Jump to content

Väinämöinen

Member
  • Content Count

    123
  • Joined

  • Last visited

  • Medals

Everything posted by Väinämöinen

  1. Väinämöinen

    Place an object

    Hi! You can use the setpos command: https://community.bistudio.com/wiki/setPos It's kind of trial and error process but I have done all my object positioning on other objects this way. And here is some example: http://forums.bistudio.com/showthread.php?78156-Putting-objects-on-tables regards.Väinämöinen
  2. Väinämöinen

    disable map marker

    It's discussed here: http://forums.bistudio.com/showthread.php?159805-Disable-Map-Marker You could also delete all created markers - eg. create a list of valid markers and delete all invalid markers: https://community.bistudio.com/wiki/allMapMarkers deleteMarker deleteMarkerLocal regards.Väinämöinen
  3. Väinämöinen

    here is Eliteness

    Works fine here - Win7x64. regards.Väinämöinen
  4. Väinämöinen

    Simulate sound of firefight

    Dunno if it helps but triggers can have "Effects". Insert a trigger and click "effects" on the bottom of the trigger settings dialog. Maybe you could use some of them - there is effects for explosions, firefights etc. Or you could make your own ogg file and play it during the mission. regards.Väinämöinen
  5. Väinämöinen

    Text on waypoints

    Hi, you have to enter it on the "DESCRIPTION" field of the waypoint. regards.Väinämöinen
  6. Väinämöinen

    How to round

    Hi! You should check this out: https://community.bistudio.com/wiki/round And don't forget the floor and the ceil commands! regards.Väinämöinen
  7. Väinämöinen

    Question about function basics

    1. If you aren't suspending the script, the next statement will run in parallel with the function call. You can use the waituntil command to control that. 2. Preprocessing and compiling to a variable saves hard disk time. Everything runs from the memory. If you are calling the function frequently you should preprocess and compile your code. On a small scale it really doesn't matter.
  8. Hi, it seems that your ellipse is mirrored. What happens if you put negative value to the angle? Eg. _angle = _angle * (-1) regards.Väinämöinen
  9. Väinämöinen

    AI command to launch flare

    And here is the Arma3 version - just add a west grenadier, add him some flare ammo and name him "test_soldier": flare_target = "Land_HeliPadEmpty_F" createvehicle [(getposATL test_soldier select 0)+5,(getposATL test_soldier select 1)+5,10]; flare_target setpos [(getposATL test_soldier select 0)+5,(getposATL test_soldier select 1)+5,10]; test_soldier addmagazine ["UGL_FlareGreen_F",10]; test_soldier reveal flare_target; sleep 1; test_soldier dotarget flare_target; sleep 3; test_soldier fire ["GL_3GL_F","GL_3GL_F","UGL_FlareGreen_F"]; :cool: You can call this SQF from where you want. And here is the demo mission: https://www.dropbox.com/s/i8s5yek2x2xlgxz/flareup.Stratis.zip For east soldiers to shoot flares you have to look flare ammo and flare muzzle from config viewer. Regards.Väinämöinen
  10. Väinämöinen

    Scripting Questions

    Hi! For scripting dialogs (and images) http://forums.bistudio.com/showthread.php?144954-Dialog-Tutorial-For-Noobs-By-A-Noob And some SQF basics and little more advanced scripting: http://killzonekid.com/category/tutorials/ Hope that helps! regards.Väinämöinen
  11. Väinämöinen

    AI hunting player...

    Seems that the Larrows script works only on SP missions. You need to change the "player" with something else. As there might be 10+ possible players, the script needs something (single location - maybe calculated from all the player locations) for the AI to "home to". You can't use the "getPosATL group" as the command doesn't work on groups. And the script should only be run on the serverside. Hope that helps!
  12. Väinämöinen

    AI command to launch flare

    In OFP days what I did (syntax seems to be the same but classes not). https://community.bistudio.com/wiki/fire: unit Fire ["GP25Muzzle", "GP25Muzzle", "GP25_flarered"]; Activated by some trigger. Units really shot those flares if they had ammo. Hope that helps!
  13. Väinämöinen

    Problem Campaign

    Real simple tutorial: Create folder "My Yyber Campaign" In it, put a text file renamed with file extension *.ext with this inside it: class CfgIdentities { }; class Awards { }; class Penalties { }; class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Campaign { name = "My Yyber Campaign"; firstBattle = PART1; class PART1 { name = "aa"; cutscene = ; firstMission = mission1; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = PART1; class mission1: MissionDefault { end1 = mission2; end2 = mission2; end3 = mission2; end4 = mission2; end5 = mission2; end6 = mission2; lost = mission2; template = mission1.Cain; }; class mission2: MissionDefault { end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = mission2; template = mission2.Cain; }; }; }; class CfgRadio { sounds[]={}; }; class CfgMusic { tracks[]={}; }; class CfgSounds { sounds[]={}; }; create folder "Missions" inside folder "My yyber campaign". Put your two missions in it named mission1.cain and mission2.cain. .cain means the island name. Abel=>Malden CAIN=>Kolgujev EDEN=> Everon INTRO=> Desert island Replace entries in mission ext with your mission names. To play your campaign, put the "My yyber campaign" - folder in your OFP campaign folder. To add missions to your campaign, just add missions to the mission folder and reference those missions in your description.ext file.
  14. Väinämöinen

    Problem Campaign

    You could try to unpack the bpo decryptor to your desktop on defauld folder? I have the same OS as you (Win7) so it should be OS compatible...
  15. Väinämöinen

    Problem Campaign

    First of all you should download bpo file extractor: http://ofp.gamepark.cz/utilities/pbo_decryptor15.zip Then use that tool to unpack some user made campaign. Ie. this one: http://www.gamefront.com/files/files/14755747/odwet.zip (The bpo file is inside the zip file) ( More campagns can be found from here http://operationflashpoint.filefront.com/files/Operation_Flashpoint_Resistance/Addons/Campaigns/;5207?start=0&limit=25&descriptions_in=0&summary_in=0&show_screenshot_in=0&sort=filesize&filesize_direction=asc#files ) See what it contains and you can build your own mission easily. regards.Väinämöinen
  16. Väinämöinen

    Problem Campaign

    Hello, back then, when OFP came out I made some campaigns for it. I would advise you to download some user made campaigns and debpo (unpack campaign file) them. And see how they are made. I also found this link: http://community.bistudio.com/wiki/Campaign_Description.ext For campaign to work you need the description.ext file and missions. Hope that helps! regards.Väinämöinen
  17. Väinämöinen

    Herculess bombing run?

    It's been a while since i looked into demo mission but just tested it: 1. Use the radio menu 0-0-0 to call for an airstrike 2. You will be asked for coordinates - give those by clicking on the map 3. Planes will arrive to coordinates
  18. Put unit on editor with this in his init script: spiral = [this] execvm "spiral.sqf" Create spiral.sqf to mission folder: sleep 1; _upwards = _this select 0; _speedupwards=500; _t=0; _x=1; _amplifier=50; _radius=1; _interval=0.001; _a = 0; _b = 0; _c = 0; _upwards sidechat "Started!"; while {_t<5000} do { _upwards setvelocity [_amplifier*(cos(_x)),_amplifier*(sin(_x)),((_x/_speedupwards)*(_x/_speedupwards))]; _t=_t+1; _x=_x+_radius; sleep _interval; _a=_amplifier*cos(_x); _b=_amplifier*sin(_x); _c=((_x/_speedupwards)*(_x/_speedupwards)); player sidechat format ["T=%1 A=%2 B=%3 C=%4",_t,_a,_b,_c]; }; You can set speed upwards with this: _speedupwards And the radius with this: _radius Regards.Väinämöinen
  19. Väinämöinen

    ArmA2:Oa Patch 1.54 released!

    About several xdelta errors: - Don't use overclocked settings - Put patch file to the Arma2 root folder After several attempts to install from desktop this worked.
  20. Väinämöinen

    What does it take to run this game on max settings?

    ATI HD 4xxx series have serious issues conserning antialiasing and high postprocessing. On my 4870x2 rising the PP setting fps drop by 10 with each step. Rising the AA setting to high seems to slow the system less but when you look through bushes/smoke the impact is higher.
  21. Väinämöinen

    ATI 5970 / Dual GPU usage issue in OA

    Maybethis helps: http://forums.bistudio.com/showthread.php?p=1690677&highlight=steam+crossfire#post1690677 I also had to use Rivatools to overclock the other core. It was using idle clocks even while gaming. No probs anymore!
  22. Codemasters: FPDR There will always be "ignorant" ones. The ones who buy any game where you can run and gun with an M4.
  23. On 32 bit OS - 4GB minus your video card memory and the address space allocated to a couple other hardware resourcse. Typically, the realistic maximum memory is somewhere betwee 2.5GB and 3.5GB.
  24. Sure you will get higher FPS but depending on the scenario ie. in towns your framerate will drop to 20fps. I went from Core2Duo 3.8ghz to Core2Quad 4.5ghz (For stability I lowered to 4.3ghz) and still I'm experiencing framerates below 25 in towns. GPU usage is somewhere around 20-30%.
  25. Väinämöinen

    Buying a new PC for ArmA II

    For all those billionares playing Arma2-OA: MOBO: EVGA Classified Super Record 2 (SR-2) 600€ GPU: 3x GeForce GTX 480, 1536MB GDDR5 3x460€=1380€ PROCS: 2x Intel® Xeon® Processor X5680 2x1600=3200€ MEM: G.Skill’s DDR3 48GB (4GBx12) 1,900MHz CL8 Ripjaws 2900€ PSU: SilverStone Strider ST1500 1500W 330€ CASE: LIAN-LI ARMORSUIT PC-P80 FULL TOWER 300€ SSD: Crucial RealSSD C300 256GB SATA3 RAID-0 2x600€=1200€ ------------------------------------------------------------- =9910€ Oh... and if you can spare some more: OCZ Z-Drive R2 e88 9600€ as dedicated Arma2 drive. ------------------------------------------------------------- =19510€ And add a decent water cooling. Maybe you could play Arma2 with this comp on medium settings.
×