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Everything posted by Comrade12
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I downgraded from vista to xp and all probs fixed.
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I think it does not have a "far away texture" lod. But when you get close to it. The texture is back to normal. Unless you changed your ofp settings were the lod is. If your using the same pz4 Im using from the ww2 collection pack.
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I think I have 64bit. I remembered when it did work. When I would turn on hardware acceleration the sounds would sound cleaner and would be more precise. The only draw back was that some sounds wouldnt be heard as good. I think EAX makes sounds become distorted when like a tank is behind a building or around a hill. Is it possible to just change my sound drivers? I would do it right now but, I cant backup my drivers because the download servers at realtek dont work! They need to fix that.
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Eax and hardware acceleration use to work. Sometimes I could only turn one on at a time. Could I try different drivers? Or should I get another sound card? thanxs
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Wow! these are really awsome. By the way I just looked and saw that 23,592 km spans EUROPE. Geeze thats huge. That would mean some epic cti lol.
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Anyone use to play this? Â SP was my favourite strategy game back in the day. I found a site that has all the goodies of the original and alot of cool immersive features. Heres the site http://www.shrapnelgames.com/SPCamo/wSPMBT/6.htm Oh yeah its free to! Its definetely worth checking out. Theres a ww2 one to. 1930-1946 http://www.shrapnelgames.com/SPCamo/wSPWW2/6.htm note.. The game is does not run well with most vista owners and you cant play full screened or you will get lag. Read the forums.
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I saw in some of the screen shots of a self propelled gun. From my experience playing ofp the AI did not use them correctly. You would tell them to move somewhere and they would never stop turning left and right ect. Is this so in Arma to? Good luck on your mod as the ffurr were awsome in almost every way.
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When aircraft are bought do they start in the sky?
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What would be the modifier to make the AI defend more often? I think the ai sitting in the streets instead of moving into the nearby building breaks the immerssion. I shortend the code because it would take up half this page lol! SLX_Busy=SLX_Busy - [_group];vehicle leader _group domove getpos vehicle leader _group if(SLX_Debug>1)then{if(format["%1",defend_sqs]==SLX_Null)then{defend_sqs=0}; defend_sqs=defend_sqs - 1; player globalchat format["exit defend_sqs %1 %2", defend_sqs, _this]} leader _group enableAttack true; exit ; Make a squad of AI's garrison nearby buildings. ; Use: [Group,TargetGroup] exec (SLX_GL3_Path+"s\SLX_Garrison.sqs") ; Group is the group to have garrison a building. Target group is optional and will be used for the position to search for the building to garrison from, so that the attacking group will storm the building that the target group is in. ?(SLX_NoGarrison>0):exit _group=_this select 0 ;_stay=_this select 1 _tg=_this select 1 leader _group enableAttack false; if(SLX_DEBUG>3)then{if(format["%1",garrison_sqs]==SLX_Null)then{garrison_sqs=0}; garrison_sqs=garrison_sqs + 1; player globalchat format["garrison_sqs %1 %2", garrison_sqs, _this select 0]} SLX_Busy=SLX_Busy+[_group] ;player globalchat format["%1 garrisoning buildings %2", _this select 0, _this select 0] ;player globalchat format ["%1 %2 %3", _group, combatmode ((units _group) select 0), Behaviour ((units _group) select 0)] ; Check if target group is defined for building distance search, if not then use group to find closest building ;?(format["%1",_tg]==SLX_Null):_tg=_group ? (format["%1",(count (units _tg))]=="SCALAR"):_tg=_group _grpcnt=(count (units _tg)) - 1 _building=objNull _garrisoned=[] _inside_arr=[] _i=0 ; Start Garrison for a new building, reset number of spots #Start _i=0 ;_spotnum=40 _spotnum=-3 ; Find a building that hasn't been Garrisoned, if it's been Garrisoned find the closest building to the next unit that hasn't been Garrisoned, if no more units then exit. #FindBuilding ~0.05 ?_i>_grpcnt:goto "EndFind" _unit=((units _tg) select _i) ?format["%1",_unit]=="<null>":goto "EndFind" ;_building=nearestBuilding vehicle _unit _building=objnull {if( (isnull _building) && (((_x buildingpos 0) select 0)!=0) )then{_building=_x}} foreach (nearestObjects [vehicle _unit, ["building"], 200]) ?(SLX_DEBUG>3):player globalchat format["%1 garrison %2 %3 %4 %5 %6 %7 %8", _group, _tg, _unit, _i, _grpcnt,_building] ;player globalchat format["1 %1 %2 %3 %4 %5 %6 %7 %8", _group,_spotnum,_i,count units _group,_pos,_building] _i=_i + 1
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Nice island. Nice buildings. Love to playem!
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Modern Combat - SLX Mod version 1.1
Comrade12 replied to Big-Rooney's topic in ADDONS & MODS: COMPLETE
I found that out when I loaded it. sorrys -
Modern Combat - SLX Mod version 1.1
Comrade12 replied to Big-Rooney's topic in ADDONS & MODS: COMPLETE
1.01 Try this sites mirror. Should work. Awsome mod. http://ofp.4players.de/sys/index.php?p=news&area=1&newsid=547 The features are in the link. -
Hi sweet! Im definently going to try that stuff out. I have tried a bunch of different ways to get it to work and all I could acomplish was the ai buyng a jeep instead of a m113. Im just wanting the AI to buy diferent light vehicles instead of just one! Like a jeep, mgjeep,truck, and support units. The code just didnt have it in there. Thanks Im going to try this out right away!! Â Â Â Â Â Â Â Â Â Â Â Â Â EDIT:I get this error . '(addwestmannedVehicle== 0) |#|': Error Generic error in expression and the Ai do not buy light vehicles at all.
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Im working on some mfcti scripts and wanted to add in some vehicles the ai will buy. How would I go about doing this? this script is from "buylightapc" Last modified 5/21/3 ;Script usage:  [Group,true/false,Factory,Resources] Exec "BuyLightAPC.sqs" ;Use to make AI randomly purchase an APC. _side = _this Select 0 _group = _this Select 1 _teamPurchase = _this Select 2 _factory = _this Select 3 _resources = _this Select 4 ? (_side == east):goto "BuyEast" #BuyWest _vehicleType = M113Type [_side,_factory,_vehicleType,noScript,_group,_teamPurchase] Exec "Main\BuyVehicle.sqs" Exit #BuyEast ;Add APCS here. Exit              Edit: Could I just add another vehicle type right after _vehicleType = M113Type and whats up with add east apcs here. thanks for any help!
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Modern Combat - SLX Mod version 1.1
Comrade12 replied to Big-Rooney's topic in ADDONS & MODS: COMPLETE
Is it me or are all the links not working to download this mod? -
Arma 2 should have alot of these features. Why else, on there site they write "Ultimate military simulation."
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Being a long time xp user the switch to vista was awkard because everything was complicated and a bunch of needless stuff. I was surprised ofp works with vista
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Realtek High definition audio 6.0.1.5548 The drivers are up to date.
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Mapfact releases DAC 2.0 for ArmA
Comrade12 replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
I use to get a out of memmory error to with vista so I took off all the fancy stuff and graphics. Went to Task manager and eraced all the programs that wernt being used besides Arma and the neccessary ones. hope any of  that might solve it.:) Also defragmenting and disc cleaning wont hurt.- 376 replies
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- dac
- dynamic ai creator
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Yeah on my vista I had the same problem. You can go to your ofp directory and look just under the adress bar or search you should see "compatible files". Click on it and it takes you to your user folder and that should have all your missions. Vista is such a pain!
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Awsome thanks. Those features just set ofp and arma from any other game I have played.
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GL3 Features: AI routines roughly follow Sun Tzu's "The Art of War." Calculations measuring strength: Morale (strength, skill of leaders, backup, etc), Weather(bad weather affects things, like aircraft and munitions), Terrain (higher altitude versus enemy = tactical advantage), Skill (of leaders, backup, units), Amount of Reinforcements/Support (supplies, arty, air, nearby squads, etc). Flow like water: Flow to low places(fight weak squads), stay and watch slightly higher places(wait and see), run away from high places(fall back and find a weaker spot). Is this featured in the GL3 for arma? Because I read nothing of this for the arma version.
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Dont mean to be rude but, do you guys have a release date to your mod? A beta maybe? Â
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Google ofp XR addons. or http://cr-ofp.dyndns.org/
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Can we get slx to work with mods like BW, DVD, PLA, or Ofpr. Is there a config that I could use? much thanks