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Everything posted by Balschoiw
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Yes, a friend of mine is making 3D animations for automotive companies and while BMW introduced the i-drive he got a set of Space-Navigators and I borrowed one to see if I could use it for my PC. While I liked it for gfx applications I can´t see how it should be a usefull game-controller. For me the device is to small to use it without permanent pain in the hand. There is a difference for me between a gaming device and a working device. So while the Space-navigator is cool for 3D apps that make use of the extended features I can hardly see the space-navigator turned into a class A gaming device.
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Not suitable for gaming as the hand tires pretty fast.
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How do I animate the oil rig
Balschoiw replied to ZNorQ's topic in ARMA - MISSION EDITING & SCRIPTING
Unfortunally that won´t work that easy. First off you would have to find out the name of the animation played at the pumps, then you would have to call the animation for the object and loop it. I´m not aware of anyone who got it to work up to now. Imo the pumps are bugged, or unfinished. -
GoldWave should be ok for recording the sounds. If you have trouble use dbpoweramp music converter. I use it because you can convert sounds very fast and easy with a lot of adjustable settings, including constant bitrate, which has got lost with some programs like soundforge 8.0 and is needed to get the sounds to work in Arma. I´ve had the problem with SoundForge that the VBR calculations made the sound unusable for Arma. Anyway, the file has to be mono, 16bit, 44Khz, constant bitrate and a .wav file before you pull it over the program icon. The program itself has to be in a folder to work properly as it seems.
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You have to use .wav files with wav2lip, not .ogg files Once you are done with your lip-files convert the .wav files to .ogg to embedd them in your mission.
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Multiple objectives linked on 1 trigger?
Balschoiw replied to KevlarBR's topic in ARMA - MISSION EDITING & SCRIPTING
If you want to have some feedback for the player if one of the two targets gets hit, use two triggers. Set up each trigger with the condition: not alive officer1 and for second trigger: not alive officer2 in On activation of trigger 1 put: kill1 = true and for second one: kill2 = true Now create a third trigger and have this in the condition: kill1 AND kill2 and attach the things you want to happen to that trigger (text output, sound, whatever) The trigger will only fire if both targets are killed. -
No luck for them. I hardly ever buy "expansions" for such games. Except the tactical shooters expansions.
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I smell conspiracy I have played The Godfather lately an decided to reinstall MAFIA just for the better feeling this week. Mafia 2 ? If it comes remotely close to MAFIA 1 I will buy it. Even Mafia 1 is still a superb game.
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The gfx look absolutely great and from reading a preview about the game I am absolutely interested. However, my biggest concern is that the game will be over to soon, like it has been with all programs of that kind lately. To name a few: Prey, F.E.A.R... This is the biggest letdown for me. Why create a fantastic surrounding if you only move around for 8 hours before you complete the game ? Anyway, maybe his one will be an exception.
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Is Queens Gambit going to have better animations
Balschoiw replied to Dudester's topic in ARMA - GENERAL
Sure, if you disregard that the CTF "community" has left the ship long ago, let´s say about 4 years ago. It´s not a matter of animations, but a matter of people who are simply tired of CTF games. -
I need a little help here. For ambience reasons I want to have the medic talking to the units he´s healing, while he is in his healing animation. Means, I only want him to talk while he´s healing someone. This should be mostly automatic. Example: 1. Unit xyz from a pool of units runs up to the medic to get healed 2. Medic does his job and while doing so he talks to the patient 3. Medic should not always tell the same things while healing I though about detecting the damage of units near the medic and check if there is a positive rise in the value as this would indicate that someone is being healed right now, but I am not sure how to code such and am not sure if the value is rising in small steps or is simply set to 0 in one step. Any input is welcome
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Detect if medic is healing someone
Balschoiw replied to Balschoiw's topic in ARMA - MISSION EDITING & SCRIPTING
Implemented it yesterday. Works like a charm norrin. Thx ! -
HELP!!! BLACK HAWK DOWN MISSON!
Balschoiw replied to SWEFIDDE's topic in ARMA - MISSION EDITING & SCRIPTING
Wouldn´t this conversation be better continued by PM´s ? -
Is Queens Gambit going to have better animations
Balschoiw replied to Dudester's topic in ARMA - GENERAL
While I still think that the Arma animations are visually among the best and I do share the gripes with transitions I couldn´t resist to comment that list: * Faster nade throws, partially agreed * Faster weapon switching while prone, not agreed * More responsive prone-to-run, not agreed * More launcher firing and reloading stances, agreed * Launcher moves with normal movement and turning speed, not agreed * Move with binocs, not agreed at all * Holster pistol and put rifle in back, agreed * Stop movement anytime, not after full animation sequence, result will look VERY broken * Don't put rifle to safe mode when starting sprint diagonally, partially agreed, while I see no real issue here * Allow small moves in crouched sidestep, agreed * Don't change crouch to stand after sprint, agreed * Faster change to prone, not agreed * No movement lock during reload, definately not agreed * No cursor jumping while moving, definately not agreed * Natural vertical aiming all the way to actual top and bottom, if this means limiting it to natural limits, I fully agree -
If you just typed "8800 fog bug" in google you´d see that this problem is not Arma exclusive and therefore most likely a Nvidia driver bug, but not a BIS engine bug.
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It´s the budget version of an outdated card. Are you running it in a Labtop ?
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Picture In Briefing Problem
Balschoiw replied to ColonelSandersLite's topic in ARMA - MISSION EDITING & SCRIPTING
Have you already contacted Suma on that issue ? I guess along with your testing results it should give him enough info to check what´s going wrong. -
Added an online gallery of Arma 1.08 faces to spare people from downloading the whole set if they are just looking to get the names of some faces. You can browse all Arma 1.08 faces at the Arma faces gallery
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The result should be to realize that the situation Iraq is out of control and that the US forces and their strategies and plans only achieved the following: - mass refugee movement out of Iraq - US siding with Sunni insurgent groups causes even more unrest - infrastructure still on the ground due to corruption and mishandling of reconstruction - plans to withdraw US troops from provinces that are not even remotely pacified just to bring down the US casualties numbers - citing wrong numbers and publishing flexed statistics to make people think that the security situation is improving (Baghdad numbers by McClatchy vs. official reports) - fingerpointing by the US that is just meant to put blame for the catastrophal security situation on the Iraquis, the Iranians , etc. In fact the security situation is the result of the ackward US planning of the Iraq operation and the conduction of those operations. They simply failed in most aspects and still fail, but today they are putting the blame for their messed up military adventure on the Iraquis themselves and other extraterrestrial forces. I guess one sentence sums up best what has and is going wrong in Iraq, apart from the cartoon statements from the White House: Spot on, I ´d say.
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Place a spotter unit near the scene, use this disableAI "Move" in it´s init and group him to the sniper far away who also has disable AI "Move" in his init.
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Welcome to the wonderful US pacified Iraq: 175 killed by Iraq bombs Mission accomplished.
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Is Queens Gambit going to have better animations
Balschoiw replied to Dudester's topic in ARMA - GENERAL
Are you a crossdresser or why are you so obsessed with females in Arma ? The animations that are coming with Arma are among the topnotch animations I have seen for a game up to now. Imo it´s the transitions mechanism that makes the anim-system bulky but having "break-points" for animations implemented is a rather complex issue and could end with rather unpleasant visual results. Still, there´s always room for improvement but hoping for a complete change of the system is naive. A real solution for this would be to limit the movement radius and max angle for upward targeting as it would be in real life. Still, I guess that wouldn´t make you happy, right ? -
@PROPER_VegetationReplacement - beta release
Balschoiw replied to .kju's topic in ARMA - ADDONS & MODS: COMPLETE
No. BIS ohara: -
@PROPER_VegetationReplacement - beta release
Balschoiw replied to .kju's topic in ARMA - ADDONS & MODS: COMPLETE
While I do appreciate the effort the result is not really satisfying imo. I wished BIS would come forward with the needed tools to get custom vegetation into Arma that wouldn´t be as demanding as the current one and would on the other hand allow a better quality than the Res-OFP ones. I also am a bit dissapointed that BIS is not working on fixing the issue for Arma as it is a major performance gripe for all Arma users, no matter what gfx card or settings they use. Still, thx for the effort Q, but going back in time shouldn´t be the solution. -
Detect if medic is healing someone
Balschoiw replied to Balschoiw's topic in ARMA - MISSION EDITING & SCRIPTING
Thx for input norrin ! Unfortunally I am away for the weekend, so I can´t test right now, but be assured that I will test it when I get back home on sunday. Thx again !