Jump to content

SUPR3ME KILL3R

Member
  • Content Count

    42
  • Joined

  • Last visited

  • Medals

Everything posted by SUPR3ME KILL3R

  1. SUPR3ME KILL3R

    Cheytac M200

    Rifle would be much quieter with Subsonic ammo, you would have no chance in hell of hearing it, or which direction it came from. It would however have much less range and require a higher grain bullet to offset reduced energy from lower velocity. Suppressor is still good without subsonic ammo at long ranges because it will hide the muzzle flash. For your next weapon you should do this http://world.guns.ru/sniper/sn46-e.htm Quote: "WS 2000 is wery formidable weapon. It fires 20 gramm (308 grains) tungsten dart (fleschette) with muzzle velocity of 1450 meters per second (4750 fps). At 1000 meters this projectile will penetrate a 40 mm of RHA (rollded homogenous steel armour) and will result in serious secondary fragmentation effect behind the armour. That said, it will penetrate two walls of any modern APC at one kilometer range. The trajectory is very flat and does not rise higher than 800 mm above the line of sight when fired to 1000 meters. The cartridge is of somewhat original design, and has plastic case with steel head and base. The projectile is concealed within a plastic sabot."
  2. SUPR3ME KILL3R

    CTD Fixed Sort of 1.03

    I get this error quite often now to the point where the game is unplayable. On multiplayer Warfare, I usually get this crash immediately after being shot. Very odd, get shot, 1 second later i'm staring at the desktop. Although this isn't the only time I get it.
  3. I just bought a DVD copy %16 off in the United States at this website http://www.gogamer.com/viewproduct.htm?productId=73295699 $42 + 3 day shipping = still less than retail cost. Ordered thursday and it arrived yesterday. I went to bestbuy and they said they won't have it until sometime this week.
  4. Kick ass, I guess I need to go to bestbuy this weekend.
  5. Don't waste our time with your bs. Go start another thread on another forum about how this game is not like Counterstrike and therefore SUXORS! LOLZ! and kindly f*** off. Anyway heres a list of places by country where you might be able to get it. http://www.gamestracker.com/buy-arma-2-compare-prices-pc.htm I might try this particular one on that list and then let you guys know. $41 + $2 shipping
  6. I don't think Got Game Entertainment was the best choice in publisher. Look at their website, most oddball group of games i've ever seen. Almost sounds like a joke: some puzzle games, some 2d games, some card games, and... ArmA 2 :391: Anyway, who the hell knows when it comes out here in NA.
  7. There are plenty of things wrong with Steam and products bought through steam, don't say nothing is wrong with it. Just like there are plenty of things wrong with Games for Windows Live which many games are using now. I have (had) them both and while they don't give me major grief, I still don't like them and won't buy any more products requiring them. I agree that it has advantages like the fact that it downloads the game quickly as you said, but some people don't like the fact that they have to go through Steam to play something they own. If Steam doesn't work, the game sure as hell won't. Like this issue in particular (and theres plenty more) DVD Copies are always better, and I won't buy this on anything else even if it doesn't make it to retail stores in North America for some misguided, retarded reason. That simple.
  8. I live in Maryland, USA and am still trying to find out exactly how to get a copy (I only buy DVDs, none of this D2D/steam download bs), so I may go with that or probably Amazon. Checked Gamestop a month ago online, release was stated at sometime july, now they don't even have it on there. None of the other retail stores around here seem to carry it or will even carry it. Shouldn't be this difficult to find it in my opinion.
  9. SUPR3ME KILL3R

    173rd Airborne Brigade ACU Units

    Yeah I get CTD's when using these units but only when using BLUFOR vehicles. Theres probably something wrong with the crew soldiers.
  10. SUPR3ME KILL3R

    Massive Z-fighting

    Well, after I thought that new Nvidia drivers had caused this, I was wrong. I tried changing every setting available in the game and in Nvidia control panel, no effect. 5 different drivers, no effect. All resolutions, no effect. Watch for yourself Absolutely rediculous. Quad Core 3 GHZ Nforce 790i One (no SLI) 8800 GTX 768 MB 4 GB DDR3 RAM Fully updated drivers for everything. Any ideas on what the #@(% is causing that?
  11. SUPR3ME KILL3R

    Massive Z-fighting

    I noticed that too. So the only fix I have for the moment is to not use long range weapons with optics or the UAV system shown in my video... great.
  12. SUPR3ME KILL3R

    Massive Z-fighting

    I tried to oldest drivers available but still no dice... I wanted to try out the driverheaven Omega Drivers but windows XP 64 be damned I can't.
  13. SUPR3ME KILL3R

    Massive Z-fighting

    I don't see replacing the 8800 GTX as a viable option... I can still play ArmA just fine, its just that at certain points I run into that problem. I could live with it, but it would ruin any more videos that I do.
  14. SUPR3ME KILL3R

    Massive Z-fighting

    I reformatted, installed ArmA Gold with patch 1.14 and I think the only other thing was winrar, and upon testing with and without any mods/addons... Same result. Nvidia 8800 GTX I bought has no drivers on the CD for windows XP, only vista. So I used the most recent ones available on their website. Think its version 180.48.
  15. SUPR3ME KILL3R

    Massive Z-fighting

    Going to reformat and just use the drivers off the CD's and see what happens.
  16. I have a video work in progress which features a scene of a civilian wounded next to a car, and an SLA soldier walking up and firing 3 rounds at him at close range, killing him. That all works, except using the "USEWEAPON" code presents problems. This is the code to the script, no matter what I do to the loop, the SLA soldier fires only once, where I want him to fire 3 times. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_shooter = executer1 _logic = logic1 deadciv1 switchmove "ActsPpneMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_Injured3" executer1 playmove "ActsPercMstpSnonWrflDnon_ArrestingSoldier" ~5 deadciv1 switchmove "AdthPsitMstpSlowWrflDnon" _shots = 0 #FireAuto _logic action ["useWeapon", _shooter, _shooter,0] ~0.5 _shots = _shots + 1 ?_Shots >= 3:exit goto "FireAuto" Simply using the USEWEAPON code 3 times doesn't work Loop doesn't work But, adding 3 triggers and having them each use the USEWEAPON code with a delay inbetween works. I dont like this, because  I need to use the USEWEAPON code about 50 more times for this video (getting soldiers to fire during animations), and I dont want to add several hundred triggers just to get this to work...
  17. SUPR3ME KILL3R

    Useweapon, frustrating.

    I tried it without the loop and it still doesn't work. EDIT: I've noticed that after using the Useweapon code in a script, everything that is supposed to happen afterward, fails to. Well I got it to work, mostly... Sometimes it works and sometimes it doesn't it seems
  18. SUPR3ME KILL3R

    Force landing gear out on helicopter

    Thanks anyway, i'll find another way to make it work.
  19. I'm modifying a script designed for APC's to make infantry disembark better, to work with helicopters and it works, except on one helicopter, the V-22 osprey addon. Problem i'm having is that I'm forcing the helicopters to land with a script that works, but the V-22 does not deploy its landing gear as it gets closer to the ground. So, can I force it to animate the landing gear out? Such as _Vehicle animate ["landing_gear",1] Where do I find the name of that animation?
  20. SUPR3ME KILL3R

    Force landing gear out on helicopter

    I know this, but the helicopters are under fire so i'm trying to get them to land quickly, not accurately
  21. SUPR3ME KILL3R

    Force landing gear out on helicopter

    Those didn't work, or maybe its just my inexperience with it. Maybe I could live without it, the osprey doesn't explode when it lands it just clips the ground and deploys landing gear about 5 seconds late and it looks annoying. I dont have this problem with say, a UH-60 because it has no retractable landing gear. Heres the script I wrote to land helicopters and then start another script, which I modified to work with the osprey. This basically forces them to land, slowing down as it gets closer to the ground, and when everyone gets out, script exits and the chopper flys on. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_group = _this select 0 _vehicle= _this select 1 _vehicle animate ["gear_nose",1] _vehicle animate ["gear_left",1] _vehicle animate ["gear_right",1] _vehicle animate ["gear_n_door_l",1] _vehicle animate ["gear_n_door_r",1] _vehicle animate ["gear_r_door",1] _vehicle animate ["gear_l_door",1] #heliland _v = Velocity _vehicle _vehicle setVelocity  [((_v select 0) / 1.001), ((_v select 1) / 1.001), -6] ~0.01 ?getPos (driver _vehicle) select 2 > 10: goto "heliland" ?getPos (driver _vehicle) select 2 <= 10: goto "heliland2" #heliland2 _v = Velocity _vehicle _vehicle setVelocity  [((_v select 0) / 1.001), ((_v select 1) / 1.001), -3] ~0.01 ?getPos (driver _vehicle) select 2 > 5: goto "heliland2" ?getPos (driver _vehicle) select 2 <= 5:[_group,_vehicle] exec "lech_dismount_osprey.sqs" ?getPos (driver _vehicle) select 2 <= 5: goto "heliland3" #heliland3 _v = Velocity _vehicle _vehicle setVelocity  [((_v select 0) / 1.001), ((_v select 1) / 1.001), -0.5] ~0.01 ?({vehicle _x == _vehicle} count units (_group) <= 0 ): exit ?getPos (driver _vehicle) select 2 <= 5: goto "heliland3" It works really well, when it works.
  22. I am trying to edit an addon, an APC, because when troops get out from the cargo, they perform the animation "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHigh" or something close to it, which is the animation for jumping out from a 5 ton truck, but that produces the odd effect of making soldiers look like their jumping out of thin air 5 feet above the APC to the ground. How would I edit an addon to change that?
  23. SUPR3ME KILL3R

    Change cargo eject animation

    "GetOutMedium" That worked. Couldn't find that in any reference.
  24. SUPR3ME KILL3R

    V-22 Osprey Tilt Rotor

    Really good addon if you ask me 1 problem. I wanted to set up a scenario where 3 of these unload marines somewhere, the AI trying to get out always get stuck inside, so I guess I need to write a script for them to get out whenever I might use this in a mission.
  25. SUPR3ME KILL3R

    Maneuver Under Fire?

    I'm having the same problem with a mission where a HMMWV platoon comes under fire. The AI is completely thick and 4-5 rifleman can stop 20 troops in 4 HMMWV with m2 .50 machine guns on each of them. However take a look at this thread That should provide a solution to making them disembark better. Also I've been fooling around with a beachhead mission where some landing craft come to the beach and disembark about 20 troops each. The AI was completely horrible, they wouldn't move very well and bunched up, and generally got wiped out. So what I did was forced the squads in the boats to eject, then perform a running animation 3 times, in a random 90 degree direction in front of the boat, and then move on to their next waypoint. It works well, once the ramp is lowered they get off one by one and run off the boat in a not-so single-file fashion, and space out and at least survive longer. I'm going to make a video out of it soon, which you can watch at my youtube channel. Full size The point, ok, is that while you might be asking too much of ArmA you can get around it by scripting. Thats why I like this game so much, you can do anything. Or you can wait for ArmA 2 Â Anyway. You could try something like forcing soldiers in the vehicles who aren't on crew served weapons to eject when they come under fire, run a few meters in a circle around the vehicles, then hit the dirt or find cover and go from there.
×