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mr_centipede

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Everything posted by mr_centipede

  1. mr_centipede

    HETMAN - Artificial Leader [NR6 Edition]

    I just fixed the problem yesterday. It seems I have to put the HAL Commander module outside the trigger area. Meaning the trigger consider the module as a legit OPFOR unit, so you have to put it outside of the trigger. Sorry for the trouble caused by resurrect this old thread. Thank you
  2. mr_centipede

    HETMAN - Artificial Leader [NR6 Edition]

    How do you end the mission? I made a simple mission in the editor but the trigger OPFOR NOT PRESENT doesn't seems to fire. If I remove all HAL element, the trigger fires just fine. Does anyone have any idea?
  3. mr_centipede

    Arma3 Videos

    Just my single player mission having to secure the edge of chapoi.
  4. As for my problem it is not because of light interferences. Mine is because of need to enable vsync. After enable vsync my problem solved. But for some other people maybe because of light interferences. So check that too if you have the same problem. If not, try enable vsync. If both didn't solve it, then I hope some other people can offer some other solutions
  5. Sorry to resurrect this thread but I encountered the same problem, in all areas in ARMA 3. It only manifest itself when I view up/down (pitch). When I view up/or down a certain degrees and the screen flickers and sees double vision. A fix that I found is to enable VSYNC in the video settings. Seems the problem occur because the FPS is higher than the monitor refresh rate. I tested again with vsync off and played in TANOA and cranked up the VD all the way up so that the FPS drop below my monitor refresh rate (144hz), and look up/down again, and as expected the problem did not manifest itself. So your options are, enable VSYNC or cranked up your video settings that it will be at or below your monitor refresh rate. Hope this will help those that have the same issue. Thank you.
  6. mr_centipede

    Flickering grass

    Are you by chance use adaptive multisamping in your radeon software? if so, try change it to multisampling
  7. Just chilling around... Mods used: RHRM [REAL HERO's RAGDOLL MOD]
  8. Sorry to resurrect this thread, but come 2020 this is still broken (the export to SP mission part). Or is there a fix somewhere, other than the workaround part? Thank you
  9. Hi, just wondering how can I make a scenario where AAF fight against LDF? since both of them in the independent faction. Thank you
  10. mr_centipede

    How can I make AAF to fight LDF?

    Thanks, it works perfectly. I just need to set probability of presence of the OPFOR/BLUFOR unit to 0 (zero) 🙂
  11. mr_centipede

    General Discussion (dev branch)

    Today's changelog mentioned about added ability to draw line in map interface... Can explain how to do this? Thank you
  12. mr_centipede

    Graviteam Tactics Operation Star

    That tracers.... reminded me a modded tracers in arma 1, where it lights up the ground...
  13. mr_centipede

    BI has just lost a customer

    See this: http://forums.bistudio.com/showthread.php?145530-Globally-banned-by-BattlEye-See-this
  14. mr_centipede

    Blastcore: Phoenix 2

    You can remove the smoke pbo
  15. mr_centipede

    AI Discussion (dev branch)

    Can we get at least contextual menu? Something like when you select an AI and point to a truck, GET IN command is already on top, along with other command in the quick menu, such as rearm, heal, or take xxx? Useful when trying to rearm your auto-riflemen at your assistant auto-riflemen (rearm)
  16. mr_centipede

    DirecxtX 12 for ArmA 3?

    Thanks guys. I just upgraded my gfx card to R9 280, and then this DX12 and new R9 300 series comes out.... I thought I was a bummer for sure. Glad I just need WinX to be able to use DX12
  17. mr_centipede

    DirecxtX 12 for ArmA 3?

    Is there any game out there already with DX12? is DX12 already out? Does my vid card support DX12? Is there anything a user need to prepare for this DX12?
  18. mr_centipede

    General Discussion (dev branch)

    Did something happened to the voice protocol? Some words are muted and orders take a few seconds longer before processed. For example, I assign number 2,4 and 6 as team Red, but I only hear my character say "2, 4, 6..." the "Team Red" part is muted. Another example. when ordering the said team to move somewhere, it takes a few seconds for it to be processed(the issuing order part/voice, not the executing part), then my character said, "Team Red..." the "move to" part is muted. Does anyone else experienced the same?
  19. mr_centipede

    New terrain reveal - Tanoa

    About buildings that are still intact when there was a war going on, you can use this function here: https://community.bistudio.com/wiki/BIS_fnc_destroyCity
  20. I use CTRL+Left Click to change from rifle to launcher and CTRL+middle click to change from rifle to pistol. There is a command somewhere in the control, so you don't have to use scroll wheel to change weapon
  21. mr_centipede

    New terrain reveal - Tanoa

    and Its huge....
  22. mr_centipede

    General Discussion (dev branch)

    changing stance while turning kinda slow I think. You have to wait your character come to a complete stop before you can change stance. Also after moving/running. You need to stop, wait half a second, then you can change stance. Does anyone else have this?
  23. Please note that CQB module itself has it's own spawn radius, other than the other (CORE) AI placement module. default for CQB is 700m I think. Try check that :)
  24. mr_centipede

    AI Discussion (dev branch)

    I haven't encountered AI throwing smokes... How to trigger them throwing smokes? I've only played infantry vs infantry. Havent tried with vehicles
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