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Everything posted by scruffy
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The Unsung MOD (Vietnam War) Arma 2 Release
scruffy replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Finally came around testing this. A few things I noticed playing around with it: The empty LAW looks funny in your hands. But I guess that is because it is carried horizontally on the back. Maybe you could make it disposable? Weapon damage seems quite high sometimes, two hits to the legs with an M16 are enough most of the time, though that was all around 100m and the dispersion is high. Need to test around more and see how it plays in a real mission, not just playing around in the editor. I nearly always had some guys with glasses in my US squads, but the "tactical glasses" and "shades (color)" don't really fit ;) LOD problems: - Most units don't have their backpacks in first person, though both "LRRP Officer 1" have a white untextured pack. Seen when lying down looking over back. - Some VC Main Force have a strange stretched polygon something behind them in first person, seen when kneeling and standing. Doh, was from the glasses, see next point: - Some units can see their own heads (and headgear/glasses) in first person. Seen on VCs, most notable when walking with pistol aimed. - US units with the big pouches on their lower back have it flying half a meter behind their heads on the third(?) LOD. - All US units with a boonie hat (LRRP and SF) have LOD issues with their heads. From the second or third LOD onwards either hat, head or both disappear. Additionally the hat/upper part from head seem to be in the wrong selections in those LODs too, as they are floating/stretched when the unit is killed and somewhere 1m away from where they should be - Same problem seems to be on some VCs (seen on VC Main Force) with the tropical/rice hat, but not as bad. Another model bug: You can look through some VC Main Force units, between collar and neck. Edit: I can take pictures or clarify if needed. Keep up the good work and I look forward to any updates :) -
/\ | I fully agree. It even makes it harder as you can't see what number goes to which menu and I always have to tell others that don't play often.
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Is there a way to transfer ARMA2 control layout to OA?
scruffy replied to Psycho78's topic in ARMA 2 & OA - GENERAL
Look for your "USERNAME.ArmA2Profile" and "USERNAME.ArmA2OAProfile" files, somewhere in "Documents\ArmA 2". Backup the second, copy and rename the first. That should work and missing entries will be added. Else try copying just the part with the key assignments inside, you can open them with any text editor. Remember to assign a key to switch optics. -
I'll have a look at that when I find the time. Which of these packs has weapons in it? I only have the core so far.
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ATTN NOOBIES! - New to ArmA II or OA - Here's the place for your questions
scruffy replied to wraith_v's topic in ARMA 2 & OA - GENERAL
You mean the "High Command", a new feature to the series since Arma 2, in comparison to the normal commanding of people in your own squad. You can't do both for the same units and it depends on the mission if you are team leader or commander (or both). There is a script that allows you to switch units from team members to high command subordinates and back, but it has to be build into the mission. No idea if an addon to give this functionality all the time exists, maybe a search on this forum can help or someone else knows about it. -
ATTN NOOBIES! - New to ArmA II or OA - Here's the place for your questions
scruffy replied to wraith_v's topic in ARMA 2 & OA - GENERAL
When you select some units together and issue them a move order they should move together. To make it easier to selct your teams afterwards you can assign colors (f.e. press F2, F3, F4 and then 9 for teams and 1-5 for a color), to select all units of the same color hold shift and press the F-key for anyone in that group. -
ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
scruffy replied to Placebo's topic in ARMA 2 & OA - GENERAL
Part 2: What did I trip over? Was it? It can't be! Curse you! *shakes fist* My friend comes to help me, with the rabbit still sitting there. Finally it runs away when seeing him, but I swear to god it laughed at me while hopping past :butbut: Epilogue: Sgt. Scruffy recovered with only a few bruises and a major blow to his pride. Teammate #8 was also found and treated in time. The mission despite the losses was a success as the three remaining teammembers managed to locate and kill an insurgent officer on a homestead in the hills north of Gamzar. The movie rights to the story were sold and Hollywood is currently planing with leading actor Steven Seagull. -
ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
scruffy replied to Placebo's topic in ARMA 2 & OA - GENERAL
Yesterday I played Arma coop with a friend. Something really strange happened but it's quite a bit of text first until I get to the screenshots: I was leading a ten man US Army SF team into the town Zavarak to deal with an insurgent ZU-23 and ammo depot. It went well, my friend and 3 AI went trough the streets and backalleys while me and the rest of the team provided cover from the northern hillside. He planted satchels, blew up AA gun and ammo and without casualties we went back to our transport to get to the next objective. At least we thought so, not a minute after the explosion a BMP2 and a Shilka came into town and we hadn't got a single piece of AT weaponry :eek: We ran for cover and while hiding as good as possible with the enemy armor and still some infantry in town searched the bodies. First find were two RPG7 with three shots. I f* up the first one, my second and my friends shot hit. But both BMP and Shilka were still 100% operational, just a fair bit more rusty... By the time we were down to only three men my friend manged to find another two RPG rounds and finally we get to the first pictures: My friend moves into position Another hit on the BMP, the bailing crew is dispatched easily With the armor finally out of the way we hear a scream over the radio. Our last AI got shot somewhere near the market place and needs help fast (BIS first aid module). I want to get there as fast as possible. My position is on the hill north of the town. I choose to go through this building: That's a shot from the editor for demonstration. In front of the building I see a rabbit sitting in the grass. The rabbit sees me too and starts running... into the same building I want to go through. It also chooses the same exit. I don't see it outside and disregard it for now, I only make a comment to my friend about it and smile about the situation. Back to the dying teammate, now I just run down the flight of stairs in front of the building and... stumble, lose my balance and fall down. I hit the ground hard, nearly breaking my neck. OUCH! As I lie there in agony, unable to move, my gaze falls back to the stairs... -
graphics bugs with ATI 4800 series (4850/4870/4890)
scruffy replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Defragmentation at Wikipedia, basicly you tidy up your hard drive so it does not have to look all over the place. A second HDD is a good idea anyway :) And once again: Listen to kklownboy to see if your card it really uses both GPUs. With MSI Afterburner you should be able to see it ingame as an overlay. The outcome should be different then, I can easily get my 5870 to 96% on the empty desert map without going extreme :p -
You need to attack the camp underneath. Command hold fire, move everyone into a position and designate targets to them. Everyone with an AT weapon should target manned shilka/bmp/tank and have a machinegunner aim for the AA pod and D30. You can find more AT launchers in the crates at the beginning. If everyone has a good position and is ready have the other teams advance (0-0-x) and call in the artillery and CAS on the bigger enemy groups (tents near the empty tank, hesco near artillery). The CAS needs a bit longer to arrive so call that in first. Just then you tell all men to open fire so all hell breaks loose at once. Important is that the manned vehicles and AA pod are destroyed, so you only have to care about what's left of the infantry. My machinegunners had no real problems with them, I spotted and commanded targets, the rest I killed myself with a sniper rifle. Some enemies tried to move around and up the hill from the right, but that is where I sent the rest of the squad down to the camp. Just a bit of clean up after that. Oh, and I could take the UH1 for a little tour, not the tank though. Didn't need to blow these up.
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No idea about the artifacts, drivers here seem to be newer: http://www.s3graphics.com/en/drivers/download_product_drivers_detail.aspx?seriesId=4 But you will not get much out of this card. Only thing I found is it's comparable to an ATI 4350 or Geforce 8600, which is not really enough for Arma.
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As xman1 said in his first post Arma seperates it as two different axis, "slider 1-" from 50-100 and "slider 1+" from 50-0. There doesn't seem to be anything in the profiler software or Arma settings to change this :(
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graphics bugs with ATI 4800 series (4850/4870/4890)
scruffy replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
I think your problem is streaming then. What about your hard disk? Have you defragmented it, maybe even using UltimateDefrag to move the A2 folder on the outside of the platter? Is it crammed or half-empty? Is it your only HDD with Windows, swap file + Arma? What other programs run besides Arma that could cause this stutter, maybe your virus scanner is running amok in the background? Best to test with low settings so you can see what works and what doesn't without too much other things going on. So try a defrag first :) Apart from that problem listen to kklownboy and lower your settings anyway. Even when you get rid of the stuttering problem it won't work with what you posted on the second screenshot. Try 3km viewdistance and lower to 2km or even 1km when inside Chernogorsk/Elektrozavodsk, especially on heavy missions as those campaign ones. You can always change to more when flying or otherwise needed, but maybe lower other settings then. Your video memory should be at High with 1GB (per GPU) or maybe try default. I wouldn't go below the optimal resolution of your monitor though, so keep that. No idea how crossfire works for you, but it's seems to be kind of hit or miss from what I read. So with a bit of luck your GPU isn't much faster than a single 4870. Anisotropic filtering shouldn't do anything noticably to performance, except it looks bad when turned off ;) AA might even be possible if you stress your GPU less and without PP. I prefer >100% 3D resolution to get rid of GPU power. When now using OA take an extra look at your PP settings if you don't want them off. -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
scruffy replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Bascule, the 1055t goes up to 3,3 GHz on three cores if the other three are idle and it's still within the TDP. The most recent Intels increase for example 5/4/2/2 steps (133Mhz) if 1/2/3/4 cores are stressed. The steps differ with the model, older ones have 2/2/1/1, and of course they also have to keep within the TDP. Just an explanation, I hope it's all correct. So you will most likely not get your full Turbo when playing Arma. A bit more on topic: The question is if Arma profits more from the additional cores 5&6 or from more speed on the 4 "existing" cores? My bet is on the second one, as most people won't process videos in the background while playing, and high clocked dual cores seem to work as fine as smaller quads. Sadly benchmarks are hard to find, most are older for A2 without patches or didn't bother to disable Hyper Threading. A recent test from a site that knows the game would be nice, checking without HT/with cpuCount and different scenarios, the new -ExThreads changes, advantages of hexacore, triple chanel, SSDs, etc. -
I need to install BAF Offline
scruffy replied to Double Doppler's topic in ARMA 2 & OA - TROUBLESHOOTING
Without having tested it: Try exporting your registry key on the online PC and import it on the offline PC (and copy the BAF folder, obviously). Start->Run -> type "regedit" Go to "HKEY_LOCAL_MACHINE\SOFTWARE\(Wow6432Node\)Bohemia Interactive Studio\ArmA 2 BAF (only on 64bit Windows) If you marked that folder click File->Export and save the .reg file somewhere. Copy it to your offline PC and execute it there. If you use a different installation directory you need to edit it first, rightclick "Edit" and change the path with Notepad. That's how I always reinstall my Arma, no idea if it works with BAF. Better activate it normally if you don't feel save doing this. -
Define Sound for Automode
scruffy replied to BGF Krätzer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Maybe it doesn't have one and inherited it from the parent class. In that case you need to follow the ancestors until you find one ;) Edit: Or just define your own of course, but you'll have to look for an example anyway. -
Interesting bit here: The L85 with ACOG has a backup sight that zooms out a bit, all others zoom in. No idea why, now it's all the same :o
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A small update adding the new BAF weapons to _fov_aim: Download v1.13 Armaholic DL
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Define Sound for Automode
scruffy replied to BGF Krätzer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Put this: begin1[] = {"\KZ_FG42is\sound\shoot.wss", 1.77828, 1, 1000}; soundBegin[] = {"begin1",1}; inside your fullauto mode. First number behind file is loudness, second is speed of playback and third is distance. Look at your parent class rw_BAR to see the names of the modes. You can use different sound files and add them as begin2[], begin3[] etc., then add them to the soundbegin[] array, the number behind the name is the probability, so use 0.5 with two different sounds. Example from BAF_L110A1: class BAF_L110A1_Aim: Rifle { modes[] = {"manual","close","short","medium","far"}; class manual: Mode_FullAuto { recoil = "recoil_auto_machinegun_8outof10"; recoilProne = "recoil_auto_machinegun_prone_5outof10"; dispersion = 0.0008; begin1[] = {"Ca\sounds_baf\weapons\l110_single1a_vetsi_raze",1.77828,1,1000}; begin2[] = {"Ca\sounds_baf\weapons\l110_single1b_vetsi_raze",1.77828,1,1000}; soundBegin[] = {"begin1",0.5,"begin2",0.5}; soundContinuous = 0; soundBurst = 0; soundContinuous = 1; makes the game wait until the sound is finished before playing the next one soundburst = 1; is for prerecorded burst sounds with three shots in one file, if = 0 it plays the sound again for every shot fired in the burst. -
Question for Developers (but everyone´s opinion is extremelly welcome!!)
scruffy replied to carlostex's topic in ARMA 2 & OA - GENERAL
In contrast to Arma, OFP had Laser weapons. I think the dispersion was only a tenth of what it is now, you can try the ACEX_PLA mod weapons to see the difference. How about air friction? I think I remember it was deactivated in A1 and NWD ballistics enabled it. Did the bullet even slow down in OFP? And when not using FDF or other mods, was your aim more steady? It's too long since I started up OFP (and even OFP vanilla) to remember ;) So it's not only the damage and velocity that were different. Would be interesting to compare the exact values though between 2001 and 2010 :) Soldier of Fortune 1 already had 30 or something different hit zones. So why not use them now inside of our current 4? And then combined with modeled armor and penetration for the different sections, as with tanks. That would be great and you could expand on the medical system too. Would that already be possible with an addon now? SLX already has your suggestion implemented, so you can test it, knockdown in SLX_Wounds and variable damage in SLX_ModWeapons_c. -
Locking some Windows functions (like ALT+Tab or ALT+F4)?
scruffy replied to SnowSky's topic in ARMA 2 & OA - SUGGESTIONS
You could try Winlock, for the windows key there are .reg files from Microsoft to completely disable (and enable) here. -
Maybe they set a pretty low difficulty setting? Anyway, the UT engine bots never amazed me on anything more realistic than UT. They don't have a high priority as it's an MP game first, I think. More work would be great though, for smaller LANs and the Singleplayer/Coop they announced. That new "Countdown" gamemode looks awful with everyone spawning new for every 50m, even if still alive. Still need to test it myself, but I guess I won't play it much. The rest looks really good, especially the cover system and Infiltration like weapon collision. Please take a note, BIS ;)
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More Thermal Scopes and Zeroing
scruffy replied to xeno426's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Xeno426, I just yesterday came around to play with your mod and noticed the same problem with savegames. I deleted the preloadAddons part in the config and it works now. I only use zeroing_anzins. Some info about it's function can be found here, no idea why it does show the error when the addon is active though. Seems to work fine without that part. And thanks again for your work and including Anzins :) -
Yes, but take OFP which was released in 2001. We're all still here because we liked that game and because we got improvements in the successors. And we post here to get even more improvements (official or addon) Mafia 1 came out in 2002 and now we finally got the successor (or at least a first look at it) and instead of an improvement it's missing some things. You can't even shoot out of your car anymore. So we were already spoiled eight years ago and why wouldn't you expect the same features? That little rant aside, the demo still looks promising. I really like the setting, music and atmosphere in the city and if the story and mission are half as good as in part 1 it's still a good game. By the way, the game somehow looks like in Arma when 3D resolution is below 100%, any way to get SSAA working on an ATI card?
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Here comes the update: Downlaod v1.12 my mirror As already said, the shuddering bug is gone (thanks again Alexx78 ), but so is the ability to zoom out further. An "old" version is included for everyone that wants to keep the zoom-out. Also added some missing weapons and underbarrel GL sights, an optional file for RH_M14 and updated the ANZINS one for v1.32 For anyone still using only Arma 2 without OA, here is a small update to the A2 version that fixes the "shuddering" and adds underbarrel sights to fov_aim. It's untested so far! Also has a new server key, as I lost the old sign file :( Armaholic mirror, updated whole pack to 1.41