Metal Heart
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Everything posted by Metal Heart
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Since when they worked in OFP? You guys must've played a bit too much MFCTI Maybe the engineers are on a vacation and that's why the rep depos don't work. Or maybe they're not the kind of engineers that fix a thoroughly thrashed 60-ton main battle tank by snapping their fingers a few times.
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Ofp.info download was corrupted for me too. Armed-assault.de worked.
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Wrong, Resistance got loads of stuff other than just a new campaign. For instance, a certain little island with new better looking objects, textures and vegetation Oh, or did you refer to the expansion by Codemasters? Well, it added many voices with a russian accent
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Not everyone wants to be forced to have some sci-fi insta-repair depos all over their missions. And adding it is easy for those who want such, so why bitch about it, it's better the way it is.
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The view distance is a bit shorter for objects but you can see the shape of the terrain further away until it dissappears into the fog completely. Also, you might be intrested in the command setTerrainGrid which is the same as the terrain detail setting. Values: 50 very low 25 low (default for mp) 12.5 normal 6.25 high 3.125 very high And these commands are local, meaning that one client might see further away or have more detailed ground elevations. Obviously, this can cause problems such as player 1 or his AI shooting through the ground from player 2's perspective etc. To turn off 3rd person view you need to use the difficulty settings. There's no command to force it off per mission other than looping something like player switchCamera "INTERNAL" but that might not be such a good workaround.
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Maybe all they want is a hug? It's not too much to ask, really. You can do it TKC, and we promise not to laugh or anything
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ArmA:Armed Assault vs ArmA:Combat Operations
Metal Heart replied to DeadlyAvenger's topic in ARMA - GENERAL
Yeah, it's strange since it makes perfect sense to have two different names for the same game. Because it does. Believe it or not, there are many games that have different versions for different countries, most commonly in language and gore. -
You can probably switch ids by exporting the old key from Windows registry (local machine\software\bohemia\arma\key), then reinstall with a new cd-key to get a new encrypted id, export that too and then you can switch by importing whichever id you want to use. At least that's how it worked with OFP, saves the trouble of reinstalling OFP after reinstalling Windows. So, why would you want to use two ids anyway?
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a. 900m, unless the mission changes it with: b. setViewDistance
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My problem with the Aimpoint model in ArmA.
Metal Heart replied to Heavy Metal's topic in ARMA - GENERAL
Dominant eye. Aim something at a distance with your thumb (you need to have it well focused, not the target) then close one eye. If the thumb moves (revealing the target behind it) the closed eye is dominant. You could look at it from different distances (which is NOT the same thing as zooming as is possible in ArmA), making it appear in different sizes relative to the stuff behind it. -
My problem with the Aimpoint model in ArmA.
Metal Heart replied to Heavy Metal's topic in ARMA - GENERAL
I think there's a lod for weapons which is only visible for the player in 1st person view, you could make that partially transparent. It would look a bit silly when you're not aiming though but at least it wouldn't be transparent for others. -
Maybe it would help to set it quite low, like something under 1GB. I have mine at 768 MB (total 1GB) and it never runs out. Anyways, back to Vista bashing, sorry for the interruption.
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The player number can be used for kicking out some weirdo with strange characters in his name without having to refer to an ascii chart. Like #kick 42 instead of #kick XOXOl33td3l74sn1p4hh666XOXO The player ids are visible on #userlist
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I would set it at, maybe 2GB or so, should be more than enough. If they use a 32-bit unsigned integer to hold the value of maximum memory, it might roll around to zero if you set it at exactly 4GB
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Point it at the target, then click fire once to activate it. I think the range is limited only by view distance. It creates a target that appears as an enemy on the radars of the vehicles with laser guided weapons, such as the A-10 and AH-64.
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Maybe you have set the memory amount too low on OFP preferences. If that doesn't help try the -nomap command line parameter.
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What (I think) DeadMeat is saying is that (if you use z-buffering,) transparent surfaces need to be rendered last, and in order from back to front because every pixel has a z-value (distance from observer) and the pixel of a new surface being rendered will only be set if its z-value is closer than the one already there from previous surfaces. As to why would the rendering order be enforced by the models I have no idea. Maybe perfromance.
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ECP explosions with the Y2K3 mod?
Metal Heart replied to Benny_DK's topic in ADDONS & MODS: DISCUSSION
Uhm, it's not like there's a file explosions.pbo which you can just drop into a different mod. In short, you can make a mix of the configs and scripts but it probably requires quite a bit of work and snooping around both configs. -
Well you make a new mission, place a suitable amount of targets, save it, open the mission.sqm in notepad and copy paste the coordinates from the first one, adding 100m more everytime on one axis. First coordinate is west-east, second height above sea-level and the third south-north. Then reload the mission and that's it. If you must have the shooting range at an odd angle it will be easier to make a script than calculate the coordinates by hand.
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Probably the easiest way is to edit the coordinates in mission.sqm with notepad.
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If you host a game the other players will need your IP address to join. With a dedicated server you can use a password.
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The scripts they use are probably just copy-pasted from someone elses work in the first place and it's not rocket science, any avarage mission maker could do the stuff they use without breaking a sweat.
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Okay The limit in WGL 5.12 is 120, not 30. You can disable the ATGM limit by using the included game logic or set it to a value you think is correct by a simple modification of the config. If you use the BIS Mi-24 there's no limit either. You can replace the soldier models to some laggier ones with the included configs. But yeah, it's all love here. Some people like apples over oranges and some don't. Some even prefer bananas
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And BIS is resposible for the box art? Nope. I'd say take it to Atari and have them mod you your money back.
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Unless the shiny new Ferrari happens to be hopelessly broken and it will take at least a year for all the spare parts to arrive. Analogies aside, ArmA is utter crap compared to good ol' OFP. Especially when pimped out to the max by all kinds of l33t mods and addons