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Everything posted by mr.peanut
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Please tell me you can bind gamepad axes separately for fixed wing and helicopters? I would like to be able to use the same axis for throttle and collective, but with the axis inverted. I could never get the hang of pulling back to climb in a helicopter in ArmA. Drove me crazy. And I was never entirely sure I was getting full throttle in fixed-wing.
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I too am having minor problems with OFP on a high-end system i.e. i7 920, 2x gtx285 1MB sli, 6mb ram vista 64 ultimate. The multipass texture rendering is slow when new objects sweep quickly into view. I also experience a small amount of mouse stutter when quicky sweeping my field of view over multiple units. It by no means ruins the gameplay but it is a minor irritant. I have tried every possible combination of settings. I don't think it is worth any more fussing. If anybody has discovered optimal settings, both in and out of game, for similar hardware, please post.
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But are custom jpeg faces still overbright on newer ATI gpu/drivers?
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What drives me crazy is that for helicopter collective, you push forward on your joystick to ascend, and pull back to descend, backwards from OFP. I wish they would include separate axis settings for fixed wing and helicopter aircraft.
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onPlayer(Dis)Connected: Is the _id returned by these commands the player id or the userlist stack number?(Don't know what to call it. I mean the number userlist returns that you can use to vote or kick).
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A friend of mine recently bought a new rig: His OFP performance is terrible. Any tips that might help him?
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What are the limitations with regards to animations? One that comes to mind is bandwidth. Â Do more animations mean more demand on bandwidth (in MP)? People keep talking about realism, but to me there is nothing more unrealistic than units warping due to network lag. Secondly, is there a practical reason why BI has stuck with their present animation engine? A common complaint is that the present animations are not interruptible. If animations are made interruptible you not only have to consume more bandwith(in MP) but how do you handle animation transitions between all possible combinations?
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setCaptive TRUE for the boats until landed. Script the fire on boats until landed. On a thread on OFPEC, Wolfrug discussed using the hit eventhandler but setting the damage to minus values to help make the unit more durable.
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5.1 Speaker Setup in Arma. Does yours work?
mr.peanut replied to BLSmith2112's topic in ARMA - TROUBLESHOOTING
Has anyone else found the transition between front and rear sound channels to be annoyingly abrupt? -
Trigger/WP Effects - no more cameras
mr.peanut replied to mr.peanut's topic in ARMA - MISSION EDITING & SCRIPTING
I liked using those prescripted camera moves from time to time. Now beginning editors will find making cut-scenes more difficult. Maybe that is a good thing? -
I miss the preset camera options under Effects for triggers and WPs. Where have they gone?
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bulletbase + nearestObject = ArmA on its knees
mr.peanut posted a topic in ARMA - MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">waitUntil {not isNull (position _this nearestObject "BulletBase")}; 1) Make the above a one line script 2) execVM the script from a unit's init 3) Approach unit and shoot firearm 4) Watch ArmA hiccup terribly I can replace the above with two scripts. One is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">while {TRUE} do { Â smb_bullet = (position _this nearestObject "BulletBase"); Â sleep 0.001; }; The other is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">waitUntil {not isNull smb_bullet}; However, when sleep is set long enough to not cause a hiccup, the bullet is not always detected. Yes I am trying to catch bullets from the target, not the creation point. Â A recent OFPEC thread about the dammaged event handler got me curious. Now, for the first example, I know that waitUntil is trying check its condition each engine timeslice, and that the condition in question is a resource hog. Is there any way to improve this situation? -
I hate using a gamepad for ArmA because you must use the same axis settings for fixed-wing throttle and for helicopter collective. This means choosing to push forward for throttle means pushing forward also causes a helicopter to climb. This is not intuitive and is the opposite of how OFP worked.
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General Barron wrote a script that did this but it is M.I.A. If anyone has it could they please let me know?
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Mapfact.net releases DAC
mr.peanut replied to BadAss -Mapfact.net-'s topic in ADDONS & MODS: COMPLETE
Making one last MP mission for OFP, recycling the second half of a mission I made that was so hard no one ever made it past the first half. I was worried because I wanted DAC to generate enemy and civilian units but wanted only the enemy to have AI. I did a quick grep of the DAC scripts and discovered that AI is disabled for civilians. Silola, you thought of nearly everything when you made DAC, it can be so perfectly configured to personal taste. I think it is one of the greatest scripting accomplishment in the history of OFP(alongside CoC CE & NS2). I look forward to making my first MP ArmA mission someday, and trying out DAC2. -
The lod problem illustrated above(nasty popup and drawin) was already present for me in 1.08.
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One of the things that makes ArmA awful on my computer is the amount of LOD draw-in. When I zoom my view, trees look like flowers blossoming, bushes sprout up etc. I can see it draw-in almost poly by poly and then disappear the same way when I zoom out. I have tried playing with the settings, but maybe I am missing something. My rig is old, but certainly not the worst I have seen on the BI forums. Makes me feel like I am playing on an N64. P4 3.2, 2GB dualchannel Corsair ram, x850xt 256MB agp. I think my main weakness is my crappy aopen i865PEa-7IF.
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I have found this thread very informative, and when I read it I simply ignore posts that are off-topic criticism.
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I agree its not the worst bug, but it is this type of graphics issue that most spoils game immersion for me.
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Script handles
mr.peanut replied to ColonelSandersLite's topic in ARMA - MISSION EDITING & SCRIPTING
Ouch! -
6thSense.eu Presents: Network Services "Lite"
mr.peanut replied to sickboy's topic in ARMA - MISSION EDITING & SCRIPTING
Not only that, but even after registering it is not possible to download NS Lite from 6th Sense. -
6thSense.eu Presents: Network Services "Lite"
mr.peanut replied to sickboy's topic in ARMA - MISSION EDITING & SCRIPTING
Wiki broken permanently? -
6thSense.eu Presents: "Pack1"
mr.peanut replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Is the wiki that documents this addon down permanently? -
Well, for some people, the feel of their controller is very important to being immersed in the game. I am not one of those people(I favour a logitech gamepad). I simply can not understand why BI does not offer more controller settings(sensitivity and deadzone anyone?) controller configs based on vehicle classes.
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In ArmA(1.05) the collective(vertical) axis for helicopters was mapped backwards relative to the fixed-wing throttle control. Are we ever going to be able to set controls differently for helicopters and fixed-wings?