Viper-SWE-
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Track IR + Eyefinity. Has it been done?
Viper-SWE- replied to RogueBlade's topic in ARMA 2 & OA - GENERAL
I still have a pair of those! Flying IL2 with those were amazing! :cool: Unfortunately I can't get them to work anymore since I have switched both operating system, from CRT to LCD and from Nvidia to ATI... :-/ -
Track IR + Eyefinity. Has it been done?
Viper-SWE- replied to RogueBlade's topic in ARMA 2 & OA - GENERAL
He he, coool! :cool: But as you imply, it will probably take a few years before they get good enough to justify their price... -
Track IR + Eyefinity. Has it been done?
Viper-SWE- replied to RogueBlade's topic in ARMA 2 & OA - GENERAL
It does get heavier for the computer, since you use a resolution of say 5040*1050 instead of 1680*1050. Fortunately it's not like running 3 instances of Arma2 - all AI, physics etc. that has to be done is roughly the same, it just have to render more polygons. My specs are: Intel Core Duo E6600 @ 2.40 GHz ATI Radeon HD5770 RAM 6 Gb @ 800Mhz I get between 20 (sometimes dips down to 15 for a short while) and 35 fps, with an average of about 29. Settings at about medium, some a little higher. But I do suspect that setup is limited by the CPU. After overclocking to 3.20 GHz it's more like 25 - 45 fps. -
Track IR + Eyefinity. Has it been done?
Viper-SWE- replied to RogueBlade's topic in ARMA 2 & OA - GENERAL
Yeah...that's the downside. :-/ Fortunately monitors aren't as expensive as they used to be. You can actually get a decent 22'' for roughly $150. Another way is to buy a couple of used ones... -
Track IR + Eyefinity. Has it been done?
Viper-SWE- replied to RogueBlade's topic in ARMA 2 & OA - GENERAL
I don't think I'm gonna be able to provide a video, but I do have a pic for you. Had been out flying with my Blackhawk. The front screen is a Dell P2210 and the side ones are Acer V223WAbd. -
Track IR + Eyefinity. Has it been done?
Viper-SWE- replied to RogueBlade's topic in ARMA 2 & OA - GENERAL
I have that setup (HD 5770)! It's sooo immersive! :-D Have worked like a charm, no problems at all. It does of cause lower my fps, but still high enough to be enjoyable (around 30). It is definitely worth lowering the graphic settings a bit to get it smooth on 5040x1050 since it adds so much to the immersion. -
I've got some sounds declared in my addon's config.cpp (all having the prefix 'cmdr' not to conflict with other addons). They all work fine when playing Flashpoint Resistance, BUT I want the addon to work with the ECP-mod and when I try to play the sounds in ECP I get a "Sound cmdrSound1 not found"-dialog! I've tried putting the pbo-file in Ofp's addon-dir, ECP's addon-dir and in both at the same time. The sound part of my config looks like this (really there are more sounds...) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSounds { sounds[] = { cmdrSound1 }; class cmdrSound1 { name = ""; sound[] = {"\cmdraddon\sound\sound1.ogg", db-0, 1.0}; titles[] = {}; }; }; How do I get it to work with ECP?
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Getting units inside a vehicle at any position?
Viper-SWE- posted a topic in OFP : MISSION EDITING & SCRIPTING
Is there any command for getting a group of people inside a vehicle at the non-occupied places - just like choosing "Anywhere" in the command menu (Mount->[vehicle selection]->'Anywhere')? If NOT - is there any simple way to check whether a vehicle actually HAS a certain position? I mean choppers don't have commander position, jeep don't have gunner or commander aso so that I can check: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? ((driver vehicle) != (driver vehicle)) : unit assignAsDriver vehicle For each position, rest of the units is placed as cargo. This will work fine with a BMP (which has all of the positions), but if I do it just like this with, say, a jeep unit1 will get in as driver, unit2 and unit3 will be assigned as gunner and commander (just waiting outside since there are no such positions in a jeep) and unit4 will get in cargo. -
The call command and Groups?
Viper-SWE- replied to Viper-SWE-'s topic in OFP : MISSION EDITING & SCRIPTING
Thanks a lot for your reply! I hoped that the call-command somehow interpreted a string and converted it to the right data type, and that I just had written it the wrong way. Now I know it don't... This whole thing was just about that I wanted to use the new call-command to make a neat solution (I did the work-around thingy in my first try), but I guess I have to go with the old, ulgy one! You're so right - Ofp-programming is all about work-arounds! -
Does the call command work with groups too? I want to add a certain group to a lists data, and then in another script get an array with all the units of that group. First: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">lbAdd[1303, format["%1", group _unit]] Second: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call format["selectedUnits = units %1", lbData [1303, lbCurSel 1303]] I only get an error message that says: Can't 'call' handle groups or what am I doing wrong?
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I want to have a Combo-box in my 3D-dialog. Unfortunantly I can't find the ID for it. I found it for List-boxes: CT_3DLISTBOX 22, but no similar for combo-boxes (CT_COMBO 4 is 2D). When I think about it I can't remember any combo-boxes in Ofp's GUI at all - can it be so horrible that they don't exist?? Anyone know anything about this?
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ST_FRAME in a 3D-Dialog?
Viper-SWE- replied to Viper-SWE-'s topic in OFP : MISSION EDITING & SCRIPTING
Awesome! That made it a whole lot easier! Thanks! -
ST_FRAME in a 3D-Dialog?
Viper-SWE- replied to Viper-SWE-'s topic in OFP : MISSION EDITING & SCRIPTING
Hmm, I'm not exactly used to reading binary files, but I guess it's worth a try... -
My question is: How do I get a frame (controlsBackground[]) in 3d in a 3d-dialog. I just get it to appear behind the 3d-dialog in 2d! (They do exist, there is one if you go to 'Options->controls' - the one that says: Mouse sensitivity.) I've worked quite a lot with dialogs, but not so much with 3d-dialogs...
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Adding a loaded laser designator?
Viper-SWE- replied to Viper-SWE-'s topic in OFP : MISSION EDITING & SCRIPTING
Yeah, a bit of a work-around, but it should work! Thanks!