Soohy
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There are command lists posted in this thread - look above. Also the default key for selecting all is: `- maybe that's why space bar doesn't work. The usual order is something like: all (`), return to formation (1-1)
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I'm just using notepad to edit these list - it's the fastest way (thanks to copy/paste), especially when assigning multiple voice commands for the same things.
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There's an annoying bug (also in earlier versions): when AI soldier runs out of ammo, he switches to hand gun. Good so far, but it's impossible to make him switch back to main weapon after he gets some ammo. And what's even worse, when I order him to get another weapon, he takes it, but then gets stuck in place and stops responding to orders.
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I'm using iZ3D monitor (http://iz3d.com). It uses 2 polarised LCD panels - one behind the other, and polarised glasses to separate the image. The best thing is, you can play in full resolution and the drivers work with almost all DirectX games. The bad thing is, there still is a bit of ghosting (does a ghostless gaming solution even exists? Apart from those low-resolution HMDs that is), but they're working on a new set of polarised glasses and judging by beta test reports, there already is huge improvement. Neverthless I can play ArmA in 1680x1050 with maxed settings (only low AA) and the effect is amazing. Here are some screenshost I made. They're converted to anaglyph mode, so you'll need a pair of red-blue glasses to see the 3D. http://soundscapes.cozywebhost.com/stuff/3d/arma1.jpg http://soundscapes.cozywebhost.com/stuff/3d/arma2.jpg http://soundscapes.cozywebhost.com/stuff/3d/arma3.jpg http://soundscapes.cozywebhost.com/stuff/3d/arma4.jpg http://soundscapes.cozywebhost.com/stuff/3d/arma5.jpg http://soundscapes.cozywebhost.com/stuff/3d/arma6.jpg http://soundscapes.cozywebhost.com/stuff/3d/arma7.jpg It's not as good as the real thing, but you'll get the idea. I also had to increase separation to some ridiculous value, because in anaglyph mode the depth effect is much weaker. This caused a few weird artifacts which are not visible on my standard settings.
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The site is http://pilfius.com.ar/default.php (without "www"). 0.9 is latest.
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Google for SpeechSDK51.exe - it's required for plifius.
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Here are my pilflus command lists for ArmA and OFP. They're based on the list found on pilflus website, but I added a lot of additional commands, including mounting vehicles, watching a particular direction, team selection by colors (after assigning), etc. Some commands can be said in multiple ways, f.e.: return to formation = fall back into formation = follow me = get back squad = all = everyone = everybody Mounting works when you're already inside a vehicle, the commands are: get in = get in anywhere ride in back = get in back gunner get in driver get in = pilot get in disembark = get out = out In OFP list I also added movement commands, like: move west 500. http://soundscapes.cozywebhost.com/stuff/arma_ofp_pilflus.zip
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Really weird, it should work with this setup. Try to set constant listening, not push-to-talk... Hm.. maybe you have audio mixing turned on - so when in game, it also records game sounds apart from your voice and can't recognize commands... Check this out and set only the microphone as the input source.
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This proggie is awesome I made a tiny addon to mute your in-game voice, so it doesn't repeat every command you speak to the mic. http://soundscapes.cozywebhost.com/stuff/mute.zip In your profile choose "Mute" as your character voice.
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Honestly I'd rather like BIS to concetrate on the proper SP/coop campaign (so it's comparable to original OFP), instead of making a a few online maps which will get buried under dozens of user-made missions and forgotten within weeks.
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Thanks, downloading now Direct link: http://files.filefront.com/MrBurns....fo.html
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Looks like it's gone Does anyone know actual location of this addon (or could upload somewhere)?
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Like in my post above, it selects map objects without ClassNames like trees, etc.
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If someone misses falling trees and walls, place an object called "jebut" near the explosion point and fire this script 1 second before the nuke explosion: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_array1 = (nearestObjects [jebut,[], 350]) - ((getPos jebut) nearObjects 350) ~1.5 {_x setdammage (1.0)} forEach _array1 exit That 1s delay is for preparing array. If it happened at the same time as the nuke goes boom, there would be an extreme fps dropdown. Right now I have about 0.4s slowdown before the nuke and then it all goes rather smooth.
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wow, so easy thanks man