barcode6
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I had something here, but to understate, the above is much more informed. Cool vid and nice description of the effect.
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Why is it impossible to find this game in Canada?
barcode6 replied to oblisk's topic in ARMA - GENERAL
I checked all the EB's here in Calgary and only one had the game (1 copy). I was going to get a few for my brother and some friends but no luck. I already have the CZ release and the UK DVD which I bought as an import from a local games shop so I'm not left out but... The lack of availability (and version splits and no NA servers etc) isn't helping me sell this fantastic game to my vidiot friends. -
Some impressions from messing around in the editor this morning: I like the new higher chopper speeds, I can get to 200 easily now with the LB when before I had trouble going over 150-175 in level flight. Choppers seem more agile as well. FFAR attacks were harder at the higher speeds but AA is more aggressive so the higher speeds are generally positive. I also like the new FOV settings overall. You can now see over the UH-60 window frame and get a better view. It makes it harder to see out of the mi-17 when at steep forward pitches but in all others it feels like an improvement to me. Vehicle handling (cars, bikes) seems to have been tweaked slightly. The bikes are much easier to drive with a wider FOV in 3rd person and dont throw me off when offroad. It feels more like the BAS bike from OFP but a little heavier if that makes sense. The editor seems smoother when dragging the map around. I have a P4 2Ghz, 2GB ram, 7600GS AGP. Textures still lag for me but the overall framerate seems to be higher and I was able to turn up my details and viewdistance. The A-10 is fun. 2 platoons of t72s were a workout with only 5 mavericks. The last three tanks engaged very aggressively. The A-10 seemed to be able to take some serious fire but still goes down quickly if you expose your plane. I have joystick mappings probs but bugs are for the other thread here. Early impressions are positive, and certainly shows that BIS is working hard to make this game great.
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Hats off to you gentlemen for bringing this fine piece of work into ArmA and sharing it with everyone. Thanks!
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Mission updated to ver 1.4: v1.4 changelog: - Fixed a jip bug where an array was not populated for new players, thus triggering a mission failure. Known Issues: - New version still shows as 1.3 in mission breifing. Please report any outstanding issues in this thread or at the official forums. If the JIP issues are truly resolved than this is the final.
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Mission updated to ver 1.3: v1.3 changelog: - Addes Kegetys Spectating Script, including hotfix. - Added M107 and ammo. - Added West motorbike. - Added lite version. No helo comms loop to reduce mission size. Included comms version for LAN play or high bandwidth servers. 320 KB vs 750 KB. It appears that this mission has a problem with JIP. Looking into it now.
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I would aslo like to know what the asnwer to this is. I have read the discussion on the differences between an sqf script and an sqf function but not this specific question. I think it has to do with cpu usage and the fact that sqf are more efficient in that regard but I could be talking out of my behind. I'm guessing that the more complicated the script or desired effect, the better it is to use sqf over sqs. if you are just doing something small like joining to a group or checking if a group is alive then I'm sure that the sqs is sufficient. BIS has declared the sqs deprecated but if you open the BIS missions that came with ArmA you will find tons of sqs scripts, and very few useful examples of an sqf. Make you maps the way you want, let the people that complain make the maps they want to make. After all is said and done you should be able to find help with optimizing the mission if it needs it.
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No. There is still a GEO limit and it is close to, if not the same as OFP. That's what gnat was talking about one page back. I also have a WIP navy project of the Canadian Halifax Class frigate. I got it into ArmA last night and found that any collision problems (holes in the deck, etc) I was having in OFP seemed fixed. That is until I ran onto the foredeck and ended up swimming. Incidentally, here is the ship: The roadway works from the back all the way to the front of the bridge. In OFP-land I had it as a static obj, and a moving ship, with a working phalanx and semi-working sparrows that wouldn't launch straight up and then guide, but would come out of the tubes at a bit of an angle. The main gun isnt done yet and the ArmA version will be a while to say the least. I can't wait to see the Arleigh Burke... thats been something I've wanted since I saw a WIP of someone elses model a year or two ago. Looking great Gnat!
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From the Readme: Here is a Co-op mission involving a hasty counter-attack against invading SLA forces. You start at a forward base and advance through Corazol. There is an additional objective revealed when your troops reach the DMZ. Clear Corazol and accomplish the revealed second objective to win. Mission is lost when all US forces are dead or the second objective cannot be completed. Group respawn. Select time of day, dynamic weather and vehicle respawn on or off as options at mission start. Vehicle respawn affects only the MH-6, the Stryker, and the HMMVWs. These units will reappear once when respawn is on. Regards, Barcode bug reports: ehweamaslippah@hotmail.com Edit: Link kindly posted by El nino Foxhound @ Armaholic.com: Corazol Flashpoint v1.4 v1.1 Changelog: - Fixed the second objective. A script issue prvented the second objective from being completd. - Fixed a couple cycle waypoints. - Changed the combat stance of some of the units. - Changed one BMP to a T-72. Kept unit POP of about 70% - Changed the one large aircomms sound loop to a collection of snippets. - Reduced overall mission pbo size from ~900KB to 678KB. v1.2 Changelog: - Fixed script error at mission start.
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Hello, I wrote a simple ArmA sqf script that respawns vehicles. It accepts variables for respawn delay, respawn repititions and location. I would like to know if there is anything specific that should be present to use this in MP. OFP had ? !(local LocalServerObject):Exit to run only on server, avoiding multiple spawned vehicles, does ArmA have similar? I have not found that information thus far in my searches of this board and ofpec. This is also my first ArmA script so if there are any issues please post. Anyhow here it is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_veh","_time","_reps","_marker","_type","_pos","_dir","_i"]; _veh = _this select 0; _time = _this select 1; _reps = _this select 2; _marker = _this select 3; _type = typeof _veh; _pos = [(getpos _marker select 0),(getpos _marker select 1)]; _dir = getDir _veh; _i = 0; while {_i < _reps} do { if (alive _veh) then { sleep 10; } else { sleep 30; deletevehicle _veh; sleep _time; _veh = _type createvehicle _pos; _veh setDir _dir; _i = (_i+1); sleep 20; } } it is called with [AH_1,340,4,spawn01] execVM "scr\bar_spawn.sqf"; as a line in the missions init.sqs where AH_1 is the named target unit in the mission, 340 is the respawn delay, 4 is the number of times the unit will respawn, and spawn_01 is a named target (usually an invisible marker). Barcode
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I don't know if there is a wav2lip equivalent for Arma yet, maybe that's why there is no mouth movement. Â At any rate, I for one am happy to see lolsav with a copy of Arma in his hands, as he has made some great (& humorous) missions for ofp. Â Â The video was not the point of the exercise I'm sure, but it was fun share, and fun for me to see him messing around. More I say!
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Ebud, Nice work on the update. Â I always found myself making missions on one side of the island or the other depending on the units I was using (and the camo). Â It's nice to have the full island at my disposal and not end up in the desert with soldiers clad in woodland camo and vice versa. Â There is still the old Tonal issue with the ILS at the airport. Â I seem to have a problem with addon jet aircraft not being able to taxi/takeoff. Â They get to the end of the taxiway and start to turn onto the runway, but before they are fully lined up, the AI hits the gas and the airplanes head off to the left about 45 degrees and crash into the terminal. Â I can get AI to take off in addon prop planes like DKMs Bronco, and the standard OFP jets are fine. Â I know that the Nogova runway allows the plane to turn and taxi a few meters before that 'go' point is reached, which might work here as well. Â No biggie if this can't be addressed; Â Air support can be created with a script or pos'ed instead of taking off from a parked position. Thanks again Ebud for all your hard work, not just on this update but for everything else as well.
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Operation Flashpoint: 5 Year Anniversary
barcode6 replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
Congrats BIS! 5 years. I wonder just how much of those past 5 years I've spent playing and modding this game? 6 months straight, I bet. If I was taking pilots lessons instead I'd have my license and then some... -
Absolutely, it will have to be used appropriately. I'm also worried about abuse in MP, like having a critical slot taken by someone that is there just to screw around. Again this depends on how it's implemented, that may not even be an issue.