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mach2infinity

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Posts posted by mach2infinity


  1. I would've thought that sticking to a SSD would be far more simpler. I haven't checked SSD prices but given the flooding in Thailand last year, where much of the hard drive components are made and assembled. Some of the better HDDs may be closer to SSDs in price still. So I would bet that it's worth going for a SSD. I did and whilst mine doesn't have tons of storage, for 60GB it's not bad. I have to say, gameplay on a SSD for me is a lot smoother. You still need a decent CPU (very important), graphics card and RAM but you don't need to defrag a SSD. I think the only thing with SSDs is their shelf-life isn't as good as a HDD due to the cells degrading over time/after successive data writes.


  2. rt.sqf file

    _Oii = createdialog "MBG_RadioTelescopeMenu";
    sliderSetRange [5552, 0, 60];
    sliderSetspeed [5552, 0.1, 0.1];
    If (isnil "tuner") then {Tuner = false;};
    sliderSetRange [5553, 0, 360];
    sliderSetspeed [5553, 0.1, 0.1];
    
    _pitch = ((RT animationPhase "Dish_Pitch")*60);
    _Yaw = ((RT animationPhase "Dish_Yaw")*360);
    
    sliderSetPosition [5552, _pitch];
    sliderSetPosition [5553, _Yaw];
    
    playerSoundSrc = "HeliHEmpty" createvehicle getpos player;
    playerSoundSrc setpos getpos player;
    tuned = false;
    _O = [] spawn {
    _i = 0;
    while {dialog} do {
    If (tuner) then {
    	if ( _i == 0) then {playerSoundSrc say "ui_radio_static_lp"};
    	_i = _i + 0.01;
    	if ( _i > 4) then {_I = 0;};
    };
    _pitch = ((RT animationPhase "Dish_Pitch")*60);
    _Yaw = ((RT animationPhase "Dish_Yaw")*360);
    
    
    If (Tuner and !tuned and ((_pitch > 10) and (_pitch<12)) and ((_yaw > 20) and (_yaw<22))) then {
    	_Of = [] spawn {
    		_pitch = ((RT animationPhase "Dish_Pitch")*60);
    		_Yaw = ((RT animationPhase "Dish_Yaw")*360);
    		_i = 0;
    		playerSoundSrc2 = "HeliHEmpty" createvehicle getpos player;
    		playerSoundSrc2 setpos getpos player;
    		tuned = true;
    		playerSoundSrc2 say "Lincolnshire_Poacher";
    
    		while {((_pitch > 10) and (_pitch<12)) and ((_yaw > 20) and (_yaw < 22)) and (_i < 24) and dialog} do {
    			sleep 0.1;
    			_i = _i + 0.1;
    			_pitch = ((RT animationPhase "Dish_Pitch")*60);
    			_Yaw = ((RT animationPhase "Dish_Yaw")*360);
    			};
    		tuned = false;
    		deletevehicle playerSoundSrc2;
    	};
    };
    
    If (Tuner and !tuned and ((_pitch > 20) and (_pitch<26)) and ((_yaw > 90) and (_yaw<122))) then {
    	_Of = [] spawn {
    		_pitch = ((RT animationPhase "Dish_Pitch")*60);
    		_Yaw = ((RT animationPhase "Dish_Yaw")*360);
    		_i = 0;
    		playerSoundSrc2 = "HeliHEmpty" createvehicle getpos player;
    		playerSoundSrc2 setpos getpos player;
    		tuned = true;
    		playerSoundSrc2 say "Woodpecker";
    
    		while {((_pitch > 20) and (_pitch<26)) and ((_yaw > 90) and (_yaw < 122)) and dialog} do {
    			sleep 0.1;
    			_i = _i + 0.1;
    			_pitch = ((RT animationPhase "Dish_Pitch")*60);
    			_Yaw = ((RT animationPhase "Dish_Yaw")*360);
    			If(_i > 21) then {_i = 0; playerSoundSrc2 say "Woodpecker";};
    			};
    		tuned = false;
    		deletevehicle playerSoundSrc2;
    	};
    };
    
    If (Tuner and !tuned and ((_pitch > 30) and (_pitch<50)) and ((_yaw > 60) and (_yaw<88))) then {
    	_Of = [] spawn {
    		_pitch = ((RT animationPhase "Dish_Pitch")*60);
    		_Yaw = ((RT animationPhase "Dish_Yaw")*360);
    		_i = 0;
    		playerSoundSrc2 = "HeliHEmpty" createvehicle getpos player;
    		playerSoundSrc2 setpos getpos player;
    		tuned = true;
    		playerSoundSrc2 say "Contact_1";
    		_barrier = 15.897;
    		while {((_pitch > 30) and (_pitch<50)) and ((_yaw > 60) and (_yaw < 88)) and dialog} do {
    			sleep 0.1;
    
    			_i = _i + 0.1;
    			_pitch = ((RT animationPhase "Dish_Pitch")*60);
    			_Yaw = ((RT animationPhase "Dish_Yaw")*360);
    			If(_i > _barrier) then {_i = 0; _barrier = 1.091; playerSoundSrc2 say "Contact_2";};
    			};
    		tuned = false;
    		deletevehicle playerSoundSrc2;
    	};
    };
    
    If (Tuner and !tuned and ((_pitch > 1) and (_pitch<30)) and ((_yaw > 300) and (_yaw<320))) then {
    	_Of = [] spawn {
    		_pitch = ((RT animationPhase "Dish_Pitch")*60);
    		_Yaw = ((RT animationPhase "Dish_Yaw")*360);
    		_i = 0;
    		playerSoundSrc2 = "HeliHEmpty" createvehicle getpos player;
    		playerSoundSrc2 setpos getpos player;
    		tuned = true;
    		playerSoundSrc2 say "UVB76";
    		_barrier = 15.843;
    		while {((_pitch > 1) and (_pitch<30)) and ((_yaw > 300) and (_yaw < 320)) and dialog} do {
    			sleep 0.1;
    
    			_i = _i + 0.1;
    			_pitch = ((RT animationPhase "Dish_Pitch")*60);
    			_Yaw = ((RT animationPhase "Dish_Yaw")*360);
    			If(_i > _barrier) then {_i = 0; playerSoundSrc2 say "UVB76";};
    			};
    		tuned = false;
    		deletevehicle playerSoundSrc2;
    	};
    };
    
    ctrlSettext [5554, str (sliderPosition 5552)];
    ctrlSettext [5555, str (sliderPosition 5553)];
    ctrlSettext [5556, str _pitch];
    ctrlSettext [5557, str _yaw];
    sleep 0.01;
    };
    Tuner = false;
    If (tuner) then {player say "ui_radio_signallost";};
    deletevehicle playerSoundSrc;
    };

    set_rt.sqf

    If ((sliderPosition 5552) == 0) then {_pitch = 0} else { _pitch = ((sliderPosition 5552)/60);};
    If ((sliderPosition 5552) == 0) then {_yaw = 0} else {_Yaw = ((sliderPosition 5553)/360);};
    ctrlEnable [5551, false];
    ctrlEnable [5552, false];
    ctrlEnable [5553, false];
    
    
    _P = [] spawn {
    If ((CtrlText 5556) != str (sliderPosition 5552)) then {
    	RT say "Pitching_Start";
    	sleep 1.309;
    	_soundsrc = "HeliHEmpty" createvehicle getpos RT;
    	_soundSrc setpos getpos RT;
    
    	_soundSrc Say "Pitching";
    
    	_AltePos = ((call compile (CtrlText 5556))/60);
    	_NeuePos = ((sliderPosition 5552)/60);
    	_Weg = (((abs _AltePos) + (abs _NeuePos)));
    
    	_dauer = abs (_NeuePos - _altePos)*30;
    	RT animate ["Dish_Pitch", _NeuePos];
    	sleep _dauer;
    	deletevehicle _soundSrc;
    	RT say "Pitching_End";
    	};
    	ctrlEnable [5551, true];
    	ctrlEnable [5552, true];
    	ctrlEnable [5553, true];
    };
    
    If ((CtrlText 5557) != str (sliderPosition 5553)) then {
    _soundsrc2 = "HeliHEmpty" createvehicle getpos RT;
    _soundSrc2 setpos getpos RT;
    _soundSrc2 say "Yawing_Start";
    sleep 1.054;
    
    _soundSrc2 Say "Yawing";
    
    _AltePos = ((call compile (CtrlText 5557))/360);
    _NeuePos = ((sliderPosition 5553)/360);
    _Weg = (((abs _AltePos) + (abs _NeuePos)));
    
    _dauer = abs (_NeuePos - _altePos)*90;
    
    RT animate ["Dish_Yaw", _NeuePos];
    sleep (_dauer-0.2);
    RT say "Yawing_End";
    sleep 0.2;
    deletevehicle _soundSrc2;
    
    };
    ctrlEnable [5551, true];
    ctrlEnable [5552, true];
    ctrlEnable [5553, true];

    I'm looking for the animation command to traverse the radio telescope which I can put in the init box. I don't know what I'm looking for, can anyone help?


  3. My settings are as follows:

    Visibility: 2000

    Texture detail: very high

    Video memory: default

    Antisotropic filtering: very high

    Antialiasing: low

    Terrain detail: normal

    Objects detail: normal

    Shadow detail: very high

    HDR quality: normal

    Postprocess effects: disabled

    Vsync: enabled

    Resolution is 1280x1024

    My ArmA2OA.cfg file has these settings:

    language="English";

    adapter=-1;

    3D_Performance=93750;

    Resolution_Bpp=32;

    Windowed=0;

    Resolution_W=1280;

    Resolution_H=1024;

    refresh=60;

    winX=16;

    winY=32;

    winW=800;

    winH=600;

    winDefW=800;

    winDefH=600;

    Render_W=1280;

    Render_H=1024;

    FSAA=1;

    postFX=0;

    GPU_MaxFramesAhead=1000;

    GPU_DetectedFramesAhead=3;

    HDRPrecision=8;

    lastDeviceId="";

    localVRAM=911605760;

    nonlocalVRAM=2147483647;

    vsync=0;

    AToC=0;

    Any suggestions as to how I can tweak the game? Does anyone use additional start-up parameters such as -winxp or -cpuCount=4? I've noticed when Vsync is turned off, I get a boost of about 10-15FPS. But when I record with Fraps, I still get the same visual 'chug' sometimes.

    I'm using the latest 295.73 drivers and I have turned off HT for my CPU.


  4. Thanks for the reply. In my mission, I just put down a trigger in amongst the civies and attached it to my player character as a 'group', just like you said. However, it hasn't triggered a 'mass panic' or anything. Am I missing something?

    Update: I copied the guy's mission and made sure to copy over all the triggers, game logic and even the marker. Seems to be working okay, but when I shoot to trigger it. They start to run then stop. Strange since the mission I downloaded from above worked just fine. I shall have to play around with it more.


  5. Are you sure you put a folder titled "addons" containing the mod files into the @yourmod folder? It won't show otherwise.

    This is hugely important. I was scratching my head wondering whether there was a mod limit! You just have to make sure there's an addons folder within the @MOD folder. Cheers :).

    Fantastic programme by the way SpiritedMachine. I love how I can place my mods into various groups and select which ones to load. The addition startup parameters are very handy too.


  6. Maxed everything easy - I have a good job so I have a good system - waiting for arma 3 :)

    Care to share to specs please?

    Should vsync be on or off?

    My answer is no I can't. I've been playing around with Icebreakr's Isla Duala and I get 60FPS just on my own which seems good.

    My settings are as follows:

    Visibility: 2000

    Texture detail: very high

    Video memory: default

    Antisotropic filtering: very high

    Antialiasing: low

    Terrain detail: normal

    Objects detail: normal

    Shadow detail: very high

    HDR quality: normal

    Postprocess effects: disabled

    Vsync: enabled

    Resolution is 1280x1024

    My ArmA2OA.cfg file has these settings:

    language="English";
    adapter=-1;
    3D_Performance=93750;
    Resolution_Bpp=32;
    Windowed=0;
    Resolution_W=1280;
    Resolution_H=1024;
    refresh=60;
    winX=16;
    winY=32;
    winW=800;
    winH=600;
    winDefW=800;
    winDefH=600;
    Render_W=1280;
    Render_H=1024;
    FSAA=1;
    postFX=0;
    GPU_MaxFramesAhead=1000;
    GPU_DetectedFramesAhead=3;
    HDRPrecision=8;
    lastDeviceId="";
    localVRAM=911605760;
    nonlocalVRAM=2147483647;
    vsync=1;
    AToC=0;


  7. Looks like our sacrificial goat has been sacrificed :D...feel free to dance! I hope he reads this for added psychological sting. There's no need to be like that with someone. From all my time posting on these forums over the years, I've never seen someone say "don't bother with this". We wouldn't have such a great community with such a vast and rich selection of content with that attitude.

    By the way, thanks for those large images. My broadband had dropped to about 230Kbps (ought to be 1.2Mbps but I'm sorting it out with my provider) so it was like being back on 56k with those photos. I'm sure my router nearly choked :p.

    As for the models, I can't really see a major difference (I'm not saying there isn't one, just speaking personally). But I certainly think the last set of photos you used (fan made ones) definitely look the better one and I think the smoothness of the tail design gives it a more refined aesthetic.


  8. Just let it die. You wont finish it anyway. Nothing against you, but theres a curse on the Cheyenne. There where no fewer than three in the making for OFP (one by Nephilim which was 99% finished), one for ArmA and now your start again for ArmA II.

    I think rather than try and disuade him from taking on the project, who not encourage him? Perhaps offer to assist such as alpha/beta testing? I have full confidence that b00ce will complete it. His model looks promising and I'm sure your words will help as well :D.

    b00ce, what part of the design phase are you on now mate?


  9. Just to confirm as I've only just come back. Benson's aliens, will they be the de facto alien threat or are they an addition to IceBreakr's aliens? Perhaps as some sort of 'command elite' or something?

    thx for the kind words everyone! i'm open to suggestions for the looks of the weapons. i'm still thinking about which way to go style-wise.

    You could take a cue from the UFO: Aftermath/Aftershock series...

    Large image

    The idea is they use bio-technology for their armour and weapons. In essence they cultivate their weapons so that it can be an adaptable platform. I know you've said you're not up for full body armour, but it's just an idea for the kind of look you can go for. And who knows, some eager chaps may want to try their hand at it! ;)


  10. There's no need to be like that. I don't think my post warranted that sort of response. I merely questioned why someone adding to an old thread was a bad thing. I'll admit I haven't added anything in regards to content disucssion thus far, but I've only just re-joined the forum after a long absence. I would've thought the "addon request" thread pertains to those that make a request for specific addons, rather than ones making a general query about the latest sci-fi addons.

    I'm thinking about getting my mod off the ground. I have no idea how far I can take it. It depends how quickly I can master such tools as Oxygen, and whether I'm any good at designing the various units. Although I'm cognisant that ArmA 3 will be out soon, so perhaps I ought to hold off. I'm toying with the idea of tying Battle:LA and Battleship into a single continuity. Some might think they're shit franchises, but I think the 'title mix' could be interesting. Plus the latter opens up naval warfare as a possible addition, which is fine. If I can get my head around the tools, I would very much like to start with the basic 'BLAA' infantry unit. Then after that, perhaps the drone unit (wedge ship). I'd love to explore the possibility of combining multiple wedge ships into their saucer formation for maximum firepower. One of the key objectives in my mod is water, the aliens want it, we want to deny it to them. So that adds an interesting strategic element to the mod. Anyway, I'll see how it goes.

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