Falken
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Everything posted by Falken
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One of my friends has the 505 release and he occasionally gets the good birds don't fly away thing. Don't jump on the poor guy, he MAY be innocent.
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Gamecam? Also, does anyone know if it's possible to use something like camera.sqs and maintain flight/ability to fire? Before I binded the camera to my mouse I could move the turret on tanks and such. Just like to know if I can go further with my scenes and actually take control of things.
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Soon. It'll be uploaded to my server's homepage. At the moment I am looking at other musical tracks to use. It'd be awesome if it were featured on there. One can dream.
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Music is "Zero" from "ace combat zero - the belkan war" Thanks again guys.
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Mapfact releases: AH-64A and CH-47D
Falken replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
I also noticed that the apache is way more fragile than the AH1 and even AH6. two T72s put a few machinegun rounds on me and bought me down. -
Mapfact releases: AH-64A and CH-47D
Falken replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
The AH64 is really good, but the CH47 seems to be a little too twitchy? -
Mapfact releases: AH-64A and CH-47D
Falken replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Oh god, thank you. -
Brilliant. Infam0us, I mostly used camera.sqs with it binded to mouselook. Thanks for the compliments guys, I had alot of fun making this!
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Well guys, the new version of "armed assault zero" is finished!
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Turning off HUD in first person?
Falken replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
Any way to get rid of the armor/ammunition/fuel box on the top right for vehicles, as well as targeting boxes? This is strictly for filming purposes. -
Can I do that in the ingame options or do I need to edit a config file?
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Thank you ever so much for the compliments, guys. I wish I could have a camera setup which had mouselook and quicker zoom, so I could do Battlestar Galactica style camera work. Oh, and I have less than 1 minute of footage to make for the updated version of this video.
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Processor: C2D 6600 @2.4ghz Ram: 2gb 5400 graphics: ASUS EN8800GTX 768mb HDD: 160gb SATAII PSU: 520w terrain detail: High Anistropic Filtering: High Object detail: High Shadow detail: High Texture detail: High Antialising: V. High Shading detail: High Blood: High Protprocess effects: Low (It's ugly as sin! FPS is as much as 120 out in the open to 30 in Corazol.
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This is my first foray into video editing and I hope you like it. I'm gonna try and make a full 4 minute version later on. Consider this testing the water? Armed Assault Zero
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When I join a multiplayer server (any) it will get stuck at the "wait for host" screen. What should I try? I've turned off my firewall and no dice for me.
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Adding/deleting patrols depending on location?
Falken posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hi, I made a mission recently which has been doing the rounds on the server I reside at. Basically an 8 man squad including pilots have been shot down in the middle of enemy territory, and they have to make their way out. Unfortunately there happens to be 144 enemy squads in the area. I used to run this mission on a 1.7ghz Centrino, 1024mb RAM, 128mb X700 laptop and it ran 20-24 FPS on low settings. My new C2D 6600 / EN8800GTX rig runs it about 30-35 on high. I want to rework it so that the enemies are using the Urban Patrol Script, and will be added/deleted if any player gets within say 1000 meters of their location. At the moment I have 144+ enemy squads (3 of the squads are chopper crews doing patrols with the UPS system) and the rest are infantry doing static waypoint determined patrols or vehicle convoys moving down roads. A couple of the squads are lead by an invisible South sahrani (sahrani are set to enemies, however you will never see them) Would having the UPS activate/deactivate on present squads all down to player locations help on CPU, over static waypoints for all 144+ squads? I'm really trying to optimise this. -
You may have something wrong there. I have the same system as you, except my 8800 is the GTX model, I get 60fps in most rural areas, 40-60 fps in most towns and 30-40fps in Corazol. Also my friend who has a less advanced system than you (one of the older intel Dualcores) and has the same Graphics card as you. He gets similar FPS to me. edit: Oh holy heck, I just realised I quoted a two month old post! Optimisations huh? Edit: Just for clarification, I run Arma at "high" for everything except AA, which is at very high. The reason for this is that I am running my system on a 32" HDTV and low AA settings are quite apparent. Setting my AA to veryhigh gets rid of any problems.
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Oh god, another thing I noticed is you can shoot on the move when using a fully automatic weapon! Praise be! Thank you.
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The weapon is what moves around on screen now, not your camera... which was just horribly sluggish. Nice one BIS, and thanks for the video, Dsl.
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It's adorable! I love the MH6, but I also enjoy playing OPFOR side, and the only good chopper they have is the KA50, which incidently can't carry extra folks. Thanks for this. I cannot wait for a release.
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There seems to be a porblem.
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Does anyone have NO optical zoom on the M16a4's acogs? Even Ironsights are giving me more of a zoom than these demented weaponsights.
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How about you do this? Have all bigger threats such as emplaced guns, tanks, UAZs and such in the trigger instead of "opfor not present" Have "none" "present" as your trigger, and then in the condition field unarmed vehicles "not canmove vehiclename" Armed vehicles "(not canmove vehiclename or not canfire vehiclename)" Turrets: "not canfire turretname" So just say you had 3 T72s, named at1, at2, at3, 2 UAZs, named uaz1 and uaz2, and two turrets named tr1, tr2, the trigger would be (not canmove at1 or not canfire at1) and (not canmove at2 or not canfire at2) and (not canmove at2 or not canfire at2) and not canmove uaz1 and not canmove uaz2 and not canfire tr1 and not canfire tr2 Have the enemy soldiers retreat from the village with a simple move waypoint when these vehicles die too. Also set the enemy soldiers to "this allowfleeing 0" in their init fields. This stops them evacuating to a bush to go poo in their pants. Putting the enemy soldiers on more obvious waypoints down streets or just having them hanging around armor also helps.
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Problem with Mission! ( Laggy ) UPS 1.2
Falken replied to snkman's topic in ARMA - MISSION EDITING & SCRIPTING
Strange thing is that I have made a mission (unreleased, currently in testing on the private server I play on), which uses over 120 instances of your script with over 400 units. Even on my terribly underpowered PC it ran pretty OK. -
I was "fine" with the helo flight in ArmA with a mouse and keyboard. Then I got an X52. Now I never leave the pilots seat. in Sgt. Ace's Aircav mission I am in the air for over 2 hours ferrying people about, doing gunruns in the AH1 and AH6.. great times. There's a serious flaw with the AH6 though. a) It attracts more gunfire than any helo and they just snipe you from the cockpit b) Only the left minigun is functional. Second minigun has no tracers or even rounds hitting the targets. Makes the minigun aspect pretty annoying. I'd love for the Blackhawk's M134s to be workable for 2nd players in multi too. Also making helos not count a "hard" landing on a roof as a collision would be nice. I can land on a flat topped building softer than how I land on concrete runways and it damages the airframe. A cosmetic thing I would change is the big ass hole that forms in the pilot's window when damaged. If a helo had a hole that big in the canopy i'm sure the pilot would be hamburger!