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chipper

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Posts posted by chipper


  1. 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.


  2. 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.


  3. This always seemed to happen once in awhile in ARMA 2 and Dayz, but now it's happening constantly in ARMA 3.

    Upon joining a game, I will get "no message recieved" within 1-10 minutes. The really strange thing is when this happens, MY ENTIRE INTERNET GOES OUT! It kicks me and my room mates internet off completely. I have a high speed connection with good bandwidth and this does not happen with anything else but ARMA 2, DAYZ, and most frequently ARMA 3. I would really appreciate help.

    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.


  4. After two painful hours, I finally made it to purchase the supporter version from store.bistudio.com. I receive the order confirmation to my email with a link saying "Download link for Arma 3 Supporter Edition - Steam version is HERE"

    Click... and I find myself again at store.bistudio.com website saying "No purchase of this product found in your account. Please contact support@bistudio.com

    Fatal ERROR. Contact support@bistudio.com ".

    Jesus... Why didn't they allow us to buy Supporter version from Steam directly? Greediness? Still waiting for the download link to work..

    Same exact situation here, I can even see the charge from BIS on my debit card.


  5. 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,

    and you must remove the #loop and goto "loop" and replace it with a valid looping system.

    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


  6. 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.


  7. Moderators have permently banned CodeSkyWolf, the author of this thread because they believe he is connected to some kind of warez clan (or something like that). Funny how he is accused of that when he is the same guy trying to beat that kind of crap?

    He won't be able to update this thread anymore i'm afraid.

    he deserved it he's a cunt face

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