS_fnc_spawnVehicle, or you can just put in: {!isnil "bis_fnc_init"}; to check and see if it has loaded or not. Oh, and the _unit = ... stuff really isn't necessary. You can just use: [(getmarkerpos marker1), 0, "BMP3", east] call BIS_fnc_spawnVehicle; and it should work fine.
  10. node_runner

    Arma 2 & Eyefinity - what is the deal?

    There is no config editing to do at all! Just set the aspect ratio to Triple-Screen, and you are good to go, even if each screen is a widescreen. In most games, you have to set the ratio to 16:9 for it to work properly, but games like DCS Blackshark and ArmA2 have their own triple screen support which works pretty nicely. I'll be honest though, I do switch back and forth a lot between three screens and one screen. The reason is because I can turn the graphics almost all the way up on one screen and sometimes I miss how pretty everything looks when playing across 3 displays. But things do feel so much more immersive with 3 displays. Especially when flying. I'll see if I can find some time today to make a video for you guys.
  11. node_runner

    Arma 2 & Eyefinity - what is the deal?

    AA: Disabled Post Processing: Disabled View Distance: 2500 Everything else: Normal Runs pretty well like that. AA kills the FPS the most obviously, followed by shadows and terrain details. I can put up a detailed video of it on YouTube if people really want me to. Here is one that I made for FSX:
  12. node_runner

    Convoys stay on road in general?

    Have you guys played with Planned Assault yet? It's pretty impressive: http://www.plannedassault.com/
  13. node_runner

    Arma 2 & Eyefinity - what is the deal?

    Yes it works fine. I'm using Eyefinity with a single 5870. I have it hooked up to three 1920x1200 screens, for a total widescreen resolution of 5720x1200.
  14. node_runner

    Quesh-Kibrul Pathfinding

    I figured out my problem. It's not an issue with the map. In the convoy scripts I was using I didn't realize the first array element passed must be the lead vehicle for them to work correctly.
  15. node_runner

    AI Convoy Script

    Ok, I made some edits to the convoy script fixing the above behavior for me and sent the changes to Norrin in case they are useful to him. Thanks again Norrin.
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