chipper
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[SP]Dynamic Universal War System (DUWS alpha0.1)
chipper replied to kibot's topic in ARMA 3 - USER MISSIONS
Any plans to have an MP version? -
Just wondering if anyone else has overclocked their system (CPU/GPU/RAM) specifically to help run ArmA 3 and what results you had. As for myself, I've seen HUGE gains after I OC'd my CPU and RAM. Brought new life to my old system. Now reconsidering if I need to build a new PC for ArmA 3. Spec's: Intel Core 2 Quad Q9650 @ 3.0GHz - OC'd to 4.0GHz (Got the biggest FPS gain from this, 10-15 more FPS) 8GB DDR2 RAM @ 800MHz - OC'd to 1066 (Noticeable gain of about 5-6 FPS after increasing the clock speed of my RAM) GTX 580 1.5GB - Had the smallest gains after OCing the GPU, pretty much not worth it due to stability issues. Also running ArmA 3 from a 128GB SSD. I haven't had a chance to run a real benchmark on ArmA 3, but the Arma 2 benchmark #1 went from 31-34 FPS to 55 FPS.
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Sound stuttering in surround-sound with gun fire and vehicles
chipper replied to Fetzer's topic in ARMA 3 - TROUBLESHOOTING
I have the Logitech G930 Wireless 7.1 headset, same problem here. With surround sounds on the audio starts to stutter when more than a few things are happening at once. Turning surround off makes the issues go away. I found that after I OC'd my CPU the surround sound worked a bit better but still has issues with stuttering so I suspect it's caused by high the CPU usage of ArmA 3 slowing down the sound processing on the headset. When I get home I'll look for the logitech process in the task manager and try setting it to high priority and see if that helps. -
Requesting that I have my post count restored to it's original number of ~500 It was reduced several years ago due to infractions but I have been on good behavior ever since! (Don't remember who reduced it.) Thanks a lot!
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Did you go into your audio options and increase samples from 32 to 128?
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Internet going down when Playing ARMA 2
chipper replied to Frankdatank1218's topic in ARMA 3 - TROUBLESHOOTING
What kind of network card are you using? Wireless? I had a somewhat similar problem with my wireless linksys pci card, I had to uninstall the drivers that windows picked out for it (2009) and then reinstall the lastest drivers manually from linksys. -
Same exact situation here, I can even see the charge from BIS on my debit card.
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Cold War Rearmed² : Demo 4
chipper replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow amazing progress with the desert island! I am impressed! -
One of my favorite campaigns from OFP was The Partisan: Persistent Campaign by McHale. Which is basically a never ending version of the Resistance campaign that is dynamic and all your weapons and equipment carry over from one mission to the next. You start out with nothing and slowly build up to a force that can stand up to the Russians on Malden. I intend to fully port the campaign over to ArmA 2 and then build on it more from there, eventually even looking to get this campaign working in MP. I've ported it to Malden 2010 and can pull the campaign missions up in the editor and everything matches up in the right place as far as unit, marker, trigger placement goes. Getting it to run in game is another story.... I already know I have to replace all the OFP class names with their ArmA2 equivalent and have done this with no problems. The biggest problem I am facing now is that all the scripts are in .sqs format and I need convert them into a working .sqf I am starting with the init.sqs file because this one is the first culprit to crash the game according to the .rpt This post has helped me the most. I have done all of that except, Getting rid of all the "goto" and "#loop" commands in the file... I am fairly new to scripting and am having trouble wrapping my head around how to replace these with a structure that plays nice with the .sqf format. I've looked at the biki article on sqs to sqf conversion and it makes sense their but could someone give me an example of how to apply that to my script? What I have so far on my init.sqf...still have #loops and gotos in there. "1" objStatus "ACTIVE"; group player setBehaviour "AWARE"; lostStatus = 0; vehCapture setPos getMarkerPos CampMarker; skipTime passTime; cutText [startText, "BLACK IN", 6]; campPos = getMarkerPos CampMarker; campCentre setPos campPos; "campArea" setMarkerPos getPos campCentre; _pos = getPos campCentre; _q = 1; _n = rollcall; while "_q < _n" do {_xx = "GUE_Soldier_2" CreateUnit [_pos, PlayerGroup, "", (random 1), "Private"]; _q = _q + 1}; _v1 = "logic" createVehicle [(_pos select 0) + 40, (_pos select 1)]; _veh0pos = getPos _v1 ; _veh1pos = getPos _v1 ; _veh2pos = getPos _v1 ; _veh3pos = getPos _v1 ; _veh4pos = getPos _v1 ; _veh5pos = getPos _v1 ; _veh6pos = getPos _v1 ; _veh7pos = getPos _v1 ; _veh8pos = getPos _v1 ; _veh9pos = getPos _v1 ; deletevehicle _v1; #---SETUP THE CAMP---; campTruck setPos [(_pos select 0), (_pos select 1)]; campCrates setPos [(_pos select 0) + 15, (_pos select 1) - 7]; campFire setPos [(_pos select 0) + 20, (_pos select 1) + 20]; if((daytime > 18) || (daytime < 5))then {campFire inflame true}; campTent0 = "CampEast" createVehicle [(_pos select 0) + 10, (_pos select 1) + 10]; campTent1 = "MASH" createVehicle [(_pos select 0) + 10, (_pos select 1) + 3]; campTruck setVelocity [0.2, 2.0, 0.2]; playerx setPos [(_pos select 0) + 10, (_pos select 1) + 10]; #---load group status---; _z = units group player; _r = 0; if(rollcall >= 0)then{(_z select 0) loadStatus "p0"; _r = _r + (rating (_z select 0)); (_z select 0) addrating -(rating (_z select 0))}; if(rollcall >= 1)then{(_z select 1) loadStatus "p1"; _r = _r + (rating (_z select 1)); (_z select 1) addrating -(rating (_z select 1))}; if(rollcall >= 2)then{(_z select 2) loadStatus "p2"; _r = _r + (rating (_z select 2)); (_z select 2) addrating -(rating (_z select 2))}; if(rollcall >= 3)then{(_z select 3) loadStatus "p3"; _r = _r + (rating (_z select 3)); (_z select 3) addrating -(rating (_z select 3))}; if(rollcall >= 4)then{(_z select 4) loadStatus "p4"; _r = _r + (rating (_z select 4)); (_z select 4) addrating -(rating (_z select 4))}; if(rollcall >= 5)then{(_z select 5) loadStatus "p5"; _r = _r + (rating (_z select 5)); (_z select 5) addrating -(rating (_z select 5))}; if(rollcall >= 6)then{(_z select 6) loadStatus "p6"; _r = _r + (rating (_z select 6)); (_z select 6) addrating -(rating (_z select 6))}; if(rollcall >= 7)then{(_z select 7) loadStatus "p7"; _r = _r + (rating (_z select 7)); (_z select 7) addrating -(rating (_z select 7))}; if(rollcall >= 8)then{(_z select 8) loadStatus "p8"; _r = _r + (rating (_z select 8)); (_z select 8) addrating -(rating (_z select 8))}; if(rollcall >= 9)then{(_z select 9) loadStatus "p9"; _r = _r + (rating (_z select 9)); (_z select 9) addrating -(rating (_z select 9))}; if(rollcall >= 10)then{(_z select 10) loadStatus "p10"; _r = _r + (rating (_z select 10)); (_z select 10) addrating -(rating (_z select 10))}; if(rollcall >= 11)then{(_z select 11) loadStatus "p11"; _r = _r + (rating (_z select 11)); (_z select 11) addrating -(rating (_z select 11))}; if(rollcall >= 12)then{(_z select 12) loadStatus "p12"; _r = _r + (rating (_z select 12)); (_z select 12) addrating -(rating (_z select 12))}; player addrating (_r / 3); _c = 0; #damLoop; if(_c > (rollCall))then goto "endDam"; if(damage (_z select _c) > 0.9)then {deletevehicle (_z select _c)}; _c = _c + 1; goto damLoop; #endDam; #---load "garage"---; if(numvehicles >= 1)then {_x = veh0 createVehicle _veh0pos; clearWeaponCargo _x; clearMagazineCargo _x}; if(numvehicles >= 2)then {_x = veh1 createVehicle _veh1pos; clearWeaponCargo _x; clearMagazineCargo _x}; if(numvehicles >= 3)then {_x = veh2 createVehicle _veh2pos; clearWeaponCargo _x; clearMagazineCargo _x}; if(numvehicles >= 4)then {_x = veh3 createVehicle _veh3pos; clearWeaponCargo _x; clearMagazineCargo _x}; if(numvehicles >= 5)then {_x = veh4 createVehicle _veh4pos; clearWeaponCargo _x; clearMagazineCargo _x}; if(numvehicles >= 6)then {_x = veh5 createVehicle _veh5pos; clearWeaponCargo _x; clearMagazineCargo _x}; if(numvehicles >= 7)then {_x = veh6 createVehicle _veh6pos; clearWeaponCargo _x; clearMagazineCargo _x}; if(numvehicles >= 8)then {_x = veh7 createVehicle _veh7pos; clearWeaponCargo _x; clearMagazineCargo _x}; if(numvehicles >= 9)then {_x = veh8 createVehicle _veh8pos; clearWeaponCargo _x; clearMagazineCargo _x}; if(numvehicles >= 10)then {_x = veh9 createVehicle _veh9pos; clearWeaponCargo _x; clearMagazineCargo _x}; clearWeaponCargo campTruck; clearMagazineCargo campTruck; #------------- SET UP THE MISSION ------------------; #Decide mission type; missType = "tank"; _h = random 100; if(_h <= 33)then {missType = "tank"}; if(_h > 33 && _h <= 66)then {missType = "heli"}; if(_h > 66)then {missType = "fuel"}; _towns = [town1, town2, town3, town4, town5, town6, town7, town8, town9, town10, town11, town12, town13, town14]; _posMark = ["a_1","a_2","a_3","a_4","a_5","a_6","a_7","a_8","a_9","a_10","a_11","a_12","a_13","a_14","a_15","a_16","a_17","a_18","a_19","a_20"]; #******************* GET NEAREST 4 TOWNS**********************; _r = 0; _newTowns = []; #l0; _cnt = 0; if((count _newTowns) >= 4)then goto "endl"; #l1; if_cnt >= (count _towns)then goto "h"; _dist = (_towns select _cnt) distance campCentre; if_dist <= _rthen _newTowns = _newTowns + [(_towns select _cnt)]; _towns = _towns - [(_towns select _cnt)]; _cnt = _cnt + 1; goto "l1"; #h; _r = _r + 50; goto "l0"; #endl; _towns = _newTowns; #******************* GET NEAREST 4 TARGET MARKERS**********************; _r = 0; _newMark = []; _num = 4; _cursor = "logic" createvehicle getPos player; #b0; _cnt = 0; if((count _newMark) >= _num)then goto "endb"; #b1; if_cnt >= (count _posMark)then goto "x" ; _cursor setPos getMarkerPos (_posMark select _cnt); _dist = _cursor distance campCentre; if_dist <= _rthen _newMark = _newMark + [(_posMark select _cnt)]; _posMark = _posMark - [(_posMark select _cnt)]; _cnt = _cnt + 1; goto "b1"; #x; _r = _r + 50; goto "b0"; #endb; _posMark = _newMark; text1 = format["%1", _newMark]; #*******************SELECT A SINGLE MARKER*****************; #Remove the past 3 bases...; _posMark = _posMark - mk1; _posMark = _posMark - mk2; _posMark = _posMark - mk3; _array = _posMark; _temparray = _array; _newarray = []; while "count _temparray > 0" do {_acount = (count _temparray);_rand = random _acount;_rand = _rand - (_rand mod 1);_moveitem = _temparray select _rand;_newarray = _newarray + [_moveitem];_temparray = _temparray - [_moveitem]}; _posMark = _newarray; base = _posMark select 0; [(getMarkerPos base)]exec "baseGen.sqs"; #**********************************RANDOMLY SHUFFLE ARRAY********************; _array = _patrol; #shuffle; _temparray = _array; _newarray = []; while "count _temparray > 0" do {_acount = (count _temparray);_rand = random _acount;_rand = _rand - (_rand mod 1);_moveitem = _temparray select _rand; _pos = [(getpos _moveitem select 0) + - 150 + random 300, (getpos _moveitem select 1) + - 150 + random 300 , 1]; _moveitem setpos _pos; _newarray = _newarray + [_moveitem];_temparray = _temparray - [_moveitem]}; patrol = _newarray; #**************************now add traffic************************; _r = 0; [[getPos (_towns select 0), getPos (_towns select 1), getPos (_towns select 2), getPos (_towns select 3)]]exec "traffic.sqs"; #______; _n = random(4); _n = _n - (_n mod 1); _town = _towns select _n; _towns = _towns - [_towns select _n]; _n = random(3); _n = _n - (_n mod 1); _townb = _towns select _n; startTown = _town; escapeTown = _townb; #townChosen; #generalguy = "RU_Commander" CreateUnit [startTown, (_this select 0), "", (random 1), "Captain"]; #[guber, 1] setWPPos [(getpos (startTown) select 0), (getpos (startTown) select 1)]; #leader guber addweapon "AK_47_M"; #guber setbehaviour "safe"; "targ" setmarkerpos [99999,0]; "targ" setmarkerpos getMarkerpos base; "startMarker" setmarkerpos getPos player; #endz; Thanks a lot guys I really appreciate any help you guys have and I have a feeling some OFP vets would love to see this campaign in ArmA 2. And if someone knows of this same thing being done or existing in ArmA 2 already please speak up, don't want to waste my time, though this is a good learning experience. ---------- Post added at 22:03 ---------- Previous post was at 21:55 ---------- Here's the original init.sqs in case you need to see what changes I've made. "1" objStatus "ACTIVE" group player setBehaviour "AWARE" lostStatus = 0 vehCapture setPos getMarkerPos CampMarker skipTime passTime cutText [startText, "BLACK IN", 6]; campPos = getMarkerPos CampMarker campCentre setPos campPos; "campArea" setMarkerPos getPos campCentre _pos = getPos campCentre _q = 1 _n = rollcall while "_q < _n" do {_xx = "SoldierGB" CreateUnit [_pos, PlayerGroup, "", (random 1), "Private"]; _q = _q + 1} _v1 = "logic" createVehicle [(_pos select 0) + 40, (_pos select 1)]; _veh0pos = getPos _v1 _veh1pos = getPos _v1 _veh2pos = getPos _v1 _veh3pos = getPos _v1 _veh4pos = getPos _v1 _veh5pos = getPos _v1 _veh6pos = getPos _v1 _veh7pos = getPos _v1 _veh8pos = getPos _v1 _veh9pos = getPos _v1 deletevehicle _v1 #---SETUP THE CAMP--- campTruck setPos [(_pos select 0), (_pos select 1)]; campCrates setPos [(_pos select 0) + 15, (_pos select 1) - 7]; campFire setPos [(_pos select 0) + 20, (_pos select 1) + 20]; ?((daytime > 18) || (daytime < 5)): campFire inflame true campTent0 = "CampEast" createVehicle [(_pos select 0) + 10, (_pos select 1) + 10]; campTent1 = "MASH" createVehicle [(_pos select 0) + 10, (_pos select 1) + 3]; campTruck setVelocity [0.2, 2.0, 0.2] playerx setPos [(_pos select 0) + 10, (_pos select 1) + 10]; #---load group status--- _z = units group player _r = 0 ?(rollcall >= 0):(_z select 0) loadStatus "p0"; _r = _r + (rating (_z select 0)); (_z select 0) addrating -(rating (_z select 0)); ?(rollcall >= 1):(_z select 1) loadStatus "p1"; _r = _r + (rating (_z select 1)); (_z select 1) addrating -(rating (_z select 1)); ?(rollcall >= 2):(_z select 2) loadStatus "p2"; _r = _r + (rating (_z select 2)); (_z select 2) addrating -(rating (_z select 2)); ?(rollcall >= 3):(_z select 3) loadStatus "p3"; _r = _r + (rating (_z select 3)); (_z select 3) addrating -(rating (_z select 3)); ?(rollcall >= 4):(_z select 4) loadStatus "p4"; _r = _r + (rating (_z select 4)); (_z select 4) addrating -(rating (_z select 4)); ?(rollcall >= 5):(_z select 5) loadStatus "p5"; _r = _r + (rating (_z select 5)); (_z select 5) addrating -(rating (_z select 5)); ?(rollcall >= 6):(_z select 6) loadStatus "p6"; _r = _r + (rating (_z select 6)); (_z select 6) addrating -(rating (_z select 6)); ?(rollcall >= 7):(_z select 7) loadStatus "p7"; _r = _r + (rating (_z select 7)); (_z select 7) addrating -(rating (_z select 7)); ?(rollcall >= 8):(_z select 8) loadStatus "p8"; _r = _r + (rating (_z select 8)); (_z select 8) addrating -(rating (_z select 8)); ?(rollcall >= 9):(_z select 9) loadStatus "p9"; _r = _r + (rating (_z select 9)); (_z select 9) addrating -(rating (_z select 9)); ?(rollcall >= 10):(_z select 10) loadStatus "p10"; _r = _r + (rating (_z select 10)); (_z select 10) addrating -(rating (_z select 10)); ?(rollcall >= 11):(_z select 11) loadStatus "p11"; _r = _r + (rating (_z select 11)); (_z select 11) addrating -(rating (_z select 11)); ?(rollcall >= 12):(_z select 12) loadStatus "p12"; _r = _r + (rating (_z select 12)); (_z select 12) addrating -(rating (_z select 12)); player addrating (_r / 3) _c = 0 #damLoop ?(_c > (rollCall)): goto "endDam" ?(damage (_z select _c) > 0.9): deletevehicle (_z select _c); _c = _c + 1 goto damLoop #endDam #---load "garage"--- ?(numvehicles >= 1): _x = veh0 createVehicle _veh0pos; clearWeaponCargo _x; clearMagazineCargo _x; ?(numvehicles >= 2): _x = veh1 createVehicle _veh1pos; clearWeaponCargo _x; clearMagazineCargo _x; ?(numvehicles >= 3): _x = veh2 createVehicle _veh2pos; clearWeaponCargo _x; clearMagazineCargo _x; ?(numvehicles >= 4): _x = veh3 createVehicle _veh3pos; clearWeaponCargo _x; clearMagazineCargo _x; ?(numvehicles >= 5): _x = veh4 createVehicle _veh4pos; clearWeaponCargo _x; clearMagazineCargo _x; ?(numvehicles >= 6): _x = veh5 createVehicle _veh5pos; clearWeaponCargo _x; clearMagazineCargo _x; ?(numvehicles >= 7): _x = veh6 createVehicle _veh6pos; clearWeaponCargo _x; clearMagazineCargo _x; ?(numvehicles >= 8): _x = veh7 createVehicle _veh7pos; clearWeaponCargo _x; clearMagazineCargo _x; ?(numvehicles >= 9): _x = veh8 createVehicle _veh8pos; clearWeaponCargo _x; clearMagazineCargo _x; ?(numvehicles >= 10): _x = veh9 createVehicle _veh9pos; clearWeaponCargo _x; clearMagazineCargo _x; clearWeaponCargo campTruck; clearMagazineCargo campTruck; #------------- SET UP THE MISSION ------------------ #Decide mission type missType = "tank" _h = random 100 ?(_h <= 33): missType = "tank" ?(_h > 33 && _h <= 66): missType = "heli" ?(_h > 66): missType = "fuel" _towns = [town1, town2, town3, town4, town5, town6, town7, town8, town9, town10, town11, town12, town13, town14] _posMark = ["a_1","a_2","a_3","a_4","a_5","a_6","a_7","a_8","a_9","a_10","a_11","a_12","a_13","a_14","a_15","a_16","a_17","a_18","a_19","a_20"] #******************* GET NEAREST 4 TOWNS********************** _r = 0 _newTowns = [] #l0 _cnt = 0 ?((count _newTowns) >= 4): goto "endl" #l1 ?_cnt >= (count _towns): goto "h"; _dist = (_towns select _cnt) distance campCentre ?_dist <= _r: _newTowns = _newTowns + [(_towns select _cnt)]; _towns = _towns - [(_towns select _cnt)] _cnt = _cnt + 1 goto "l1" #h _r = _r + 50 goto "l0" #endl _towns = _newTowns #******************* GET NEAREST 4 TARGET MARKERS********************** _r = 0 _newMark = [] _num = 4 _cursor = "logic" createvehicle getPos player #b0 _cnt = 0 ?((count _newMark) >= _num): goto "endb" #b1 ?_cnt >= (count _posMark): goto "x" _cursor setPos getMarkerPos (_posMark select _cnt) _dist = _cursor distance campCentre ?_dist <= _r: _newMark = _newMark + [(_posMark select _cnt)]; _posMark = _posMark - [(_posMark select _cnt)] _cnt = _cnt + 1 goto "b1" #x _r = _r + 50 goto "b0" #endb _posMark = _newMark text1 = format["%1", _newMark] #*******************SELECT A SINGLE MARKER***************** #Remove the past 3 bases... _posMark = _posMark - mk1 _posMark = _posMark - mk2 _posMark = _posMark - mk3 _array = _posMark _temparray = _array _newarray = [] while "count _temparray > 0" do {_acount = (count _temparray);_rand = random _acount;_rand = _rand - (_rand mod 1);_moveitem = _temparray select _rand;_newarray = _newarray + [_moveitem];_temparray = _temparray - [_moveitem]} _posMark = _newarray base = _posMark select 0 [(getMarkerPos base)]exec "baseGen.sqs" #**********************************RANDOMLY SHUFFLE ARRAY******************** _array = _patrol #shuffle _temparray = _array _newarray = [] while "count _temparray > 0" do {_acount = (count _temparray);_rand = random _acount;_rand = _rand - (_rand mod 1);_moveitem = _temparray select _rand; _pos = [(getpos _moveitem select 0) + - 150 + random 300, (getpos _moveitem select 1) + - 150 + random 300 , 1]; _moveitem setpos _pos; _newarray = _newarray + [_moveitem];_temparray = _temparray - [_moveitem]} patrol = _newarray #**************************now add traffic************************ _r = 0; [[getPos (_towns select 0), getPos (_towns select 1), getPos (_towns select 2), getPos (_towns select 3)]]exec "traffic.sqs" #______ _n = random(4); _n = _n - (_n mod 1); _town = _towns select _n; _towns = _towns - [_towns select _n]; _n = random(3); _n = _n - (_n mod 1); _townb = _towns select _n; startTown = _town escapeTown = _townb #townChosen #generalguy = "generalE" CreateUnit [startTown, (_this select 0), "", (random 1), "Captain"]; #[guber, 1] setWPPos [(getpos (startTown) select 0), (getpos (startTown) select 1)]; #leader guber addweapon "ak47" #guber setbehaviour "safe" "targ" setmarkerpos [99999,0] "targ" setmarkerpos getMarkerpos base "startMarker" setmarkerpos getPos player #endz
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Wat? Are we supposed to step back from our mouse and keyboard and start acting all this shit out? How is this supposed to work?
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Very poor performance in map.
chipper replied to mordeaniischaos's topic in ARMA 2 & OA - TROUBLESHOOTING
Please post the full specs on your computer and maybe we can help you out. But I do feel your pain, every time I switch to the map I get low FPS as well. -
Will Bohemia finally improve ARMA's PVP to attract New Players?
chipper replied to LockDOwn's topic in ARMA 3 - GENERAL
Anyone remember PvP in the OFP days? Hexenkessel anyone? Just search youtube for "operation flashpoint CTF" Some Examples: - PvP worked in OFP and was great fun I do, I was in a few clans that would be playing PvP most nights vs other clans. It was a ton of fun. CTF/TDM/DM/C&H/ and especially CTI were all great to play in OFP and there were a large chunk of the MP community playing those game modes. Then ArmA came around, and introduced ridiculously clunky player animations that make any quick reaction PvP pointless and frustrating, PvP never really took off in ArmA because of this. It literally took about 5 seconds just to get a hand grenade off, I'm not saying BIS needs to make the game handle like CS but shit...we don't need long drawn out animations for chucking a frag. ArmA III could potentially have amazing PvP action bringing back the OFP glory days. But in my opinion it all rides on BIS making the controls less clunky and animations more streamlined/efficient and responsive, as long as they do that PvP should thrive on it's own. And of course the community making good PvP maps helps alot too. -
Excellent stealth mission reminds me of the OFP days, best played with 1-2 players IMO.
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Good to see all the old faces still here. Thanks Placebo for letting me back after that 1 and a half year ban!
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u can get it at a wal-mart near you TODAY!!! $42.95 i dont kno all the fancy specs but it shoots fully automattic baby RAMBO TIME ive only shot my brother in my backyard with it i do not kno its full range capabilities