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InqWiper

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Everything posted by InqWiper

  1. InqWiper

    Bullet velocity - inaccurate ?

    Not really made for long range sniping I guess, but I would use it over a pistol :)
  2. InqWiper

    Bullet velocity - inaccurate ?

    Do these mods also alter drag or just initial velocity? I dont think the issue at the moment is initial velocity, but drag. I did some testing on several weapons and will post the results below. Slowing down time to 0.1 seemed to result in the bullet hitting its target almost 0.14 seconds later so all tests were performed at normal time. The tests only measure XY velocity not Z. If a bullet is dropping straight down it will return 0 speed. Press show spoiler to show results:
  3. InqWiper

    Bullet velocity - inaccurate ?

    I didnt really get those other 2 posted testmission to work, maybe I didnt try enough. Since my first example was pretty much ignored I made a more advanced mission and uploaded it: bulletTest.utes When you fire your weapon a camera will follow the bullet while giving you updates on bullet speed, bullet distance and time passed since shot fired. You can choose slow motion using radio. When the bullet is no longer alive you will get information about initial velocity, final velocity, distance travelled, flight time and average velocity. To spoil it a bit I can tell you that it takes about 0.8 seconds for an m16 bullet to travel 450 meters. I hope this helps.
  4. InqWiper

    Bullet velocity - inaccurate ?

    Thats a good idea. I tried it in my mission but for some reason it returns the same time for bullet fired and bullet hit when running at 0.01. Ofcourse this is not a problem if you want to use the stopwatch method (which I dont recommend because you dont know how long it takes for the smoke puff to appear after the hit). What did work was setAcctime 0.05 which is probably slow enough and seems to return the same exact value every time unlike running the mission at normal time.
  5. InqWiper

    Bullet velocity - inaccurate ?

    Yeah, it gives the following results: Bullet fired at: # seconds from mission start (t0) Bullet hit at: # seconds from missions start (t1) Distance: # meters from player to target Average bullet speed: # distance / (t1-t0)
  6. InqWiper

    Bullet velocity - inaccurate ?

    If anyone is interrested in testing the speed of a bullet instead of guessing I would like to point you to post number 5 in this thread which contains a copied mission.sqm text. One way to use it is to start the editor, place a unit, save mission, go to mission folder, open mission.sqm, replace text, save changes, load mission, play mission. For everyone who likes guessing, dont let me interrupt ;)
  7. InqWiper

    Bullet velocity - inaccurate ?

    mission.sqm:
  8. Getting ArmA2 into the games list by doing a game update check did the trick for me aswell.
  9. Id like to order a warning level and a lock please Â
  10. lets say this problem will be solved in a week from now. dont ask me how but lets say it not an issue any more... DO YOU WANT TO PLAY WITH 256 PLAYERS, ON LAG FREE DEDICATED SERVERS AND PERFECT TEAMPLAY??? YES OR NO? please vote with honesty thanks Sure I would. Would you like to live the rest of your life as superman? Dont ask me how, just assume its possible. Would you like to be able to fly and move faster than a speeding bullet? Yes or no? Â Im still not voting for or against this ability in ArmA2. Â
  11. ZIPPER INTERACTIVE is building  up a new server set up which will alow 256 to play lag free based on new tachnology reaD more here http://www.ps3center.net/news....t-month Was there any more to read than this?: You can get me to belive that the server will be able to handle 256 players but it will be harder to convince me that the players will be able to handle 256 players in large combats. there are ways to play and communicate perfectly like in battlefield 2 (pc) do you know the COMMO  ROSE comunication system? I think not. It is very eazy to cordinate attacks and defences DONT MIX PLAYER ATTITUDE (imature players. 8  years old etc) and BIG NUMBER OF PLAYERS if a player doesnt falow orders in a teamplay game, the game is going to ne destroed. Imagine playing search and destroy on COD4 with only 6 player squad and a kid start shooting like crazy and not covering the other team mebers ITS NOT ABOUT HOW MANY, ITS ABOUT HOW THE GAMERS WILL PLAY THE GAME dont get comfused with the numbers game developers know what to do for the game to be fun The think is do you whant 256 players in a perfect game play lag free? please vote with honesty thanks I have not said anything about player attitudes being the problem. What I am saying is that players will not have an internet connection of a capacity sufficient for handling the required information transfer. What I am claiming is that you can not under normal circumstances get 256 players to play this type of game on the same server over the internet without lagg. I dont care if you are running the game on a server that you brought back 50 years in time. If the clients internet connections can not handle the amount of information that needs to be transfered there will be lagg. If you still dont understand what I am saying I really dont know what to say. -Edit To be more clear I would like to remind you that I said I do not belive it is possible to have 256 players engaged in large combats. Ofcourse if you have 256 players on the server where the players themselves are engaged in 8vs8 battles far away from eachother it is very possible.
  12. InqWiper

    draw distance KEYBOARD command

    So how do you solve the good computers vs bad computers problem? Maybe your idea would be good for SP only.
  13. ZIPPER INTERACTIVE is building  up a new server set up which will alow 256 to play lag free based on new tachnology reaD more here http://www.ps3center.net/news....t-month Was there any more to read than this?: You can get me to belive that the server will be able to handle 256 players but it will be harder to convince me that the players will be able to handle 256 players in large combats.
  14. InqWiper

    tunguska fireanimation

    I never understood why they can make even rockets come from the right side of the heli and odd rockets to come from the left but they cant do the same with miniguns. Maybe some modder can explain this. I agree with the firing effect but I reacted more to the sound difference. I dont know if there is a need to worry though. In a preview video of ArmA there was an A10 firing rockets but it sounded like it was firing its cannon. Then again the AT4 still sounds like a Javelin and the AT4 and RPG rockets behaviour took way too long to fix. I hope they fix the Tunguska before release, other stuff is starting to look so good and I dont want another RPG/AT4 to spoil the overall feeling . Since "Each vehicle sound is composed from more than 40 noises (engine, friction of tyres on surfaces, etc." I find it kind of hard to belive that when the game is released those are not going to be the right sounds, but who knows Â
  15. InqWiper

    draw distance KEYBOARD command

    If this was possible I think you would need to be able to limit the viewdistance in the mission or in server settings. People with fast computers would have too much advantage over people with slower computers.
  16. Im really unimpressed. Funny how that video is named HQ version when its shit quality. Im pretty sure none of that video was ingame. How are you going to solve the bandwidth issue? Even if you can have 256 players on a server its useless if it starts lagging. How can you have a server with that many players for the type of game shown in the video or the type of game ArmA2 will be? I dont know how many people can be on a server at the same time already in ArmA but I think its beyond any practical limit. Ive played ArmA with about 100 players pretty long ago and it was really laggy .Wasnt long ago since I saw an ArmA server with 70+ players on it and I find it hard to belive it was laggfree unless people were really spread out and not doing much. I dont think its going to make much difference if we can have 100 or 1000 players on a server in ArmA2. I think player bandwidth will be the chokepoint. I didnt vote because I dont care either way. Sure it would be cool to play on a server with 256 players but it would be impossible in any normal type of mission with normal connections.
  17. InqWiper

    Lean gradually using mouse wheel

    How is gradual leaning a bug/cheat/exploit? I have trackIR and I never use gradual leaning because if I want to lean so precise I think I have to move too much IRL. I simply lean full using the keyboard and then walk up the the edge of the wall while leaning to only poke out a bit. Either that or I just lean out fully. Anyone using gradual leaning who thinks its the shit ? Â
  18. InqWiper

    Shared Player

    It happens alot to me in coop. I have never seen it happen in warfare.
  19. InqWiper

    Shared Player

    It happens alot to me in coop. I have never seen it happen in warfare.
  20. InqWiper

    The Future Science is hot

  21. InqWiper

    Faster time

    I think the command you want is skipTime http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA
  22. Because people have different FPS players will loop at different speeds. You subract time from the timeremaining variable based on the amount of loops in the script which is different on every machine. Im quite sure that if you use the "time" command to subtract from the timeremaining variable you will get perfect sync. TimeRemaining = InitTimeRemaining - Time. -edit I suspect the time command to be local so you might have to run another script on the server to get the JIPs in sync. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">while {true} do { ServerTime = time; publicVariable "ServerTime"; sleep 10; }; and for the clients <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">while {true} do { TimeDiff = ServerTime - Time; timeRemaining = initTimeRemaining - (time + TimeDiff); hint format ["Time remaining: %1",timeRemaining]; sleep 1; }; Im a little tired but I hope I didnt screw up somewhere Â
  23. InqWiper

    Dialog in briefing screen

    Thanks for the reply. Unfortunately I think this solution does not help me as it to me seems that you are not able to interact with RscTitles. I need to be able to input values and press buttons. I should have been clearer I think. Thanks for the tip though, could be useful in another situation that Ill find myself in sooner or later Â
  24. Simple question. Is it possible to make a dialog appear in the briefing? I tried and was unable. I want to be able to open a dialog in the briefing screen before a multiplayer game starts by clicking the map.
  25. InqWiper

    Stable release of ArmA patch

    What version is more stable than 1.12? I have not noticed any more crashes in 1.12 than in any other version. Maybe its just me. Things are usually released when they are ready to be released. I dont think there is an exact planned date. Probably wont be too long but expect more than just a week and less than half a year Â
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