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Everything posted by [GLT] Legislator
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I only have only one wish for Operation Arrowhead: at least 3 months of internal nonstop hardcore testing on several systems done by different testers. No feature is useful if the game is broken again.
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I've seen the videos now and I'm not impressed. I expected a lot of more from this game. I don't need the demo to decide that I won't buy it. May those who like this game have fun with it ;)
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Isla de Pollo v1.0
[GLT] Legislator replied to Goeth's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It's a great little island :) I remember it from ArmA I. The new version looks definately better than ever before. In the ArmA I version I created an aircraft carrier insertion with the USS Nimitz addon. Now we've got the USS Khe Sanh so I can port my mission over to ArmA II *yay* -
OH-58 Kiowa Warrior comes to Arma2
[GLT] Legislator replied to eble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Still some errors, but definately a very good addon! :) I'm looking forward to see the final version. http://arma.pastebin.com/m14c1dc0d -
Bigfoot...has anyone found him?
[GLT] Legislator replied to awalsh47's topic in ARMA 2 & OA - GENERAL
I do :D http://en.wikipedia.org/wiki/Bigfoot -
Secondary Ops Manager Module Discussion
[GLT] Legislator replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it JIP and respawn capable? I mean do the modules work after JIP or respawn? -
Thinking of upgrading my video card (GTX 275)
[GLT] Legislator replied to CrazyAviator's topic in ARMA 2 & OA - TROUBLESHOOTING
I've got a GTX 275 for 4 months now and ArmA II runs great on it. Usually I've got around 30 to 35 fps in a normal sized mission (I haven't tested the campaign yet). But be prepared for frame drops especially in huge towns or in missions with lots of units and/or objects. On ArmA II Sahrani you can get up to 40 to 60 fps with a good mission! And my resolution is 1920x1200. You can set details to medium, high & very high. You don't need to set everything to high so it looks good. Some feature still look good in medium. Just see for yourself :) Be sure to have a quad core cpu. Although ArmA II doesn't scale the cpu usage perfectly I noticed a performance increase (E6750 @ 3.5 ghz compared to Q9550 @ 3.4 ghz). -
Star Wars Stormtrooper
[GLT] Legislator replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Please make a picture of a stormtrooper riding a cow :D :D :D Well ... if you create dewbacks you actually can create tatooine desert patrols :) -
Star Wars Stormtrooper
[GLT] Legislator replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ahhhh I'm dreaming of an Imperial Commando campaign :) -
Operation Arrowhead: The questions and answers thread
[GLT] Legislator replied to W0lle's topic in ARMA 2 & OA - GENERAL
That's true. I can wait for a release in 2010 too. We don't need another unfished ArmA game this year. -
I voted yes. It's far more fun to be able to use the TrackIR inside of tanks too with working tank interieur.
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Revive Script
[GLT] Legislator replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Very strange ... maybe you should recreate the way it happened in my mission. The soldiers were on an open field near Pogorevka. The Mi-8 crashed directly into the group. So maybe the problems differ in a way if people are inside vehicles or outside of vehicles. Or maybe the type of the explosion shell triggers the problem. I simply don't know :( It could also be a total randomized error. I'll a look into it in the future. -
Revive Script
[GLT] Legislator replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I managed to get Revive 0.3b working, but at one point something went wrong. I had a group of 20 AI soldiers using the revive script. I played a mission on the dedicated server. The enemy decided to crash a Mi-8 into my group. Almost everybody got killed except for 4 units. I think the units got kicked out of the revive script. They weren't in my group anymore and near none of the respawn markers. I don't know if they spawned at respawn_west or not, but I guess so. I don't know why but somehow there is are problem with explosions and the revive script for ages now :( There were no errors in the RPT file reported. A few seconds after that incident my ArmA II crashed relating to a fault adress in the d3d9.dll, but I think it's not related to the script. Somehow the system was overwhelmed by something. -
Revive Script
[GLT] Legislator replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry norrin :( Couldn't do any tests with revive 0.3 beta yesterday. There was an error message (I didn't write it down). Seemed like a file was missing inside the revive folder. I simply deleted the old folders and inserted the new ones. I'll have a closer look into it today. -
MH-53E addon released
[GLT] Legislator replied to gachopin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just finished having a look at it :) It's a brilliant modell! Just like other people said before. Make it less shiny and improve the flight model. It's very very good that there aren't any errors in the RPT file! Maybe you could automize the gear? Just like the ArmA I Ka-50 did. The engine sound doesn't match the MH-53 right now. Take a hear here. I guess it'll be hard to get good and free sounds. But I'm confident you can do it :) Except for that, great work! -
Revive Script
[GLT] Legislator replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
We'll have a coop evening today. I'll update the revive script for my missions (I'm glad that's my already planned work :)) so I can give you a feedback the next morning. -
Star Wars Stormtrooper
[GLT] Legislator replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sure it is :) You can go across the whole countryside, you can place and enter every possible vehicle and drive or fly. You can go by ship ... you can do whatever you want in this game. Create you own terrain, missions, vehicles, units, weapons, objects, sounds and many more. It's not like Battlefront where you have to stick into a predefined area. You'll notice that you die very easily. You'll have to play it slower than Battlefront. -
That's why ArmA II is a game. As it is posted before you can set up the A-10 just like you want. You can also rewrite the A-10 config and create a proper replacement so you don't have to add the mavericks all over again.
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MH-53E addon released
[GLT] Legislator replied to gachopin's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great chopper :) I'll test it this evening. -
Hmmm I never had those issues. I wonder why. Maybe it's related to bad mission content?
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Star Wars Stormtrooper
[GLT] Legislator replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I've had enough low quality addons for almost 8 years now. I like the new wind coming with ArmA II + the new quality of community made addons. Personally I won't use any low quality addon anymore. I know McRuppertle can handle this ;) There's no need for a hurry. -
Star Wars Stormtrooper
[GLT] Legislator replied to mcruppert's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That's too much that be done by a single men. A good-looking island without any errors, with good performance in the size of Chernarus would need months to be done. Basicly you need at least two factions that can fight each other. Then you'll need buildings, sounds, objects, weapons ... it's a hell of work just to create or convert the models for ArmA II. You'll need configs and textures as well. At the end it has to be looking good, it shouldn't cause lags and it must not create errors in the rpt file. That's why I like to repeat myself. Don't expect everything at once :) It'll grow over the years. McRuppert should be able to all this stuff but give some time. On the other hand it would be good to release small packs - although they couldn't be used in an appropriate way. It keeps people busy and happy and offers the chance to gain feedback and error reports. -
WIP: Stuff you are working on 2!
[GLT] Legislator replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Snkman: Finally :) Grouplink 4ever :D These nice explosion effects ... are they caused by every vehicle? Although they look awesome I don't like to see them on normal cars, tractors or vehicles that aren't simply explosive in that way. For ammo trucks it's perfect! :459: -
Revive Script
[GLT] Legislator replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Norrin, I noticed something strange with my teammate and I think you should know this. Maybe you'll already know. In the revive script the mission editor has to name the playable units. So far, so good. But undeclared global variables will cause errors in the server.rpt! That's the case if - let's say there're 20 player lots / playable units - and only 3 players ingame. JIP units will be initialized when they join. Preplaced units will be empty until then (nil). I hope this helps you in some way. Right now the only solution is to fill up every player slot so no playable-unitname is seen as an undeclared variable. Edit: I might have a feature request :D It would be nice if mission editors could set up the cargo of the mobile respawn ammo box in the revive_init.sqf. Sometimes it's good to have at least 3 anti tank grenades at the frontline. -
Bigfoot...has anyone found him?
[GLT] Legislator replied to awalsh47's topic in ARMA 2 & OA - GENERAL
Heretic!! :D:D Let's burn him! :D:D Maybe bigfoot is testing the dragon rising alpha :p