Ringo
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Everything posted by Ringo
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I think sombody forgot something...
Ringo replied to lavbo0321's topic in ARMA 3 - QUESTIONS & ANSWERS
I think you're referring to this Buzzz. It's a script that you can download and use to get your setups easily and paste in your soldiers init fields. However I agree it would be a nice feature to have directly in the editor. edit: And the link might be of value here... Dslyecxi's Arma-3-paper-doll-gear-selector :p -
I actually bought this on my Sony Tablet Z, ran it for a bit (although somewhat choppy), Then I had it replaced with another unit due to pixel errors. Now I can't install it because the device is no longer supported. Great! So at least it's working on non-tegra devices. It just needs some tweaking I guess. I hope my purchase still remains and that I can just install this once again when you fix whatever it is you need to fix.
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I've searched for but not come around any information regarding this so here's my post. Are there any possibilities we will get proper Eyefinity setup in Arma3? I mean like ability to setup screen size, angle and bevel thickness like I've seen in simulators like iRacing and recently Assetto Corsa? The reason for having this setup properly is to avoid the stretched out and distorted graphics you otherwise end up with on your sidemonitors as the game just assumes it is only one large flat screen, when in fact most of us have the sidemonitors angled towards us. This means that the game will have to adjust for the bevels instead of using the driver supported bevel correction. This allows the player to setup his monitors to work as windows into the game world with perfect viewing on all three monitors and not only the middle one. I've attached a screenshot from the setup in Assetto Corsa Tech preview which has the best Triple screen setup I've ever experienced! I've marked the result of the bevel correction in the screen as well. You clearly see that the game does not render the pixels that are hidden under the bevels, rather than the driver corrected version where you will have the area behind the bevels rendered as well.
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Not sure if this helps. But a friend of mine had the same problem yesterday when he joined a session I were hosting. He got stuck on receiving data. But I believe he didn't get anything transferred at all. Turned out I had the Dev updates turned on and he had not. Once he opted in for the Dev updates it started working again.
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Are we going to get/is there anywhere to get Patch Notes?
Ringo replied to mordeaniischaos's topic in ARMA 3 - BETA DISCUSSION
Tried to play Multiplayer with 2 friends last night and one of them could not recieve the mission file. Turned out he was the only one not having Dev updates enabled. Once he switched that on and got the Alpha updated it worked. So I guess the different versions are incompatible at least. Would've been nice to have in a Changelog, although we found out rather quickly. -
Thoughts on the new Shadows and settings
Ringo replied to RuecanOnRails's topic in ARMA 3 - BETA DISCUSSION
Cool. Will have to try that out tonight. Have you noticed any significant change in performance with the Ultra setting over High? -
Am I the only one who noticed the snakes?
Ringo replied to gopgop's topic in ARMA 3 - BETA DISCUSSION
The wildlife truly adds to the immersion. My first contact with a snake was while I were sitting at a corner covering and all of a sudden I saw some unnatural movement compared to the grass. A split second later when I realized it was a snake I literally jumped in my chair. Then made my character back away from it. I don't like snake either... :) -
YES! I would love that too. I spent close to an hour trying to adjust the X and Y-settings of the GUI in the Username.Arma3AlphaProfile but to no avail. Sometimes I got one side within the physical bounderies of my main screen, then I tried to adjust the other one and it completely threw the first side off again. As it is now I got about 1cm of the HUD cut off on both sides. Can't see the leftmost letters in the menu as an example. Well, with some hands on the alpha it's quite obvious that the functionality and support for eyefinity setup has not improved since Arma2. Hopefully it's something they can implement down the road to full release, although I doubt it. For now I would be happy if we only got the possibility to set the resolution of the mainscreen and have the HUD show within these boundaries. Or is this in fact what happens if you set a 16:10 resolution for your interface? Or do I only get a stretched one then? Will have to try this tonight I guess.
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I think you're right about the need of multiple cameras. I know in iRacing (which is one of the two titles I know with proper triple-screen support), they state that they will have to render 3 separate windows, and in turn this will be more demanding. I don't care if it is more demanding. I would just love to see support like this in the titles I really love, and enjoy a view of the game world that doesn't feel unnatural. If you prefer the stretched view I'm happy for you, since that is pretty much what you've got in any game. I also have a TrackIR, and the "need" for such a peripheral is greater when you don't have three screens. I still use it in ARMA2, but in a bit different fashion than before I had three monitors. Instead of turning my head and keep my eyes on the center of the screen, I find myself looking towards just inside the bezels and have the the view turn as well, since the picture is not that much distorted on the other side of the bezel this feels kind of natural. I'd love to have a proper view on the side monitors though and be able to look there and turn down the sensitivity even more on the TrackIr. Regarding the bezels I rarely even think about them beeing there. I got 3 Dell 24" with a combined bezel about 3,8cm between the monitors. If it exists in VBS it should only be a matter of Copy-Paste ;) (Trying to get the devs to bite here...)
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Hi I got this problem whenever I'm hosting a game. No matter if it's on my dedicated server or on my gaming rig itself. What happens is that me and my team mates choose our gear in the mission setup. When we then start the game, everything is back to the default loadout again. If we play on the dedicated it happens to all of us. If I host the game I get to keep my equipment most of the time I think, but everyone else is back to default. I've copied my game dir to the server to host that, so all files should be more or less identical (except config files). Sitting behind a router, but gameplay is fine on all other aspects so ports should be opened properly as well. Hope that made sense... Grateful for any ideas that could solve this issue. Really boring to be stuck with default loadouts all the time.
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No, we don't make our own missions. Up until now I didn't know this was a confirmed bug, so I just assumed the problem was on my server. I've tried making my own missions a couple of times but usually gotten bored or stuck on some feature I wanted. I just don't have the patience I guess. Also, to play your own mission wouldn't be as dramatic. I just download missions that seem promising. Editing already built missions seems like a task that would require time and effort. It rarely states when I'm downloading a mission wether or not the maker implemeted gear selection in the menu or as ammo-boxes. At least from now on I know not to bother with selecting gear in the briefing screen.
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That's the problem I'm referring to LoneStar. Thanks for pointing it out. Registered and voted it up! Gunther, I really don't like respawning. I'd rather they implemented a proper spectating system for coop, like some of the scripts seen out there. Unfortunately not many use these when they make their missions. Who want's to spectate as a bird in the middle of the night anyway? :) (Are there any addons that alter this?) Anyway, that's my question answered. Guess we'll have to play these missions by hosting ourselves or go with standard equipment on the dedicated server. Thanks to all of you for your time and answers!
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First, thanks for the very thourough reply. I probably should've explained a bit more in detail. The problem is as follows: * We load a mission on the dedicated server. * We choose our gear in the gear list. * We start the mission. * No one get what they selected, they get what that default class has. This goes for all missions as far as I've found. I mostly download missions and they are pretty well made as far as I've seen, so I believe they should work. If I host the same missions on my own machine instead of the dedicated server. I get to keep whatever gear I choose, but not people who have connected, they get default gear. We do not play missions with respawning. So this is a related to the first mission insertion only. I understand if you wanna keep gear after respawning that's a whole other deal. Hope that clarifies the problem a bit.
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BAF and PMC on a dedicated
Ringo replied to dust31's topic in ARMA 2 & OA - Servers & Administration
Thanks for confirming before I went ahead and tried that :) -
BAF and PMC on a dedicated
Ringo replied to dust31's topic in ARMA 2 & OA - Servers & Administration
Got a follow up question on this topic. I transferred my Arma2 dir to the server. Upon launching the server, it complains that PMC is not authorized on that computer which is understandable. But how do I revert to the (Lite) version of PMC and BAF on the server if I copied over the folders from my game dir? Is it as simple as to remove them? Are the (Lite) PBO's in the general Addons folder? Sorry for asking before I even try this out. Am at work right now and want to get the server running properly asap when I get home :) -
ArmA 2 OA Coop gear for offical campaign not working
Ringo replied to kocrachon's topic in ARMA 2 & OA - TROUBLESHOOTING
I got this same problem but when playing on our dedicated server. No gear changes in the briefing will stick and all players get what is set from the start. Have tried searching but not found any answers yet. -
Hi. I'm trying to set up a mission where one objective will be to blow up the cranes in the Chernagorsk docks. First I didn't have any trouble with reading and searching to find out how to tie an object to a variable name for reference in triggers and such. For this I use the "nearestObject ID" command. This works fine for 3 out of 4 cranes in the docks. The second one from the west though, I can't manage to blow up using the same code that blows the other three. My only conclusion is that I have the wrong ID for that particular crane. But looking in the editor it is the ID that is spot on. However there are 2 partially visible ID's close by, and I don't know if any of those could be the crane. I have a couple of triggers tied to each crane that will give feedback when you blow them up. When I force the object that would be the crane, I get a message that it is in fact "!alive" which indicates that something has gotten destroyed at that very position, however, nothing visible, and the Crane still stands. I have searched thorough on the forums and in the guides I've found but I haven't seen anyone white quite this problem. Any ideas on how to come around this, or find the actual ID of the crane would be very appreciated! Below I've linked two screenshots. One showing the Crane (it's the rightmost one that is the problem, oh, and the containers in the concrete are placed by me, so it's not them beeing blown up either) and one showing the editor with partially visible ID's. http://farm4.static.flickr.com/3438/3776997251_7fd3cdf489_o.jpg http://farm4.static.flickr.com/3599/3776944899_b5016d1918_o.jpg
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Partially visible ID's
Ringo replied to Ringo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Tried it. Works like a charm! I was kinda hoping for a reference like this, just hadn't found it. Thanks!!! Crane1=position this nearestObject "Land_A_Crane_02b" @F2K Sel: Thanks a lot. I'm sure I'll get some great use of that script of yours as well, had already been thinking in that direction to get the ID's, but since it seems like they do change with the patches, the name-aproach should be more reliable I guess. -
Partially visible ID's
Ringo replied to Ringo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Alright. With the 1.03 patch released and changing the ID's of the cranes. Is there a more suitable way to assign a present object from the map to a variable rather than by it's ID? If one places a marker instead, and uses that for get nearestObject I guess it would work, right? But I got this feeling it would be quite the amount of trial and error when it comes to the placement of the marker, as the cranes are. Just tried actually, but I guess my placement of the markers are off, or it just doesn't work. Suggestions? -
Partially visible ID's
Ringo replied to Ringo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Awesome! Tried it and that's it! :D Thanks for your help and quick responses. Much appreciated! -
Partially visible ID's
Ringo replied to Ringo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is so weird. I have tried that already, and also now again after your confirmation. I declare all for Crane objects with game logic like this: Crane1=position this nearestObject 970412 Crane2=position this nearestObject 970381 (this is the problematic one) Crane3=position this nearestObject 970449 Crane4=position this nearestObject 970141 Then I just tried adding a trigger which fires when I step into it. In the init field I put the following: Crane1 setDamage 1; Crane2 setDamage 1; Crane3 setDamage 1; Crane4 setDamage 1; 1,3 and 4 blow up, not Crane2. Also, the trigger that checks the integrity of Crane2 has the following condition "!(alive Crane2)" and is fired after all the Cranes get "setDamage 1". I am shown the message Crane2 destroyed as I've specified, but still it's standing. Do you have your sample mission available maybe I could have a look into it and see what I'm doing wrong here? I've compared these triggers and declarations back and forth now several times, and it's not getting me anywhere. -
Is it possible to install demo alongside retail?
Ringo replied to Ringo's topic in ARMA 2 & OA - GENERAL
Thanks for the answer Thr0tt! -
Sorry if this is already covered in any of the demo threads, I have searched and not found any answers. (I do not have the time or energy to browse through 80 or so pages in the demo thread) I already have the full version installed of the game (505 release), but I need to know if the Demo can be installed and run beside such an installation without conflicts. I hope this is the case, because I would like to be able to launch the demo and guide some of my friends in multiplayer into this amazing world of ArmA2. Would be nice to know it works before downloading the huge demo just to try that out. //Ringo