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Everything posted by law-giver
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Benny, i know this question should never be asked and it's something i could answer myself with a "It's done when it's done" but any idea of an ETA on 2.074? I usually just hover around this thread without writing anything but i need to know because i have this fully loaded water pistol and if you don't tell me, then i'm not afraid to use it! :D Also i've been getting these headaches, real painful they are. My Doctor told me, "You have an information void in your brain where the warfare 2.074 release date should be". So to make me better and to appease my Doctor, please tell! :D
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I didn't notice the disable camp parameter, i must of blinked and missed it.:D I knew it wasn't a warfare bug but annoying non the less. I'm not really the commander type, i just like shooting and blowing sh*t up. But i guess i'm going to have to adapt! Being a noob with regards to your Rubber edition of warfare i have to say i'm impressed with it. Played over 4 hours yesterday after doing a night shift at work, and even then i had to grab myself by the scruff of the neck to get off it! Looking forward to future updates. Cheers Rubber ;)
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Hi Spanish, i fully understand that my ai would capture camps if ordered but it's the non human controlled ai i was referring too. I guess i should've been clearer, just finished a 4 hour game and had a lot of fun apart from the sticking ai. Oh and great video Spanish, found it very useful. ;)
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Hi Rubber I know this is geared towards the player but could you make it so the ai capture the small camps or as a parameter setting. I play the game with just a few people at weekends and it's just a pain seeing the ai going straight to the main bunker when the camps need capturing. Also is there something you could do about ai getting stuck on the steep rocky terrain as in a counter or something, like say if they haven't moved for a set amount of time, move them or kill them. It's not because they're frozen its the terrain south of Timurkalay for example, I've got 4 groups of ai and subordinates stuck in the same area. Would be appreciated! Other than that been playing for 2 hours and it plays great, i'm still playing actually. Just alt tabbed out to post this before i forgot! Best get back in because my friend is playing and he would make a lousy homing pigeon, i'd never let him drive! :D
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Hi Rubber, just thought i'd mention that you have a typo error in Mulladost. You have it as Mulladoost, sounds Scootish! ;)
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That's cool enough for me, also there has to be a better system to kick team killers and people who deliberately destroy your own base. I've just had 3 games and all ruined by team killers and people destroying the base camp from the inside. It just kills it for me to be honest. When playing flashpoint back in the day admins were usually swift but now no admins and kick votes go unoticed! Only on game out of the 3 was the individual voted off and kicked! Kids don't give a sh*t! I'm 43 and wouldn't for one second think about team killing or anything like that, i just don't understand how these immature pr*cks get through the day! In short Benny i hope there's something you could implement in your next revision of Warfare. :mad:
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@Benny Forgive me if this has been mentioned before but i didn't fancy going through the posts or trying to work out what search word to use. Anyway, i was playing online this morning after joining a team that got their ass spanked and someone detonated a camp with a satchel charge which prevented me from capturing it. I just lay there in the scorched earth with my packed lunch loving packed by the missus and i couldn't capture it! Will there be some kind of fix for this sort of thing in your upcoming release or am i wrong to think it couldn't be captured? I waited at the camp for 3 whole weeks mind! ;)
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There's already a thread about SweetFX and plenty of youtube videos floating around. ;) http://forums.bistudio.com/showthread.php?141568-SweetFX-Shader-Suite-with-ARMA-2
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Nope! ;) I've been using SweetFX for almost a week now before SWAG but it's giving me graphical glitches and flashing, ie: windows and fences flashing and bleeding through various objects. Trying to tinker with my presets to see if i can rid it of such annoyances because it does make the game look so much more vibrant. Also using SweetFX on other games i have installed ie: Crysis, Crysis2, BF Bad Company 2 etc. Downloaded custom settings for each game! Looks nice!
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Arma 2 - ai first aid support
law-giver replied to DAP's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks for the quick fix buddy. ;) -
SweetFX Shader Suite with ARMA 2
law-giver replied to Kenwort's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Try this setting mate, i currently use this one i found on the net by Dr.Crow i think. Just copy and paste away. ;) /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold #define SMAA_MAX_SEARCH_STEPS 12 // [0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 8 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 100 // [0 to 100] Determines the percent of antialiasing to apply to corners. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 1 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.45 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.350 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. // I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 32.00 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.300 //[0.0000 to 8.0000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.35 //[0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 0.95 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.11 //[0.0 to 1.0] #define TechniPower 2.8 //[0.0 to 8.0] #define redNegativeAmount 0.88 //[0.0 to 1.0] #define greenNegativeAmount 0.88 //[0.0 to 1.0] #define blueNegativeAmount 0.88 //[0.0 to 1.0] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 //[1.0 to 15.0] #define Green 8.0 //[1.0 to 15.0] #define Blue 8.0 //[1.0 to 15.0] #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 //[0.6 to 0.2] #define GreenC 0.36 //[0.6 to 0.2] #define BlueC 0.34 //[0.6 to 0.2] #define Blend 0.2 //[0.0 to 0.1] How strong the effect should be. /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.0 //[0.00 to 2.00] Adjust midtones #define Exposure 0.00 //[-1.00 to 1.00] Adjust exposure #define Saturation 0.00 //[-1.00 to 1.00] Adjust saturation #define Bleach 0.00 //[0.00 to 1.00] Brightens the shadows and fades the colors #define Defog 0.000 //[0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.30 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_contrast 0.25 //[-1.0 to 1.0] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 7 //[1|2|3|4|5|6|7] The constrast s-curve you want to use. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers) #define VignetteCenter float2(0.500, 0.500) //[0.00 to 1.00] Center of effect. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section. //Note that the checkerboard pattern used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 1 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split -
Globally banned by BattlEye? See this
law-giver replied to Placebo's topic in ARMA 2 & OA - TROUBLESHOOTING
I haven't played online since the ofp days and i was always on it. But now I'm fed up and sick of these hackers, cheaters & wingers. I mainly play offline now which is a shame because I love the BI series of games some of which i have multiple copies, even my kids have a copy. ;) ER.....i think i'd better point out when i say "copy" i don't mean a copy of an original. Doh! :eek: -
SweetFX Shader Suite with ARMA 2
law-giver replied to Kenwort's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I never realised how dull my setup was until i installed SweetFX, I'm blown away. Whoever CeeJay.dk is, i take my hat off. Best buy a hat first! ;) -
ScopeFX - Dynamic scopes - including TrackIR support
law-giver replied to das attorney's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I wasn't using ACE at the time mate, I don't use it that much to be honest. Thanks for fixing it though......er when you do that is. ;) That's so cool Das.............i wants it! ;) -
Arma 2 - ai first aid support
law-giver replied to DAP's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
@DAP Getting this in my RPT: Warning Message: Script DAPMAN\Scripts\Wounded\Wounded.sqs not found when the file in question is Wounded.sqf Line 79 & 80 in Escape.sqf. if (!(isMultiplayer)) then {_unit addEventHandler ["hit", {_this exec "DAPMAN\Scripts\Wounded\Wounded.sqs"}];}; if (isMultiplayer)then {_unit addMPEventHandler ["MPhit", {_this exec "DAPMAN\Scripts\Wounded\Wounded.sqs"}];}; ;) -
ScopeFX - Dynamic scopes - including TrackIR support
law-giver replied to das attorney's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Das The only gripe i have with this at present is when in a helicopter and cycling the fire rate your weapon fire rate switch animation comes on. Hope you can fix it, if not it's no biggie, but thought i'd point it out. ;) -
oktNoBlur - Signed Blur Remover Addon
law-giver replied to oktane's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just downloaded okt_noBlur_OA_beta_101245.7z and the dta folder is empty. :confused: -
ScopeFX - Dynamic scopes - including TrackIR support
law-giver replied to das attorney's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Das, i was at work last night and thought i'd logon to BI Forums with my Nexus 7 and thought lets have at look at this then, if LJ's commented it must be interesting. Instead of working i sat and watched your video and was blown away by it. What a cracking addon mate, it's a must must must have. I'm home now and instead of going to bed i'm gonna have to have a play. If i don't go into work tonight i'm blaming you, i'll just say "It's Das Attorney's fault!". ;) -
LJ I was just browsing through your first post and noticed that you thanked me in the credits. I'm humbled but i confess it is me who should be thanking you. You have selflessly created a true masterpiece, and it is you who has given his time and has probably sacrificed many things to appease your many fans while also under barrage from the odd selfish and ungrateful idiot. So my German friend i thank you whole heartedly for giving us this beautifully crafted sound mod, for free i may add. These typed words cannot express enough how grateful i am for your time and effort. Thanks LJ :notworthy:
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That's great news! :D
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Well for me it is the most popular around. :D Now that's exactly what i want to hear. ;)
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It's playable without ACE! I've been playing a non ACE version on Chernarus all this morning! ;) I use the addon free Kastenbier version though....... http://www.vsbw.de/~arma/
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First off i can't believe that i had to find this on page 7 on the forum.:confused: Secondly i want to congratulate all that have a hand in making this so much fun. Just come from a 3 hour session with ai on a dedi' server and i loved it. So keep the updates and ideas coming. Just a question or two, i got in as a gunner with an ai as pilot, risky i know but i lasted over 30 mins surprisingly. Anyway, after selecting flight height to 50m i wanted to adjust it later on and it wouldn't open the menu again. Also when i tried to disband an injured ai, which happened to be my pilot he wouldn't disband. Although he did disappear about a minute or so later. So is it delayed or not working? Don't think i noticed anything else. One last thing, is it easy enough to edit to take out the Desert units/vehicles when playing on Chernarus and Woodland for Takistan for example? Again thanks guys for all your hard work, reminds me of the flashpoint days playing cleanrocks crCTI. Although this was dumped back on page 7 it's still lovingly played, albeit probably just by me. :D PS. Now it's on page 1. :D
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Was that post really necessary? How old are you...........SIX? If people are happy playing it, not knowing or caring about the RPT errors then that's up to them. As long as they're enjoying themselves. I mean, isn't that the point of playing games? :confused:
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Fixing, breaking it's all the same to me! :confused: Yes it is........LMAO! ;)