thegunnysgt
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Everything posted by thegunnysgt
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Whether it is just playing in the editor or multiplayer, my video flickers some, the ridicule in the planes and helis flickers a bit all the time. I notice this as well when playing as an infantry man too, the terrain flickers some as well. I noticed last night, just before I was getting off for the night, that when I was looking into some trees from the most northern damn on the top right part of the map. There were white dust looking spots when looking at the trees/terrain. My video settings were all a mixture of High/Very High, with Post processing on Low and Filtrate on 100%. What could be the cause of either of these two video problems?
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SDP Shilka and Tunguska cannon fix
thegunnysgt replied to Sudden Death's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Any chance of BI implementing this little fix into the game, having only one working set of guns doesn't make much sense. Thought it would be fixed in A2, when it was present in A1 and never fixed with the exception of the SDP fix. -
I live in the the US and I have already contact Sprocket on the release date and download of ArmA 2, they said soon, probably next week. The activations are limited, but like Placebo said you can contact their support and get more if you explain to them whats going on. Many of my friends had to do that and they got more activations. Any news on that upcoming press release about a US publisher and release date?
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Example scripts that use the attachTo command
thegunnysgt replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not trying to change the subject, but could something like this work for transporting vehicles in the C-130, using just one or two attachTo points inside the cargo area? To load and unload you would bring the vehicle to the back of the plane and select to load it and it is then attached inside the cargo area, and to unload you select to unload and it brings the vehicle back to the back of the plan. Could it be possible? -
Complaints about DOF/Blur/Bloom/HDR/Cholesterol etc.etc.
thegunnysgt replied to freeman23's topic in ARMA 2 & OA - GENERAL
Just curious, but can someone please explain to me what post processing and filtrate video options does for a game such as ArmA or any game for that matter? I know the filtrate settings allow you to be able to tone down the HDR effect of bright objects and the 'glowing' effects on them. What does post processing do for the game, and what would the effects be of these two settings in game if they were turned down or up? One last thing, what would be the best setting of these two video options? Don't take into account how powerful the computer would have to be, but simply the settings for the best effect in ArmA 2. Thanks. -
To answer you questions about the OPFOR air units, they spawn at random locations on the outer edges of the map and they fly from town to town. When a town has been cleared than the OPFOR air units will not fly to that town anymore. If you have edited the Evolution missions before, you will see around the outer edges of the map game logics with names (default they are ka1 - ka4). The script that starts the air units in the missions are as follows: ...\scripts\sinit.sqf - Executes the following scripts to create the air units ...\scripts\makeka.sqf - Creates the Kamov ...\scripts\makesu.sqf - Creates the SU 34 ...\scripts\makesuB.sqf - Creates the SU 34B Just simply edit these set of scripts to get the desired effect you would like.
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But every addon maker can't simply dedicate 365 days of the year to develop addons, so there has to be a limit to when they can work on addons. Gnat just simply works on what he can when he can, and if the ArmA engine can allow what he wants to do. Scars09 did a good job with his ships, I'm pretty sure he dedicated what time he could and released them when he was satisfied with the results. Everything just takes time, no body can't just simply release an addon at the push of a finger every time they want to. If you don't like how long it takes Gnat to release something than stop complaining about addon makers taking their time and go and create the addon yourself. Maybe then the typical community person will see how long it takes to release something, and why some may never release it all or just simply put is aside for so long and move onto another project. The ArmA engine can only perform so much in which addons will either have to suffer for the lack of the engine capabilities, or the maker will wait until they can make a work around for it. Again Scars09, this is a great addition to ArmA and looking forward to the improvements.
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After toying around with the Cargo System, I have only one bad comment. While in the Overhead view, I believe that the control of the camera should be reversed from the up and down control. Just like the controls for viewing the map. It took me a long while to just get use to the Overhead view controls, sometimes agrevating. Other than that, GREAT system!
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Force A10 pilot to fire Gatling Gun
thegunnysgt posted a topic in ARMA - MISSION EDITING & SCRIPTING
How can I get an A10 get to fire the GAU8/Gatling Gun. I have tried pilot fire GAU8 and that didn't work. The weapon name for the A10 Gatling Gun is GAU8. Any suggestions. -
Hello, I have searched and haven't found a way to do it yet. How can I play a song that is in the description.ext through a radio (one of the radio objects in the editor)and only be played for those say 50m around it. I want an action to be able to turn the radio on and then it give the option to turn it off when it is playing. Also when no players are in the area, the radio should automatically turn off. Hope that makes sense, thanks.
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I also get the smoke issue that Gnat pointed out. One thing I noticed as well and should be fixed is that I tried to land with the landing gear in the up position (just wanted to try it) and I landed just fine. It came to a abrupt stop after a few meters, but that is when I noticed that the plane was sitting off of the ground as if the landing gear was deployed. I then tried to take off with the landing gear in the up position and the plane sat there like a rock, it didn't even move though it was sitting up off the ground, which is what it should do.
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1st Infantry Division
thegunnysgt replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
No prob. I just like the ACU units and since I have been using your units for so long I haven't looked at any others out there. I could use your regular ACU units and his SF ACU units. Only thing is that they use two different colors of vests, but I can live with that if I have to. -
1st Infantry Division
thegunnysgt replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Love your units and works. They are great and add much to the game. Are you planing on releasing a replacement for the SF units and Warfare units? -
Vehicles to Play Music
thegunnysgt replied to thegunnysgt's topic in ARMA - MISSION EDITING & SCRIPTING
Right now the say command is using the vehicle itself. I'll have to go into some scripting to get the object to follow the vehicle when it's in motion. I'll see what I can do, trying to limit the amount of scripts as much as I can trying to make this as simple as possible. Thanks. -
How can I get a vehicle to play a selection of music? I know of the 'say' command, but it is hard to hear the music over the vehicles. Is there a way to make it where you can hear them louder over the vehicles? Thanks
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Vehicles to Play Music
thegunnysgt replied to thegunnysgt's topic in ARMA - MISSION EDITING & SCRIPTING
Update: Well I fixed the levels of the sounds so they can be heard, but how can I stop a sound from playing. I know when your using the playMusic command, you can use playMusic "" to stop it. How can I stop a sound from playing when using the say command, using the playSound "" doesn't work like the music command. Thanks. -
Vehicles to Play Music
thegunnysgt replied to thegunnysgt's topic in ARMA - MISSION EDITING & SCRIPTING
Good examples for music, but how can I play them via the say command so they sound like they are coming from the vehicle itself just like any other sound coming from teh vehicle such as the engine sound. I can get the music to play as sounds and using the say command, but the I can't them to play over the sound of the vehicle's engine. -
Vehicles to Play Music
thegunnysgt replied to thegunnysgt's topic in ARMA - MISSION EDITING & SCRIPTING
I can get music to start and stop with no issue, it is when I use them as sounds that I need to get them to start and stop. So I can use the 'say' command. -
Vehicles to Play Music
thegunnysgt replied to thegunnysgt's topic in ARMA - MISSION EDITING & SCRIPTING
My issue is that I can get it to play from the vehicle, but there are the following problems with it: 1. The level of the music is too low so you can't hear it, even with vehicle engines off 2. Just as above states, but with the engines on 3. Can't get it to stop playing once it's started (not really high on my list at the moment, as I want to get the first two solved) I have tried to up the db level, but all that does is overrides the 'say' command and plays the music no matter where your at. -
Custom Sounds in Missions
thegunnysgt replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
Okay, I didn't think of that. Thanks. -
Custom Sounds in Missions
thegunnysgt replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
Sorry to ask this here, but didn't see the need to make another sound thread for this little questions. How can I stop a sound from playing when it is playing? I know I can use the playMusic "MUSIC" to play music and then the command playMusic "" to stop it, but how do I do it for sounds? -
Some servers have it set in their config, but some missions have the view distance set from within the mission that overrides the server's view distance setting. Its just a way to keep everything fare in pvp, so that no other players can see someone from 10km away and they only see them from 5km away.
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Yeah, I just went back and it does work. I was just in a bad spot to see them.
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Probably a stupid question, but can you make it work with the default weapons too. I know they already have some casing on the ground, but nothing like what this addon does. Also, any change of getting this weapon pack added too. Thanks.
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I love your work, but for just one thing though. I liked the more sleeker look of the TrueInGameUI from the 2nd Release as it gave more room on the screen and it just in my option looked better than this now. Plus, I liked not knowing how much armor you had left in the air vehicles because it required you to go in instinct. Other than that, the rest of this release is great.