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Viper-SWE-

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Everything posted by Viper-SWE-

  1. Viper-SWE-

    Track IR + Eyefinity. Has it been done?

    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... :-/
  2. Viper-SWE-

    Track IR + Eyefinity. Has it been done?

    He he, coool! :cool: But as you imply, it will probably take a few years before they get good enough to justify their price...
  3. Viper-SWE-

    Track IR + Eyefinity. Has it been done?

    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.
  4. Viper-SWE-

    Track IR + Eyefinity. Has it been done?

    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...
  5. Viper-SWE-

    Track IR + Eyefinity. Has it been done?

    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.
  6. Viper-SWE-

    Track IR + Eyefinity. Has it been done?

    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.
  7. 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?
  8. 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.
  9. Viper-SWE-

    The call command and Groups?

    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!
  10. 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?
  11. 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?
  12. 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...
  13. Viper-SWE-

    ST_FRAME in a 3D-Dialog?

    Awesome! That made it a whole lot easier! Thanks!
  14. Viper-SWE-

    ST_FRAME in a 3D-Dialog?

    Hmm, I'm not exactly used to reading binary files, but I guess it's worth a try...
  15. Hi all! When I add a LaserDesignator and its ammo to a trucks cargo space they is put there as two separate units - that is, you have to pick up the laser designator (which then doesn't have any ammo loaded) and then pick its ammo up and reload it. I want the ammo to be loaded directly! I have tried both 'addMagazineCargo' followed by 'addWeaponCargo' (which usually work for other weapons) and also the other way around. Any ideas?
  16. Viper-SWE-

    Adding a loaded laser designator?

    Yeah, a bit of a work-around, but it should work! Thanks!
  17. Viper-SWE-

    Operation flashpoint: commander

    Please check out our new creation, OFP: Commander! It's a new mod for OFP:Resistance that adds the ability to create buildings, units, weapons etc. "in-game". Create new groups "on-the-fly" and give them orders like patrol or move and so on... The whole idea is simple. Take over towns/cities to earn money. Use the money to build structures and units to fit your strategy. Some kind of "capture the island" with alot of freedom! People tend to compare Commander with MFCTI. But even though the goal of the misson - "taking over an island" - is the same, the way to get there is very different! In MFCTI you have a limited amount of groups which you can assign units to, in Commander you can create new groups in-game which makes it much more dynamic. Commander is played in MP where one player at each side takes the role as commander. He is the one who creates units, structures. He/She is responsible for keeping the army together and assigns missions to the other players. To keep track of everything, there also is a report-system that warns when any AI-controlled unit spots an enemy and a radar system to keep track of friendly troops. The rest of the players become colonels which can control the AI-controlled units and executes missions the commander assigns to them. Check out: http://nordserver.dyndns.org/commander/ /The commander team
  18. Please check out our new creation, OFP: Commander! It's a new mod for OFP:Resistance that adds the ability to create buildings, units, weapons etc. "in-game". Create new groups "on-the-fly" and give them orders like patrol or move and so on... The whole idea is simple. Take over towns/cities to earn money. Use the money to build structures and units to fit your strategy. Some kind of "capture the island" with alot of freedom! People tend to compare Commander with MFCTI. But even though the goal of the misson - "taking over an island" - is the same, the way to get there is very different! In MFCTI you have a limited amount of groups which you can assign units to, in Commander you can create new groups in-game which makes it much more dynamic. Commander is played in MP where one player at each side takes the role as commander. He is the one who creates units, structures. He/She is responsible for keeping the army together and assigns missions to the other players. To keep track of everything, there also is a report-system that warns when any AI-controlled unit spots an enemy and a radar system to keep track of friendly troops. The rest of the players become colonels which can control the AI-controlled units and executes missions the commander assigns to them. Check out: http://nordserver.dyndns.org/commander/ /The commander team
  19. Viper-SWE-

    Operation flashpoint: commander

    Each human player has the ability to joining or unjoining AI-units to their group. The Commander may also build units directly to an other players group. One player on each side MUST play as the Commander (the first role in the player selection screen). The Commander initiates construction, he or any other player then ask an engineer to construct it (select the engineer, press 6, then press the button that corresponds to the building you want to construct.) About RTS - I haven't tried it (too many addons required  )...
  20. Viper-SWE-

    Operation flashpoint: commander

    Each human player has the ability to joining or unjoining AI-units to their group. The Commander may also build units directly to an other players group. One player on each side MUST play as the Commander (the first role in the player selection screen). The Commander initiates construction, he or any other player then ask an engineer to construct it (select the engineer, press 6, then press the button that corresponds to the building you want to construct.) About RTS - I haven't tried it (too many addons required  )...
  21. Viper-SWE-

    Operation flashpoint: commander

    It is something between a mod and a mission. Mainly it is a really big MP mission with many advanced scripts, BUT we also have a small addon to among other things add our own markers. Later we may add some new vehicles too... The goal is actually to capture the island - by capturing the villages/towns...
  22. Viper-SWE-

    Operation flashpoint: commander

    It is something between a mod and a mission. Mainly it is a really big MP mission with many advanced scripts, BUT we also have a small addon to among other things add our own markers. Later we may add some new vehicles too... The goal is actually to capture the island - by capturing the villages/towns...
  23. Viper-SWE-

    Operation flashpoint: commander

    Hm, the server is a bit unreliable. But try again later, and it will probably work.
  24. Viper-SWE-

    Operation flashpoint: commander

    Hm, the server is a bit unreliable. But try again later, and it will probably work.
  25. I'm trying to make it possible for each player in a MP game(that is a leader) to have some/all units from his group unjoin him (into their own group) and then move to a certain point. This works as it should if you play the mission from the server, but if you play it from some of the clients, the units unjoin, but doesn't move! I unjoin the group by join the player to grpNull (and then join those who should still be joined to him again). I have tried both doMove, commandMove and Move. Does anyone know what's wrong?
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