All-a-Mort
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Everything posted by All-a-Mort
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Er...whoops where's the delete post key?
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ArmA2 / OA (low) performance issues
All-a-Mort replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Has anyone else had problems post-Reinforcements with an appreciable decline in visual quality? Since installing reinforcements (hopefully correctly, though it's possible it went wrong trying to install to the same folder as Arma II and OA and overwrote something) I am now finding that vegetation in particular looks weird, sort of like it's texture is a grid or mesh shape. It wasn't like that under stock Arma II or OA. This is a new install so no mods messing with things either: System specs: i5-2500k @3.3hgz (not overclocked yet as barely out the box) P8P67 Pro 8gb G.Skill Ripjaws X @1600mhz MSI 6950 2gb @800mhz with 6970 shaders unlocked. Samsung F3 1TB 7200rpm HDD -
Using ACE units/vehcles/weapons without ACE
All-a-Mort replied to zachhox's topic in ARMA - MISSION EDITING & SCRIPTING
Yeah, but the versions of things available external to ACE (so basically before ACE) are much older and tend to include bugs that were fixed with later work that fell under the ACE projects umbrella. -
Odd thing I have found with every release of the ADO units and weapons for Arma is that the guns all have that horrid 'line' style rifle tracer, regardless of whether rifle tracers are enabled in the options menu or not. Always wondered why, when the vast majority of weapons mods don't do that. And apologies for bumping a thread more than a bit stale now.
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Using ACE units/vehcles/weapons without ACE
All-a-Mort replied to zachhox's topic in ARMA - MISSION EDITING & SCRIPTING
I thought the ACE stuff was so interconnected that you can't just unplug bits of it? Certainly didn't work when I tried it. -
You could try Kegetys' Lowplants 1.1: http://www.armedassault.info/index.php?game=0&cat=news&id=183 And Durg's vegetation fix: http://www.armedassault.info/index.php?game=0&cat=news&id=196
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Task Force Helmand Modification
All-a-Mort replied to -Chris-'s topic in ARMA - ADDONS & MODS: DISCUSSION
Hasn't he moved onto Arma2 exclusively now? -
Damn well is on my PC. An urban setting would need an awful lot of objects on screen with no use for view difference or fog to tone it down. At the moment I get horrendeous lag on anything from the town sections of the default Arma maps to those of Opteryx's Avgani and Afghan Village...and barely any movement on Sakakah Al Jawf. And while my PC isn't that modern anymore (maybe 2 years old) it certainly isn't that bad and hasn't that problem with numerous other games I use it for. And my settings are hardly cranked up and resolution is pretty low. I had not thought I was in such a minority.
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Strikes me you may as well do it for Arma 2 instead. Partly cos of the forthcoming desert stuff, but also because urban stuff in Arma is lag city (if you pardon the pun), and to get a decent experience you tend to need a pretty modern hi-spec PC, in which case you're probably better off with Arma2 anyway (at least I gather most people still playing Arma are doing so because they don't want to buy a whole new rig or their current one wouldn't run A2 at all well).
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Problems with ai using satchel charges
All-a-Mort posted a topic in ARMA - MISSION EDITING & SCRIPTING
A while ago I started playing around with a scenario on the Razani map, with a group including two Sabateurs (to allow for one being killed) moving up stealthily to one of the radio towers, killing the few guards, laying a couple of charges and moving on to a nearby spot to touch them off. Now I named the sabateurs as Sab1 and Sab2 and put in the waypoint at the intended target location's Activation field: Sab1 fire ["PipebombMuzzle", "PipebombMuzzle", Pipebomb]; Sab2 fire ["PipebombMuzzle", "PipebombMuzzle", Pipebomb]; And in the activation field of the waypoint after they lay the charges and move on: Sab1 action ["TOUCHOFF", Sab1]; Sab2 action ["TOUCHOFF", Sab2]; Now regardless of whether the above is exactly what I wrote (just copied that from Mr Murray's guide to write this post) what I used worked at first as expected, but now some months later, odd things are happening. The units either refuse to move to the first waypoint, or having done so refuse to lay a charge or move on, or on one occasion only 3 moved on to the next waypoint. Since I haven't changed anything in the instructions and know that my sabs have charges in their inventory, I can't work out what is going wrong. Is this more Arma random Ai glitching and would I be better just faking them laying a charge by just having one be created on site when any of group gets in the target vicinity? -
Is it possible at all to make a unit a medic when he isn't of that class? (no I'm not using ACE). I ask because some of my favourite modded units don't have a medic class in them which is unfortunate. Is there a way to either add one somehow or use a script or something?
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Making a unit a medic?
All-a-Mort replied to All-a-Mort's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Sorry, my bad :( I posted this originally in the wrong place...just hadn't realised til now and thought it best not to create another thread. Not much point adding a config to this, as all i did was add the line that ProfTournesol suggested. I probably need to try doing the same for a few different ones to see if the error I get is solely for advarks(sp?) stuff. -
Making a unit a medic?
All-a-Mort replied to All-a-Mort's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Hmmm, been ages since I started this thread and then gave up. But today I was trying to make one of the units in the groovy Multicam SF addon a medic as well (for a PJ) but can't get it to work: I tried, by using PboView to extract the files, armaunbin to convert the config.bin into a .cpp and after adding the attendant = "true" line to one of the units re-binned it and repacked it using the same programs, but got a series of errors with weapons for the whole multicamsf bunch being missing after a \weapons\ and \tex\ error (seriously that's what it said.). Is there something obvious I did wrong? -
I tried doing that, by using PboView to extract the files, armaunbin to convert the config.bin into a .cpp and after adding the attendant = "true" line to one of the units re-binned it and repacked it using the same programs, but got a series of errors with weapons for the whole multicamsf bunch being missing after a \weapons\ and \tex\ error (seriously that's what it said.). Is there something obvious I did wrong?
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Making a unit a medic?
All-a-Mort replied to All-a-Mort's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Ok, so presuming I am meant to be editing the config.bin file in the pbo of a unit addon, where do I add the attendant line? At the moment I can't even properly read the file (is there a better program to read it in than notepad?), it appears rather garbled with little evidence of any systematic arrangement. -
Making a unit a medic?
All-a-Mort replied to All-a-Mort's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Er ok, so that means I have to unpack the pbo of the addon I want to add a medic to and edit the cfg file and then repack it into a pbo again? Does that sound right? Thing is, am I adding a line to the config (in which case where on earth do you put it?) or just changing a line? -
Pardon my asking, but did you guys ever make a supressed version of the FN2000? I noticed it was talked about in the past (in relation to special forces units).
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I had to do this to get 1.15 to install...took me ages to figure that out.
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I don't think he means human squad members, rather his AI squad that he issues commands to. Probably academic anyway, as after posting the dead people picture he appears to have been banned.
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Seems amazing to me that modders have made multiple versions of Seals, SF, SAS etc, but never any Rangers (at least none that I've come accross).
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HiFi Novus Aevum - modular sound conversion
All-a-Mort replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
Er quick question Mark re: the installer. I renamed my Hifi folder to a shorter name (wouldn't fit in my bloated command line otherwise). Do I need to turn it back to the original before running the installer, lest it install things in the wrong place otherwise? -
FYI I'm getting an error stating the files (.pbo and .txt) in the 1.0 download (both the original link and Armaholic's ones) are corrupt. I'm opening them using winrar.
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HiFi Novus Aevum - modular sound conversion
All-a-Mort replied to Mark XIII (DayZ)'s topic in ARMA - ADDONS & MODS: COMPLETE
Some great stuff in this soundmod, just not one to use with headphones...ouch my ears! The tanks and M249 and M240 sounds nearly deafened me! One small question though, is it just me or do the supressed weapons (m4s) sound more 'clicky' than in the last release of HIFI? Not that I know anything about guns at all, but I was under the impression that the report of a weapon fired with a supressor isn't really much more quiet. Seems to be less 'punch' with the new ones than before, making them a bit Hollywood. Not a criticism (what the heck do I know?), just curious why the change. -
Just managed to get this thing running. Damn it's fun. The software works really well, even picking up my rapidfire speech and idiosyncratic choice of commands. I've had to just set the activation to always on, either before launching the game or by switching when in the map screen (I find my PC is happier to switch from the map than in game normally), because I couldn't find an easy key press to use that either wasn't already mapped to something else or require multiple keypresses. Out of interest what keys are people using to toggle it?
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Any chance of doing a comms type guy based on Johnnys SF Communications Sergeant? Some photos suggest USAF Special Tactics Combat Controllers are wearing multicam, like this dude: http://www2.afsoc.af.mil/news/story.asp?id=123129326 It'd be nice to have a decent CCT guy with radio backpack or something to stick in with the ODA teams for handling air support.