-
Content Count
402 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by evilnate
-
This is and allways has been my favorite arma movie/video. Denversson did a SUPER job for this being his first arma video. He does a awesome job in picking the music, picking the camera angles, and just about everything else. I searched through 36 pages of youtube videos to find it so I can show you guys. It's called
-
Thanks for sharing Dslyecxi! It sure is cool to see what happens when the government throws tax revenue into simulators.
-
There is a program which "virtualise" your face?
evilnate replied to Benoist's topic in ARMA - GENERAL
I wish some technology expert would make a easy to use web based wire frame model that we could wrap our face.jpg around. Just think about it, in one window you see your face.jpg on the wire frame, and in your picture editor you make your changes and click save, refresh and vollia - you see your changes. -
I agree with this statement 100%. I also feel that the A-10's flight model needs to be tweaked.
-
My sys: C2D E6600 2GB DDR2 2X 1900 XTX in crossfire 2X 72GB Raptors in raid 0 I too have noticed that CF doesn't do anything to help performance. The fix for getting arma to run better is to rename arma.exe to something else?? Thanks.
-
You know you've been playing arma with trackir too much when your driving and check your blind spot by turning your head and keeping your eyes focused directly in front of your vehicle.
-
I'm pretty sure it's a publishers basic operating procedure. If Atari was the sole publisher for this game, 1.08 wouldn't be out yet. Most publishers will test patches from their devs before they approve it for their customers. If there is a problem, or they think the patch isn't good enough they will ask the devs to try again. Rock = OMG why would atari release a patch that doesn't work?? Hard place = OMG why is atari not releasing the patch??
-
As far as I know the only effective way of making any server 100% cheat free is to play with people you've built up a trust level with. Currently teamspeak is a better voip solution and it's a great way to build a good community.
-
I <3 my SAR-1 / AK-47. Accurate enough to hit a average sized peice of firewood @ 200 yrds. several times over. /my 2c
-
I am using a SQS script that has several types of weapon loadouts so if I want to make a change to the loadout, it can be done globaly instead of each units' init fields. The problem I am having is that this only works as a local server (i.e. clicking preview, listen server) but not on a dedicated server. There is a gamelogic named "server" as well. If someone could explain my problem I would love it! Here is the script that is called: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; ***************************************************** ; EXAMPLE: ; Type this code into the INITIALIZATION box of the crate. ; [this,"light" or "heavy"] Exec "loadout.sqs" ; ***************************************************** ; Get the parameters given _crate = _this Select 0 _loadout = _this Select 1 goto _loadout #eastheavy clearmagazinecargo _crate clearweaponcargo _crate _crate AddWeaponCargo ["AK74",10] _crate AddWeaponCargo ["AK74GL",10] _crate AddWeaponCargo ["AKS74U",10] _crate AddWeaponCargo ["AKS74UN",10] _crate AddWeaponCargo ["PK",10] _crate AddWeaponCargo ["SVD",10] _crate AddWeaponCargo ["KSVK",10] _crate AddWeaponCargo ["Makarov",10] _crate AddWeaponCargo ["MakarovSD",10] _crate AddWeaponCargo ["RPG7V",10] _crate AddWeaponCargo ["STRELA",10] _crate AddWeaponCargo ["NVgoggles",50] _crate AddWeaponCargo ["Binocular",50] _crate AddMagazineCargo ["30Rnd_545x39_AK",50] _crate AddMagazineCargo ["30Rnd_545x39_AKSD",50] _crate AddMagazineCargo ["FlareWhite_GP25",20] _crate AddMagazineCargo ["FlareGreen_GP25",20] _crate AddMagazineCargo ["FlareYellow_GP25",20] _crate AddMagazineCargo ["SmokeShellRed",20] _crate AddMagazineCargo ["SmokeShellGreen",20] _crate AddMagazineCargo ["SmokeShell",20] _crate AddMagazineCargo ["1Rnd_HE_GP25",50] _crate AddMagazineCargo ["FlareRed_GP25",20] _crate AddMagazineCargo ["100Rnd_762x54_PK",50] _crate AddMagazineCargo ["10Rnd_762x54_SVD",50] _crate AddMagazineCargo ["5Rnd_127x108_KSVK",50] _crate AddMagazineCargo ["8Rnd_9x18_Makarov",50] _crate AddMagazineCargo ["8Rnd_9x18_MakarovSD",50] _crate AddMagazineCargo ["PG7V",50] _crate AddMagazineCargo ["PG7VR",50] _crate AddMagazineCargo ["STRELA",50] _crate AddMagazineCargo ["Pipebomb",50] _crate AddMagazineCargo ["HandGrenade",50] _crate AddMagazineCargo ["Mine",50] _crate AddMagazineCargo ["MineE",50] goto "done" #westheavy clearmagazinecargo _crate clearweaponcargo _crate _crate AddWeaponCargo ["M16A2",10] _crate AddWeaponCargo ["M16A2GL",10] _crate AddWeaponCargo ["M4",10] _crate AddWeaponCargo ["M4GL",10] _crate AddWeaponCargo ["M4AIM",10] _crate AddWeaponCargo ["M4A1SD",10] _crate AddWeaponCargo ["M4SPR",10] _crate AddWeaponCargo ["M4A1",10] _crate AddWeaponCargo ["M4A1GL",10] _crate AddWeaponCargo ["G36K",10] _crate AddWeaponCargo ["G36C",10] _crate AddWeaponCargo ["G36A",10] _crate AddWeaponCargo ["MP5A5",10] _crate AddWeaponCargo ["MP5SD",10] _crate AddWeaponCargo ["M249",10] _crate AddWeaponCargo ["M240",10] _crate AddWeaponCargo ["M24",10] _crate AddWeaponCargo ["M107",10] _crate AddWeaponCargo ["M9",10] _crate AddWeaponCargo ["M9SD",10] _crate AddWeaponCargo ["M136",10] _crate AddWeaponCargo ["JAVELIN",10] _crate AddWeaponCargo ["STINGER",10] _crate AddWeaponCargo ["LaserDesignator",10] _crate AddWeaponCargo ["NVgoggles",50] _crate AddWeaponCargo ["Binocular",50] _crate AddMagazineCargo ["30Rnd_556x45_Stanag",50] _crate AddMagazineCargo ["30Rnd_556x45_StanagSD",50] _crate AddMagazineCargo ["FlareWhite_M203",20] _crate AddMagazineCargo ["FlareGreen_M203",20] _crate AddMagazineCargo ["FlareYellow_M203",20] _crate AddMagazineCargo ["SmokeShellRed",20] _crate AddMagazineCargo ["SmokeShellGreen",20] _crate AddMagazineCargo ["SmokeShell",20] _crate AddMagazineCargo ["20Rnd_556x45_Stanag",50] _crate AddMagazineCargo ["1Rnd_HE_M203",50] _crate AddMagazineCargo ["FlareRed_M203",20] _crate AddMagazineCargo ["30Rnd_556x45_G36",50] _crate AddMagazineCargo ["200Rnd_556x45_M249",50] _crate AddMagazineCargo ["100Rnd_762x51_M240",50] _crate AddMagazineCargo ["5Rnd_762x51_M24",50] _crate AddMagazineCargo ["10Rnd_127x99_M107",50] _crate AddMagazineCargo ["30Rnd_9x19_MP5",50] _crate AddMagazineCargo ["30Rnd_9x19_MP5SD",50] _crate AddMagazineCargo ["15Rnd_9x19_M9",50] _crate AddMagazineCargo ["15Rnd_9x19_M9SD",50] _crate AddMagazineCargo ["M136",50] _crate AddMagazineCargo ["JAVELIN",50] _crate AddMagazineCargo ["STINGER",50] _crate AddMagazineCargo ["Pipebomb",50] _crate AddMagazineCargo ["HandGrenade",50] _crate AddMagazineCargo ["Mine",50] _crate AddMagazineCargo ["MineE",50] _crate AddMagazineCargo ["LaserBatteries",30] goto "done" #westlight clearmagazinecargo _crate clearweaponcargo _crate _crate AddWeaponCargo ["M4SPR",2] _crate AddMagazineCargo ["30Rnd_556x45_Stanag",20] _crate AddMagazineCargo ["20Rnd_556x45_Stanag",20] _crate AddMagazineCargo ["5Rnd_762x51_M24",20] _crate AddMagazineCargo ["Pipebomb",20] goto "done" #westlrsniper removeallweapons _crate _crate AddMagazine "10Rnd_127x99_M107" _crate AddMagazine "10Rnd_127x99_M107" _crate AddMagazine "10Rnd_127x99_M107" _crate AddMagazine "10Rnd_127x99_M107" _crate AddMagazine "10Rnd_127x99_M107" _crate AddMagazine "10Rnd_127x99_M107" _crate AddWeapon "M107" _crate AddMagazine "Pipebomb" _crate AddMagazine "Pipebomb" _crate AddMagazine "HandGrenade" _crate AddMagazine "SmokeShellRed" _crate AddWeapon "Binocular" goto "done" #westofficer removeallweapons _crate _crate AddMagazine "30Rnd_556x45_Stanag" _crate AddMagazine "30Rnd_556x45_Stanag" _crate AddMagazine "30Rnd_556x45_Stanag" _crate AddMagazine "30Rnd_556x45_Stanag" _crate AddMagazine "30Rnd_556x45_Stanag" _crate AddMagazine "30Rnd_556x45_Stanag" _crate AddWeapon "M16A2" _crate AddMagazine "M136" _crate AddMagazine "M136" _crate AddWeapon "M136" _crate AddMagazine "SmokeShellRed" _crate AddMagazine "SmokeShellRed" ;_crate AddWeapon "SmokeShellRed" _crate AddWeapon "Binocular" goto "done" #done exit
-
Weapon & Ammo Loadout Scripts
evilnate replied to evilnate's topic in ARMA - MISSION EDITING & SCRIPTING
From now on I will stop using examples and explain exactly what i'm trying to do to avoid any more confusion. I am actualy wanting to add the "westlight" loadout to a unit. It works on a local server but not a dedicated server. I'll just have to assume that this is a bug with the game and *hope* that it gets fixed in the next patch. I've been running into all sorts of bugs with arma, very frustrating indeed... Thanks for trying to help me Kyle! -
Weapon & Ammo Loadout Scripts
evilnate replied to evilnate's topic in ARMA - MISSION EDITING & SCRIPTING
Sorry for not being clear. I am not wanting to add this loadout to a ammo crate, just the unit that is execing the script. I want the unit to have this loadout on his persons when the mission starts. Again, it does work on a local server, just not dedicated environment. -
Weapon & Ammo Loadout Scripts
evilnate replied to evilnate's topic in ARMA - MISSION EDITING & SCRIPTING
"weastheavy" was a typo and p2 was a example of the playable unit's name instead of a crate. The way the script is actualy being executed in the mission is adding this in the playable unit's init field. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this,"westheavy"] Exec "ammo.sqs" Everything works fine in the editor and making a new server in game, just don't know why it won't work in a DS enviroment. -
Weapon & Ammo Loadout Scripts
evilnate replied to evilnate's topic in ARMA - MISSION EDITING & SCRIPTING
I am am execing from each units' init field, but not every single unit. Is there a more logical way? I've also tried execing in the init.sqs (i.e. [p2,"weastheavy"] exec "ammo.sqs"; ) and no dice. Thanks for update, I've read this recommended before a long time ago and have been adding it coop misisons "just because". I'll have to read up more about it and learn it's true function. -
Will you please share your discovery? I am still having problems and I am not 100% why but I suspect it might have something to do with teamspeak. If someone is speaking in game while I am loading arma, it sort of skips the sound (think max headrom) and crashes. Although sometimes I will reboot and not have anything open besides ati's CCC and still have crashes (minus the skipping sound). Maybe I should just wait till 1.07 final is released and enjoy the nice weather outside. Â
-
i got banned from like the only populated american
evilnate replied to Swatman's topic in ARMA - MULTIPLAYER
If you want a chance at getting unbanned... 1.) Avoid refering to BDA admins as douche bags. 2.) Located the website and PM the banning admin (or breeze) and explain what happened. 3.) Display maturity and respect in your messages and relax. I'm sure BIS doesn't like topics in their forums about these types of situations. www.thebeerdrinkingassassins.com -
Which driver are you thinking of? All of them?
-
I am having the same problem, at times. System: WinXP home SP2 C2D E6600 MSI P5W-DH Deluxe 2GB DDR2 2X WD 72G 10krpm (striped set) 2X 1900 XTX (crossfire) SB audigy 2 ArmA US 1.06 TSR progs: Ati CCC teamspeak - tried without load too TrakIR v.4.1.030 - tried without load too This is on a fresh installation of windows XP with all current drivers. I reinstalled windows as a attempt to fix this problem.
-
Norrin, your getting close buddy! I did find a problem with the previous (disabled AI, everyone revives) version and since it's not logged as a fix I will assume it escaped you? The problem I had was that when someone was shot, they wouldn't go to "spectate mode", they would be stuck in a looped change weapon animation mode until someone could come over and revive. This is happening with my 1.06 US version. I'll try the latest version and give feedback as allways. Â
-
It's true that if I change disableAI to zero and launch the mission the errors go away, but if you disable any AI in the "slotup" screen you get the same script errors. I am in no way a script expert, but it seems like if you call and define the _units in revive.sqf and onConnect.sqf after the mission starts the intro, then keeps checking and updating the _units array while the game is in progress that might help.
-
Hey norrin, so far so good but I seem to be having some of the same script errors as before. Great job so far! <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">`scaler |#|bool array string 0xe0ffffef` missing; Here is my WIP mission that is using your script. Demolicious beta 1.2
-
Yes, I get that feeling alot when I play. The next level is when your playing with a squad on team speak and operating as a unit. Geeky goodness!
-
I've added this to a mission i'm making to test it out and I notice the constant script errors also. The only major bug I can see that plus you miss alot of equipment after your second revive (i.e. nvgoggles, pipebombs, binocs). I really wish I knew scripting better so I could help, I think revive/tag respawn scripts are grand.
-
Revive & Kegetys Spectating Script v1.01
evilnate replied to squeeze's topic in ARMA - MISSION EDITING & SCRIPTING
I think it would be fanfackingtastic if someone could get this going without bugs! Do we have a super-scripter that can help make this a solid addition? Please? -
I would like to edit the player's group names from the default 1-1-A, 1-1-B, etc. to something like "sniper team" or "spawns near base". I've seen this done on a mission, but I forgot which one. I've searched the bis wiki but came up empty handed. Does anyone know how to do this?