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scruffy

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Everything posted by scruffy

  1. scruffy

    pimp my gun (beta)

    Funny website The special revolver with underbarrel M1911, extra stuff and of course a silencer :j:
  2. If you use the current beta patch you don't need the disk. Try using only LAN and unplug the internet connection, it might work. At least in A1 I think it worked that way.
  3. Thank you very much for these addons. I don't use many, but can cherry pick what I like. MoveActionIconTextPositionToActionMenu was on my to-do list for my pack, but now I just use this and recommend your addons. One question though, what do the "HDR" and "Shading Details" control? I guess HDR changes HDRPrecision=8; in the Arma2.cfg, but I remember Suma saying it doesn't change anything anymore. Either way, I can't see a difference with both. Shading doesn't seem to have the same effect as in Arma 1, at least not nearly as obvious or I'm just blind.
  4. scruffy

    View Pilot lod - weapon problem

    I have got the same problem, but can't get rid of it for what I want to do. Normal textures with alpha work fine if I use _4444 as described. But I want to do this and when using a proper alpha texture with RGB 1,1,1 in the alpha channel I still get this bug. Any ideas? And please describe it as if speaking to someone who has no idea what he is doing :D
  5. If you haven't already done this: Try Speedfan and see how fast it runs, my friend had a incredibly loud PC, for some reason his CPU fan ran at over 5000rpms, although specified for 300-2500.No further recommendations from me, but have a look at computerbase.de reviews for example.
  6. scruffy

    Dragon Rising has been released

    These here are the actual textures, for anyone still wondering what camo they use. Sadly it seems their post effects can't be as easily removed as in Grid. But even if possible that might bring other problems, in Dirt the wood sections in England were too dark and in GRAW the NVG didn't work when you removed the color filters.
  7. scruffy

    Report: HD5870 & ArmA 2

    And if you try Eyefinity with 3 monitors, please post your results ;)
  8. scruffy

    FP : DR - News & Discussion

    They seem to be almost non-existent, actually. For rifles other than the actual sniper rifles (M14 doesn't seem to be included). Or maybe they're far too under exaggerated.They went the original OFP route there, by today standards they are pretty laser like, too.It's important that they are in, the parameters can hopefully be tuned.
  9. scruffy

    Default FOV too zoomed in?

    Your virtual eye is still perfectly in line with the sights, no matter what FOV you have. You just zoom in or out, but the eye still looks at the same point. Everything that changes that (movement, that damned kneeling anim) have nothing to do with the FOV.
  10. scruffy

    INKO Disposable

    Nice, did you also decrease the size of the ammunition or would that mess things up? No need to drop half your ammo because of a launcher that does less damage than the SMAW but only has one shot anymore.
  11. scruffy

    AT GUI Pack

    Small update, changed the "chat" addon for patch 1.03. It now moves the chat and text a bit lower on the screen so long messages don't block the middle. 1in1class and andersson: I will look into that, but that can take some time.
  12. scruffy

    Holo gunsight...utter pap?

    I don't like them and try to avoid them because they don't work properly. The problem is that with ironsights I find it way easier to notice when the sights are misaligned, it's not as easy to notice the sway with the holo sights and because they are only "crayontechs" they too show the wrong point of impact. Added to the stance sway, breathing sway and misalignment because of moving is also that bothering animation when kneeling. The issue with the G36C SD is something different, not the sight but the ammo. It has a very steep trajectory and so at ~100m you have to aim with the upper end of the eotechs circle. It can be easily observed with Kronzkys target range and the slowmo bullet cam. I think all SD ammo behaves like this.
  13. scruffy

    FP : DR - News & Discussion

    I'm still not conviced as the camera exactly follows the small sidestep he does in the last second ;) But even if I'm wrong, the flying camera is a fact :(
  14. scruffy

    Patch 1.03 problem

    The mod talked about is my GUI pack (see signature). I edited the at_gui_chat again for 1.03 now, everything is moved down a bit. An unsigned test file is here. I will update the pack tomorrow or during the week, but haven't really tested the other files for 1.03 compatibility yet.
  15. How about an addon that allows a teamleader to separate troops under his command into "independent" groups using the high command module and switch them back later? This way one could switch between micromanaging every unit and just giving orders to your FTLs with the ease of the HC options. Could someone with more scripting knowledge than me please look into this? A script to implement in a mission would be nice too.
  16. scruffy

    FP : DR - News & Discussion

    So why did the deathcam follow Nr.2 then?
  17. scruffy

    FP : DR - News & Discussion

    5:10 - 5:13, stupid flying camera system, first and third person view have nothing to do with each other and this is the result: Enemy 1: Shooting at player and missing. He is killed. Enemy 2: Took same position, is seemingly shooting at teammates. Ok so far Enemy 2 hits and kills the player? What I hated about Vietcong (and I love those games) were the stupid hats shooting you from behind cover with nothing else sticking out. Apart from all pros and cons I really don't want another flying camera shooter :(
  18. scruffy

    Improved simulation of reflex sights

    The sight movement while crouching seems to be an animation "problem" (no idea if it's intended) because it doesn't go away if you remove weapon sway while standing then is perfectly still. Hopefully the MLODs will be released soon so we can make working (for some at least) reflex sights.
  19. scruffy

    Path 1.03

    Well, the smoke part worked for me, at least on 1.0 or 1.01 when I tested it. But maybe it's the same with as with the grass: Only relevant before you are detected?
  20. scruffy

    1.03 Performance

    Same here, but duration of freeze is lower, depends on load. No processes to speak of in background, same under XP and Win7. It's actually in the game, because it freezes exactly every full minute. So if you speed it up to 4x SetAccTime it's every 15sec.
  21. scruffy

    Hypothetical Tank Hitpoints

    Have you been turned out? That happened to me twice yesterday. First I blamed myself for being careless with the action menu, but then I noticed "y" and "x" are mapped to turning out/in while playing around with the keys for the FLIR addon.
  22. scruffy

    Floating zone poll

    Same here, even with trackir. Yes, without it you see the rifle always in the same position, with it the stance is the same but the rifle aimed a bit to the side or up/down.
  23. scruffy

    Kyllikki Missions

    Thank you, but I already tried it there, I mostly get missions from your site :) Both links on Armaholic and the one in the first post result in a faulty file. Both Winrar and 7zip show no errors, but when you unpbo it the first five lines are missing with version=11; class Mission { addOns[]= { and the last line is just garbage. The other files are wrecked in a similar way. Could you please reupload them Kyllikki? I already had the first version on the server and it started out promising, but the warehouse marker didn't show up, just on the other end of Chernarus. Oh, and I didn't even thank you for your missions here with the last post. Only played the three small ones so far, "little something" is our first choice for warming up.
  24. scruffy

    Kyllikki Missions

    Same here, came to report this and see I'm not alone. It crashes the game as soon as you click "new" if it's in mpmissions and the mission.sqm isn't properly formatted when you view it.
  25. scruffy

    Making an Addon Mandatory

    Doesn't the equalmodrequired=1 only demand the same modfolders? So the server with -mod=abc;xyz kicks a player with -mod=abc;xyz;123 and even -mod=123 where 123 includes the same addons the server has in modfolders abc and xyz? Someone with -mod=abc;xyz can join even when he hasn't got the folders, it only checks the shortcut for the same parameters, or has that changed from Arma 1? The BIKI says it even checks for the same order, so xyz;abc get's kicked too. Verifysignatures checks that addons used by the player are allowed on the server and not changed from the official signed release. It kicks when an addon is unsigned/not allowed but doesn't check if the user hasn't got the addon. The only check for an addon is done when the mission requires it. But when the mission doesn't I guess checkfiles[]={"dta\bin.pbo","a10\config.bin"}; is what you want, check for the config of your addon for example. See again the Biki Link.
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