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x582gr51

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Everything posted by x582gr51

  1. Yeah i would like to know about FPS if you have time for it please :)
  2. i'm not bragging at all there are far more better machines for sale out there... it's just that i bought what i was thinking was the ultimate Gaming PC when Arma 2 went out and i got really disapointed by the performance... I don't want this again
  3. Corsair Obsidian Series 900D Full Tower Window EATX NOPS Corsair 1200W AX Series ATX12V+EPS 140mm Fan ASUS RAMPAGE IV EXTREME X79 DD3 A+SR+GBL+BT Intel Core i7 3970X Six 3.46GHz 15.0MB HT S2011 Corsair Hydro Series H100i Performance Liquid Cooler - Kingston 32.0 GB DDR3-1600 CL9 (8 x 4.0) Kit ASUS - nVidia GeForce GTX TITAN 6.0GB 2xDVI HDMI DP SLI Intel 520 2.5" SSD 240GB SATA600 Western Digital - Raptor VelociRaptor 1.0TB 10K RPM SATA600 64MB LG Electronics BH14NS40 14X BD-R/RE SATA w/SW+LS OEM StarTech Memory Card Reader 3.5" Black Antec 120mm Blue LED Fan Windows 7 Ultimate OEM DVD 64-bit English
  4. x582gr51

    vehiclespawn  error>

    nm, after a few hours sleeping, i found the simple error.
  5. x582gr51

    vehiclespawn  error>

    I'm working on a mission using a vehicle spawning script but i get this error: Error <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> '_gunner = units _group select (count units _group -2)|#|': Error Zero divisor init <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> init="[this,2,500,sp_2] exec ""vehiclespawn\mechInfSpawnAI.sqs"""; script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; *************************************** ; mechanized infantry spawn script by Spankmeyer. original script was vehicle.sqs from i think ; General Barron. so most of the code was his! i just tweaked around and made it compatible ; with spawnman-script from Dr Strangelove! ; ; consider this script as part of the Spawnman scripts! without them it wont work! ; THIS ONE WORKS WITH AI. USE ONLY FOR EAST-GROUPS! ; ; easy example: put a group of infantry together with a vehicle a on your map (all must be grouped together!) ; and write in init-field of vehicle: [this, 2, 100] exec "vehicleSpawn\mechInfSpawnAI.sqs" ; the group will be respawned twice at original position of vehicle and will patrol around ; this position with a radius of 100. respawn will occur two times if vehicle was destroyed. ; ; put a group of infantry together with a vehicle a on your map (all must be grouped together!) ; and write e.g. [this,2,150,patrolpos,spawnpos] exec "vehiclespawn\mechInfSpawnAI.sqs" in the ; init field of vehicle. ; it means: this vehicle (and the infantry) will be spawned two times at spawnpos ; and it will patrol around patrolpos at a radius of 150m.; (except they have detected enemys (YOU!). ; then they will hunt them! (again YOU!) ; last parameter (spawnpos) is optional! ; if nothing is written here, they will spawn at original position. ; ; [obj,j,range,patrolpos,spawnpos] exec "vehiclespawn\mechInfSpawnAI.sqs" ; parameters: obj is vehicle (e.g.tank of mechanized infantry squad) ; J is number of respawns ; range is range of patrol around patrolpos. ; patrolpos(optional) is position for randpatrol-script used here. ; spawnpos (optional) position where respawns occur. if empty, original pos is used. ; *************************************** requiredVersion "1.91" ? not local Server : exit ~(random 1) +0.5 _obj = _this select 0 ; j is number of respawns _j = _this select 1 ; the next two parameters are for use in the randpatrol-script. _range = _this select 2 ;the next parameter is the patrolpos(optional) if nothing, then it patrols around its orig pos ;u could use moving or "teleporting" patrolpositions... ?(count _this > 3):_patrolpos = _this select 3 ?(count _this <= 3):_patrolpos = _obj ;the next parameter is the respawnpos (optional).u could even use moving or "teleporting" spawnpositions... ?(count _this > 4):_pos = getpos (_this select 4) ?(count _this <= 4):_pos = getpos _obj ; **************define some initvars for later use*********** _dir = getDir _obj _type = typeOf _obj _group = group _obj _teamscale = count units _group; _spawncount = 0 _crew = [] _inf = [] "_crew = _crew + [typeOf _x]" forEach crew _obj ; **************************build infantry-array************* _grparray = units _group _n = count _grparray _i = 0 #infarray ?(_i >= _n): goto "zeigmal" _unit = _grparray select _i ?(vehicle _unit != _unit): _i = _i + 1; goto "infarray" _inf = _inf + [typeof _unit] _unit exec "spawnman\patroldead.sqs" _i = _i + 1 goto "infarray" ; ***************************************TEST #zeigmal ;_zeigmal = count _inf ;hint format ["Number Of inf: %1", _zeigmal] ; *************************************** "_x addEventHandler [""Killed"", {(_this select 0) removeAllEventHandlers ""Killed""; deleteVehicle (_this select 0)}]" forEach crew _obj ;this is a bit complicated: if a patrolpos-parameter is given, a dummy-parameter ("1") is given to ;randpatrol. this dummy-parameter makes randpatrol updating the patrolpos in every loop. (if one ; wants to "move" the patrolpos for any reason...) if(count _this > 3)then{[_group,_range,4, _patrolpos,1] exec "spawnman\randpatrolAI.sqs";goto "clear"} [_group,_range,4, _patrolpos] exec "spawnman\randpatrolAI.sqs" #clear _t = 0 #alive ~3 ? not alive _obj : _delay = 60; goto "notalive" ; ******************part for remanning guns of vehicle********************* ?!(alive gunner _obj) and (count units _group >= count _crew): goto "mangun" ; **********************test ;_countgrp = count units _group ;hint format ["Number Of grp: %1", _countgrp] ; *********************** ? fuel _obj == 1 : goto "clear" ;? count crew _obj != 0 : goto "clear" ?(alive driver _obj) and (count units _group >= count _crew) : goto "clear" ? _t == 0 : _t = _time + 30 ? _t > _time : goto "alive" "_obj removeMagazine _x" forEach magazines _obj _obj setFuel 0 _obj setDamage 1 _delay = 10 #notalive ;****update respawnpos (if spawnpos is moving or "teleporting".) ?(count _this > 4):_pos = getpos (_this select 4) ; *******************script will end if j = spawncount*************** ? (_spawncount == _j) : EXIT _spawncount = _spawncount + 1 ; *************************************** ~_delay deleteVehicle _obj ~1 _obj = _type createVehicle _pos _obj setDir _dir ; ***************************************spawn vehicle-crew****************** ? count _crew < 1 : goto "spawninf" Soldier = [] _crew select 0 createUnit [_pos, _group, "Soldier = this"] Soldier moveInDriver _obj Soldier addEventHandler ["Killed", {(_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ? count _crew < 2 : goto "spawninf" Soldier = [] _crew select 1 createUnit [_pos, _group, "Soldier = this"] Soldier moveInGunner _obj Soldier addEventHandler ["Killed", {(_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ? count _crew < 3 : goto "spawninf" Soldier = [] _crew select 2 createUnit [_pos, _group, "Soldier = this"] Soldier moveInCommander _obj Soldier addEventHandler ["Killed", {(_this select 0) removeAllEventHandlers "Killed"; deleteVehicle (_this select 0)}] ; ***************************************spawn infantry ****************** #spawninf ?(count units _group >= _teamscale): goto "clear" ;type of spawned unit will be chosen randomly from _inf-array... _unit = _inf select 0 + (random(count _inf)) ;***********testing********** ;hint format["typ %1", _unit] ;**************************** _unit createUnit[_pos, _group, "this exec {spawnman\patroldead.sqs}"] ~(random 1) + 1 goto "spawninf" ; ***********************part for remanning guns of vehicle(if any)******** #mangun _gunner = units _group select (count units _group -2) _gunner assignAsGunner _obj [_gunner] orderGetIn TRUE ~10 ;@(_gunner in _obj) OR !(alive _obj) OR (count units _group == 0) goto "alive" it's all infos i can supply for now if you need more then i can send the mission.sqm.
  6. A canister round is usually loaded with darts (fléchettes or balls) and used for proximity defense against massive infantry attacks. I know two types of these rounds 1- 40mm canister round 2- 120mm tank's canister round. Is Arma is permitting this balistic effect of fléchettes and/or balls dispersed from one shell? I must admit that i remember (but not much) of a discussion about pellets and 12 guauges shells in ofp. If you have more infos, plz share!?!
  7. x582gr51

    Canister Rounds

    Yeah, i was thinking about the createvehicle scriptb4 asking in the forum. Doing it without script was my goal but ... another dream goes down the drain... The script of the mossberg is the most obvious and easiest way for a realistic shotgun effect but the need of a 20000 ab axis trigger cause a tremendious amount of lag. Modifying the script for using it without the need of a trigger is clearly the way of doing it right. Thanks for the hints!!!
  8. x582gr51

    Lasers

    It is so sad that you guys didn't thought about wich technicaly advanced plague the nukulahr era bring to humanity. ... The Warping Snail ... Mutated from nukulahr fake b**bs leak, this snail open windows in space and distort time and places and also they randomly create black holes... These terrorists are to be on top priority. I have no clear optical support(photos or technicolor images or 5D holograms) to prove their existences due to...they're too swift... ... Just got this from...INTEL...so i will share it with you : ...nasty, isn't it???
  9. x582gr51

    Somalian islands

    The Mogadishu island is good for mouse-holing and post-apocalyptic sceneries. Also there is pieces of destroyed buildings scattered all arround providing good covers and firefights. Tonal is definitely the best african-like urban scenery but at some ressource hungry prices. Still, easily affordable and providing lot of fun when using ladders and rooftops to secure the streets of an area when one is on the side of the coallition but good for rpg"ing" choppers and hummers for those being on the insurgents side. I both of these islands it is a good thing for mission editors to use IED's and (spotters radio operators) for the insurgents side. But mixing non-armed civs with armed ones as well as crowds is the best of this kind of scenario. If someone gifted can use tonal as a base mixing re-textured mogadishu's building's and piles of pieces placed all arround as a roadblock's and signaling piles of burning objects  pack too. Some weird roof cutted 70's cars some armed with mg's or g-launchers as well as recoiless riffles and some rusty 80's nissan's and toyota's too. Now, there is just child with handguns and riffles with lot of recoil when they are firing wich are realy missing as well as tricked radios that go boom when they want to report activities...
  10. x582gr51

    Swimming pool

    Is it possible or have been done, a swimming pool in the middle of an island? I need a swimming pool with one hot babe for a mission about a teenager ( one civ from BAS), he got invited by the very nice looking lady wish got some ideas behind her refreshing offer. The husband member of a, let's say, gang of underground businessman is sending all his hunting dogs after the teen as a blackrage revenge. But, it need a rich looking pool to look very credible, seen any arround?
  11. x582gr51

    Operation Black Mamba - UPDATED!

    This mission is like a wom...(diamond) after some hardworking laser and polishing sessions, one get in his hands the most appreciable piece of nature or simply a trophy. First, one must be able to recognize the required sort of diamond. Second, one must convert is knowledge into a "Savoir-Faire". One can always open a *.pbo and modify a mission to suit his/her needs or simply enjoy the author's time and efforts also the kindness of sharing their work and knowledge. If you ain't know how to edit a mission or modify scripts yet then make it a challenge to lurk arround and learn from the bests. It won't take long before you will catch up. This Operation Black Mamba received a few awards from real experts from the whole gaming community. Please note that i said experts not spychotics. From that, it is clear that the Chaos Studios provided you a good skeleton and now it is up to you to add muscles, skins and keeping it lean as desired.
  12. x582gr51

    gaming witha FRESNEL LENS..

    Fresnell lenses are a good idea to improve a monitor in order to get an enhanced z-depth. This is very ingenious to reverse it usual emplification use from a lighthouse. Does it change the focal length too or this is compensated by the distance between the monitor and the lens?
  13. x582gr51

    Ironsight's Addon Projects

    I have been searching about the Alvis Alcorn and found nothing...sounds like an attempt from the days of the Ford Model T to me...bah oh well... if you can get any pic of the real life thingy? nm i found the thing...i usualy call it the UK bradley... hope i'm not wrong again http://www.militaryfactory.com/armor/imgs/striker.jpg sorry but my browser isn't complying atm. now it's better there is others too some are wheeled
  14. x582gr51

    USMC Mod V 1.4

    Sorry, but what is this weapon M47
  15. x582gr51

    USMC Mod V 1.4

    Are these RG-31' or Mamba's in field trials by the USMC cuz there is slightly a difference between the european and the south african made APC?
  16. x582gr51

    Ironsight's Addon Projects

    I'm interested with lot of your projects but to be more specific the Mamba and the MK12 are like a sugar rush to me.
  17. x582gr51

    Swimming pool

    Well, without having investigated my pbo's from BAS, i say they are either in tonal or opfor. Anyway, it's not a bad thing to install the whole kit from BAS. Thanks about the hints, i will have an eye on these two and give you a complete feedback.
  18. x582gr51

    VEPR II .223

    Yeah it need to apply some good information control... Still, i am eager to know that if it was information control that made moscow keeping the real good blueprints and licensing some not so good ones to the unthrusties and rebelious kept as poor countries while building not as good steel industry or simply not supplying them with the fine and near perfect steel but rather shipping them rusty pieces. Also, allowing the lower than dirt bullet factory working dogs to smoke on the last production day of the countract. Yep, i suppose that exports versions may differs from one country to another this depending on the mood of the psychotics at moscow. Â It may appear off topic but this third world thingy made me get an idea of a poor country that get the opportunity to host a spy and discover him now changing is ID and appearance through genetic engineering (with the help from a Cuban Doctor) Â and hiring him for retrieving and providing the near perfect blueprints. Might be a good campaign with a spy that got a whispering mind and cursing every times that something go wrong. Like talking to himself... in some hilarious manners Ok then back to the weaponery, may a pk or rpk be a better choice, he is a spetsnaz not a shaky civ trapped into some sort of insurgency...??? Yeah, i admit that this spetsnaz accounts on internet are very suspicious (has the lady next door too), still, i like these texts that you can find arround they are making a good start for objectives of never ending mission's scenarios or campaigns .
  19. x582gr51

    VEPR II .223

    I did a search about the VEPR II .223 and it returned 0 as result. I just read an account from a russian "spetsnaz" about one of his mission that i want to make for ofp. Apparently he used this .223 riffle for tactical purposes and blending. So, is there one of you who have seen this VEPR II .223 riffle as an addon and know where to grab it? Also, if one know or have tails about the riffle and the fact that it do jam or not?
  20. x582gr51

    VEPR II .223

    Thanks for the precious infos!!! Ok now if my third world brain has grasped the jamming or not part? Then if the VEPR chamber is made from let's say Romania then "chances" are that the riffle will jam compared to the one made in belarussia? Still, sadly, there is no VEPR arround and i will use the cheapest russian civilian style of riffle that have been made for ofp, any hints?
  21. x582gr51

    Carrying abilities

    For realism sake, a medic without a rucksack or medbag doesn't fit in the scene well after one saw him running to apply bandage to 10 soldiers in a row. So having unthrowable but spendable medkits in a medbag just force the medics and leader to resupply and manage the use of his equipment/items. Wich can be used in the strategies, logistic and gameplay. But yeah, it might be kinda late for Arma.
  22. x582gr51

    Carrying abilities

    Sorry for digging this thread but i had to share my infos. I am a mission maker and also searching to solve a carrying and a medical issue for a long dynamic mission where if one die after 5 min of play then he might have to wait 4 hours for the next game. In these kind of scenarios i think that a magic medkit or bag is a must if you don't want players to quit the server and never comeback and telling that your missions are the worst thing the human kind have come up to. Now for the heavy carrying needs isn't there small robotic vehicles to use as a mule or something? Isn't there UAV's and unmanned trucks used for the same tasks as previously said? What about the exo skeletons isn't any field tests or any testing programs for them currently? These are likely to solve the 4 guys used to carry the heavy mg's and accessories. Also they can be helpful to the medics and supports. These aren't sci-fi but surely not mass produced as for now. About carrying multiples riffles and smg's, it is possible for a soldiers to carry 2 riffles and a msg plus a pistol. There is leg,shoulders and chest holsters for pistols and smg's. There is the mags issues now, if one carry a riffle a smg and a pistol then he should be able to full riffle ammo capacity but he must balance between pistols mags and smg's like 3 pistol mags and 6 smg's mags. OFP already give the option of carying whatever you want using scripts like this one: MultiPurposesSack.sqs Code: ;-----------------Made by BLIP----------------------- ;Only play with the Edit section unless you know ;what you are doing. ;example: _holder addmagazinecargo ["magazinename",# of mags] ; _holder addweaponcargo ["weaponname",# of weapons] ;------------------------------------------------------- _guy = _this select 0 _pos = getpos _guy select 2 ~1 _holder = "weaponholder" createvehicle getpos _guy ~1 ;------------Edit Weapon Here----------------- _holder addmagazinecargo ["JAM_556M_200mag",2] ;_holder addweaponcargo ["HK",1] // if you need a 2nd primary weapons ;------------------------------------------------- #loop ?vehicle _guy !=_guy: goto "loop2" _holder setpos [(getpos _guy select 0),(getpos _guy select 1),(getpos _guy select 2)-0.5] ~0.1 goto "loop" #loop2 ?vehicle _guy ==_guy: goto "loop" _holder setpos [(getpos _guy select 0),(getpos _guy select 1),(getpos _guy select 2)+500] ~0.1 goto "loop2" exit ;Then call the script using: [name] exec "MultiPurposesSack.sqs" --------------------------- With this the possibilities are endless and it doesn't use much ressources wich won't make lag. Now is up to the mission maker to test and use what is the most realistic loadout. One might have a better script, this one is old but up to the tasks so have fun and cya on the battlefield.
  23. x582gr51

    Persistent Universe

    I will answer you in PM and take all the time needed to solve the issue in a calm and easy as well as civilized and positive method.
  24. x582gr51

    Persistent Universe

    I see your point but still need more cpu power to build and run your dreamland and it will need more and more if sadly you have to defend it. But one good and well managed country shouldn't need to defend by using offensive methods and neither war others instead rather use diplomats and peacekeepers in extreme occasions. There shouldn't be any conflicts at all if you think of it. So the idea to build a beautiful country in order to have something of high value to defend appear to be very weird to me and almost irrational no wonder why progress are slow with that kind of attitudes, might keep the discussion on the topic wich is Parallel Universe not Empire Earth.
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