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Everything posted by PuFu
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you need 2 posts? one is useless enough
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this is the 3rd thread about it...The first one was in off-topic
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very briefly: you need a p3d with the textures, then name use it as a proxy for your weapon, name the selection zasleh and that should be it.. Ask if you need additional baby steps
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the best 3d modelling software is the one you are used to :) great work nonetheless he is, but that is besides the point
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There all the tournaments/ladders out there: AGW, CF_Arma, ATOW and others (if any are left)
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best way by far would be to have a designated key for throwing nades...Fireselector is weird, mousewheel action is even worst
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ArmA II Photography I: Questions. Comments & Discussion
PuFu replied to =Spetsnaz='s topic in ARMA 2 & OA - GENERAL
nice looking army chicks you got there :) -
ACE 1.5 (Advanced Combat Environment) for OA/CO
PuFu replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ArmA2? You should be using CBA_OA if you are running OA only Well, first, ACE 1.5 works only on OA or CO. It doesn't work with A2 only (as it says in the title). The latest version for A2 alone is ACE 1.3. Secondly, the latest version (i am using six updater) is indeed the one available on dev-heaven. You need CBA only for CO, CBA+CBA_OA for OA standalone. You can disregard CBA+CBA_A2 in this thread, since ACE 1.5 is working only with CO/OA. EDIT: Weird enough, it seems CBA has not been updated on dev-heaven. -
ACE 1.5 (Advanced Combat Environment) for OA/CO
PuFu replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
CBA is for CO CBA_OA is for OA standalone CBA_A2 is for A2 I guess it is not all that hard after all -
Script to repopulate an AI squad?
PuFu replied to junior_g's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is for CONFIGS AND SCRIPTING (addons) Please and all MISSION related questions in MISSION EDITING & SCRIPTING -
Oh noes rock, you are using the same reference i have found not long ago :) (where you have individual sections through models) I have only started the base mesh, then abandoned it Looking forward to it (and CSLA one)
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A2 comes with his own bones, which are hard coded afaik. Look HERE for the A2 unit Sample (including head, body mesh and bones). You MIGHT be able to modify the skeleton, but i am uncertain atm. Maybe someone might answer you that
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Blender import / export plugins
PuFu replied to Leopotam's topic in ARMA 2 & OA : Community Made Utilities
I am not using Blender myself, but i find those sort of plugins very beneficial for this community, especially since i find O2 hard/weird to work with(sorry Dwarden mate, but that's the truth). I am pretty sure it is needed/wanted by a lot more than those who actually posted here -
Knowing BIS, there will never be a final patch in the true sense of it :0 Find that a good thing :)
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Ohhh...how i love your type. Joined Sept 2010, 30 bad posts after and you already demand threads closed? You know how to make friends, obviously. Horrible twat indeed @Rock, sorry to hear about it mate, hope for the best. Best of Luck!
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nice job on fixing the animations guys...Looking forward to testing it when i get back home
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you can easily push the i7 930 to 4GHz stable with an after-market cooler
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It does, yes
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OA has not been released for all that long. You could wait for a while, to get the official word about it...They never said they'll do it next day. Even more, some community members offered to update all the content to new standards to BI. Still waiting for a proper reply.
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ACE 1.5 Beta (Advanced Combat Environment)
PuFu replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
have a look over your ace_serverconfig.hpp in /arma2/userconfig/ace You can define what pbos to exclude from the check list (in your case it is ace_sys_combatdeaf.pbo). The descriptions there are self_explanatory -
ACE 1.5 Beta (Advanced Combat Environment)
PuFu replied to xeno's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
why don't you check the demo/tutorial missions first? -
Multiplayer lag/stutter on moving objects
PuFu replied to Snowwhite's topic in ARMA 2 & OA - TROUBLESHOOTING
You can minimize the effect by using a smaller value for MinErrorToSend = in ArmA2.cfg/ArmA2OA.cfg My clan uses 0.005 For more read THIS There is a fault to go to BIS, and another to servers admins who cannot setup their servers correctly for the amount of ppl using those. Hope the above helps to a degree -
If they want to mimic the RL counterpart behaviour, then YES, that is what i am saying. Besides, I don't think there are other rifles out there where you have an NVG optic sight, but have the ability to turn it off. Note that with OA, you can't use NVG googles with long range sights anymore for obvious reasons...
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It is similar to how 3ds max (i think you used that as your modelling software) is dealing with Xrefs. The main advantage besides what Myke is saying is that you can split up the model in several parts, all with their own animations and LODs etc, using them inside one model only.