Dawdler
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Everything posted by Dawdler
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Is there anyone else that have broken visibility setting in the demo??? I have tried to find some info about it, but found NOTHING. Arma is running horribly on my X2 3800+/X1800XT, average 20 fps at all normal settings (postproc low, AF disabled, AA low) and 10x7 resolution. Dropping it to very low you say? A gain of 6 or maybe 7 fps at 800x600 (yay). Setting it to very high? An ASTOUNDING drop of 2 fps. I have done every tweak in the book, changed variables (including manually lowered objects well below very low, lol... But that STILL doesnt produce many extra frames), added that maxmem setting in the shortcut, updated display, sound and CPU drivers, tweak everything I can imagine in the Catalyst Control Center for more speed... Nothing has changed. The only thing I cannot change, which should bring me the extra 5-10 fps average I need for at least playable performance, is visibility, cause it wont work. I've tried manually changing it, no effect. 500m or 10Km, it look the same and it got the same performance.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (macho_man_mathijs @ May 12 2002,13:32)</td></tr><tr><td id="QUOTE">I think it will be just like the desert-mod, we need to make a copy of ofp to another directory, then delete all the files we don't need. After that we install the mod and done! Ok this is time consuming, but it works very well and you basicly get 2 different programs so no conflicts between mods <span id='postcolor'> That is the best and only way I have found... Unless one use some sort of "Mod Switcher" which renames all files not used/used like renaming config.I44 to config.cpp and config.cpp to config.OFP... The same with the pbo files. Then with a click of "Standard OFP" it sets everything back to normal... But its also a cumbersome way, and needs pre built in support for each mod... The best would be if BIS decided to make it be able to run from a different folder, like HL does. But thats takes programming, and programmers dont seem to like that
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Do follow?
Dawdler replied to Tales_From_Topographic_Oceans's topic in OFP : MISSION EDITING & SCRIPTING
Theory coding: Use a continous script that every once in a while give the ais order to move to players location (quiet move order). They will follow you... if they get to close I suppose your dead anyway, so the thing with them all crowding around you you dont have to worry about. -
X- "Hey, lets place a player here" Y- "No, he should be over there" X- "Here I tell you, that works best" Y- "No it dont! THERE!" X- "Hey, I want it here, I place it here!" Y- "Youll ruin the whole mission you idiot!" *player unit keeps going back and forth over the screen depending on who grabs it first* X- "HEY! It dissapeared?" Z- "Yeah, I deleted it, the player starts up here"
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tex [uSMC] @ May 06 2002,07:05)</td></tr><tr><td id="QUOTE">look at their site for a while, and you will find that they havent even done any infantry models yet<span id='postcolor'> Well DUH! What do you expect, Oxygen has only been around a little while, and soldiers are way more complicated than a vehicle (a vehicle [normally] doesnt bend and distort, like a soldier does). The first vehicles are most just experimenting with Oxygen (the modellers got to learn everything you know). Btw, I have actually seen a model of a soldier, though not ingame.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (STS_SolidSnake @ May 05 2002,18:32)</td></tr><tr><td id="QUOTE">"Why is that guy Dawder always bothering me on the forum? He enjoys playing sick games with I44 newbies."<span id='postcolor'> You mean dude I still havent figured out why Askhan included that part of the FAQ in the first place, I wrote that as a joke and said it shouldnt be included
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">how beautiful . Great pic Dwalder!!<span id='postcolor'> GAAAAAAAAAAAAAH!! Everyone mispell my name. Dawder Dadle Dadel Dawler Dwalder DAWDLER! Btw, thanks It was a pain in the ass to make, the man kept sliding of the darn thing
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And not to forget my bonus image (I sat there enjoying the sunset when suddenly... I sensed something... Then a big FLASH! and out of nothing came a photo and landed at my feets )
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How to make an object stright or flat on ground?
Dawdler replied to swooper's topic in OFP : MISSION EDITING & SCRIPTING
mg setPos [getPos mg select 0, getPos mg select 1,getPos mg select 2 + height] just alter the height and the name (mg). -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bart.Jan @ May 03 2002,08:25)</td></tr><tr><td id="QUOTE">The script is fine. I think problem is with @unitready jeep2. Script is waiting until jeep is in exact location as px. Try : @(jeep2 distance px)<15<span id='postcolor'> @unitready reacts to when the unit is READY, not when it has moved to exact location (OFP movement isnt that exact). If it has moved there, it is of course ready. The unit can move to the pos? It should work then. A better way would be to simply make waypoints and then stop the jeep if the gunner dies...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">But I did find an .mp3 called Oxygen Thief made by Placebo. So did Placebo steal Oxygen?<span id='postcolor'> Not even a moderator is that stupid It probably has nothing to do with OFP... Have you checked it out?
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It will be very cool... But I wonder if its really any use... Well, maybe in the SP campaign, but in MP I doubt a pistol will be usefull.
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They refused you?! Why on earth have they done that?!! Even I got the contract (its still lying in a pile next to me, I changed my mind) and Im not even a modeller! I dont even have the lousiest model to show (well, actually I do, an old sten and a useless P51). But I never said that to them. Its odd. You should get it. Complain
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RedStorm @ April 29 2002,19:01)</td></tr><tr><td id="QUOTE">Well, yes, but that's your opinion.<span id='postcolor'> Of course, what would it be if not that? Thats what a forum is for
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Getting a units position
Dawdler replied to Espectro (DayZ)'s topic in OFP : MISSION EDITING & SCRIPTING
do a loop with setpos getpos. But Im not sure if it works since a smokeshell is kind of a fire and forget weapon (meaning you use it and thats it (the "object" aint there anymore). Kind of like trying to move an explosion). Though Im totally unsure, never tried it before -
One of OFPs big mysteries... (that means, no idea, tried it and didnt got anything out that I could find)
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RedStorm @ April 29 2002,12:58)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dawdler @ April 28 2002,14:39)</td></tr><tr><td id="QUOTE">But why on earth would one want artillery in a soldier sim? I mean, the best moments in OFP is when you go against an enemy squad, maybe a tank, not when you get mangled by an artillery piece from the other side of the island. Just as bombers, real artillery have no place in OFP. AT guns and smaller cannons I can agree on, but not huge ass artillery. Wouldnt be fun. When talking about the B52 someone said "overkill". I do believe a howitzer would be the same.<span id='postcolor'> Ugh, ermm...for your information, I don't think BIS ever stated OFP was a infantry simulator. They said it was a first person action war sim.<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Operation Flashpoint is a tactical combat action war game.<span id='postcolor'> Directly from Flashpoint1985 page I do not consider sitting in a howitzer capable of mangling a town in minutes to be "tactical", its pure aim,click,cross your thumbs (either you hit, or you dont, its unlikely a tank or a battlecruiser for that matter gets "hurt" from a modern howitzer shell). Neither do I think it to be "combat", because of its range. Or "action" for that matter, also because of its range. But yes, it is "war". Well, 1/4 aint all bad The point is that whatever vehicle you use in flashpoint, in whatever way, with increased range it gets less fun. It is not fun sitting in a howitzer when there is a war on the other end of the island. Why? Because you want to be in THAT war! That is the whole point
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Real arty in OFP would be so cool<span id='postcolor'> Yeah, it would be so fun to be able to shoot about 4x around the OFP world Think on it. Would it really be fun to sit in a howitzer on the southern most end of Everon, trying to hit a squad at the northern most end? Personally, I would prefer grabbing a Landwarrior rifle, jump into a Seahawk and jump behind enemy lines, avoiding tanks, getting up behind the infantry squad and let hell brake loose, feeling the adrenaline pumping every time I loose sight of an enemy... Compare that to sitting in a howitzer and crossing your thumbs hoping that you hit something.
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It has not been released, check out http://ofpinternals.megaforums.ru/index.php
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But why on earth would one want artillery in a soldier sim? I mean, the best moments in OFP is when you go against an enemy squad, maybe a tank, not when you get mangled by an artillery piece from the other side of the island. Just as bombers, real artillery have no place in OFP. AT guns and smaller cannons I can agree on, but not huge ass artillery. Wouldnt be fun. When talking about the B52 someone said "overkill". I do believe a howitzer would be the same.
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Shooting civilians and getting shot
Dawdler replied to Tales_From_Topographic_Oceans's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Why would they kill me for shooting civilians?<span id='postcolor'> I have said it before: OFP soldiers have a mind of their own! What would you do if your commander went nuts in a civilian town and started shooting everyone he see?! Stand and stare at it? They have done it earlier, when west and east joined forces to rid the world of all the evil cars on the island. Killers weighing tons I tell you. Especially empty ones, they can take a leap at you any time... -
Very serious multiplayer bug
Dawdler replied to PowerMage's topic in OFP : MISSION EDITING & SCRIPTING
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">If a player created a vehicle it appears for real on the map. But if the player goes away (1000m) then this vehicle will disappear. All it's data (position, dammage, etc...) will be stored in large arrays and if the player returns than this vehicle will appear again without the player noticing it has been away! So you can build 10 Tanks and leave them behind. They won't desturb the performance.<span id='postcolor'> Hm... One think that the game code should be faster than a script on this... And besides, you cant store ALL data in array, you cant reach it from a script. Anyway, it sounds like one cool mission (and btw, they probably wont consider that request as it has been requested 100000000 times and rejected 100000000) (Unless resistance bring really revolutionary netcode that is, but then they dont have to consider cause its already there ) -
Im sure you are sure
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RedStorm @ April 27 2002,10:20)</td></tr><tr><td id="QUOTE">I think that's managable, just add 9 bullets, but the ninth bullet does not fire, it just plays that *ping* sound.<span id='postcolor'> That doesnt make sense. You cant do that with OFP. What you can do for the Garand, is to script the pling... I will upload the core pling script after a little modification of my main script (its a thing that gives out pling script/any special script for units on the battlefield dynamically. I use it for MG overheat also. But I dont want that available for download yet.). Anyway, page at http://w1.855.telia.com/~u85528876/ though it will be take an hour or so until I can upload it... -Edit- Correction, the page wont be updated, so the address is http://w1.855.telia.com/~u85528876/GarandPling.Intro.zip for the example and a temporary pling sound (just replace with anything), exec is simple enough, just check the only unit on the field ) -Edit2- The pling wont start if you pick up the rifle without having the script started, of course, thats what my weapon-effects-giver-outer-script does, but it aint finished.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">if Invasion1944 doesn´t still have the tools i believe this is going veeeeeeeeeeeeeeeeery slow<span id='postcolor'> Here a one of my posts from the forum: Its the small things that count