MulleDK13
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May? It's expected Q1, 2009... May is Q2.5
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Couldn't really do this on the GPU, as I'm sure it'll have a hard time doing the graphics already. ArmA 2 (unfortunately) won't have physics that looks different from ArmA 1.
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Just imagine ArmA 2 with DMM (Dynamic Molecular Matter)! :O http://www.pixeluxentertainment.com/video/twist.mov http://www.pixeluxentertainment.com/video/trestle.mov Would be awesome... CPU expensive, but awesome
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My system specs is: Motherboard: ASUS A8V-X Processor: AMD Athlon 64 3700+ RAM: 1gb Ram Display: Geforce 6600gt (128 mb ram) Sound: Onboard I've tried all settings.. Very Low and Very High... Makes no difference... The graphics is still messed up. Also... I've noticed that if the graphics occur and I restart the game, they are still there... But if I close the game and remove the profile settings from "My Documents", the graphics are back to normal (for about 5-10 minutes).
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I get that graphics issue too. On 1.04 and below the graphics are perfect, and works just fine... No matter what setting I choose. But as soon as I install patch 1.05 the graphics starts to fuck... and looks like the picture in post 1.
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Editing unit which has a waypoint on it??
MulleDK13 replied to MulleDK13's topic in ARMA - MISSION EDITING & SCRIPTING
You newer use the "destroy" waypoint type? or join and lead? or join? -
No one else has this problem, and found a fix?
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The big Patch 1.05 INTERNATIONAL should work for 505 Games English!
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Yeah.. Thnx Ziggy... Forgot to change the "internal" to "terminate" before posting... :P
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Hi. After I install patch 1.05 the graphics starts to suck... Models only consists of very few polygons, and the trees are just flat squares. Only in patch 1.05! I've tried everything! As soon as I go back to 1.04, it works like a charm!
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Editing unit which has a waypoint on it??
MulleDK13 posted a topic in ARMA - MISSION EDITING & SCRIPTING
This has been bugging me since OFP!! How do I edit a unit which has a waypoint on top of it? -
Not that I know of, sorry:( I think the only way is to guide it manually.
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(I hate when you reply simoultaniosly ) If you want it to wait after commiting one camera, put in a sleep function. The number represents the number of seconds to wait before executing next line in script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">some code ~1 some more code Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;=== 23:58:35 _camera camPrepareTarget [65260.85,74635.02,-29443.72] _camera camPreparePos [2535.93,2543.26,11.49] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ~3 _camera camPrepareTarget [65260.85,74635.02,-29443.72] _camera camPreparePos [0,0,0] _camera camPrepareFOV 0.700 _camera camCommitPrepared 7 @camCommitted _camera The above code makes the camera go to the initiate position, then wait 3 seconds and then again go to position 0,0,0 in 7 seconds. The line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@camCommitted _camera Is used to wait for the camera to move... The @ means "Wait for", and is used for lot of different scripts. The line stops execution of the script until the camera has moved into the new position. After this the script will be resumed. Other examples of @ use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">guy1 doMove getMarkerPos "marker1" @unitReady guy1 titleText ["Guy 1 reached marker 1"] The code above, will make a unit called guy1 move to a marker called marker1. It will then stop executing the script until guy1 is ready (He won't be ready before he have completed his objective, which was to move to marker1). When he is ready, execution of script will continue. Btw, if you want to destroy the camera (to make the player be able to control again) execute this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] Hope some of this were understandable!
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This is controlled by the line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera camCommitPrepared 0 The number at the end defines how long it should take for the camera to reach it's new position. 0 means instantly. So this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;=== 23:58:35 _camera camPrepareTarget [65260.85,74635.02,-29443.72] _camera camPreparePos [2535.93,2543.26,11.49] _camera camPrepareFOV 0.700 _camera camCommitPrepared 7 @camCommitted _camera Would make the camera take 7 seconds to get to the new position.
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AddAction -how to detect who activated the action?
MulleDK13 replied to sealed's topic in ARMA - MISSION EDITING & SCRIPTING
LOOOOOOOOL! :P