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bhaz

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Everything posted by bhaz

  1. I can only judge from videos since I'm not a tester, Toad's videos from a few pages back are a good showoff of features. From what I've seen so far, if you want to use it plug and play like ACRE1, there's nothing stopping you from doing so. The channel and volume knobs work just the same as the original so long as you don't fiddle with the radio settings.
  2. Steam doesn't launch combined ops anymore if you use a -mod= line in the parameters. One option is to remove the tag and enable the addons ingame. Though, I just checked and it is on PWS, it's listed as @I44, make sure you have combined ops selected as your active game (double click), go to the browse menu and use the search box at the top.
  3. That's extremely odd, what's the BSOD error code and message? ---------- Post added at 09:06 ---------- Previous post was at 08:59 ---------- There are actually multiple other people having this same problem today, looks to be nvidia related. ---------- Post added at 09:17 ---------- Previous post was at 09:06 ---------- And another - suppose a problem this big will get fixed rather quickly. You wouldn't happen to be running a Killer E2200 network card would you? Solution is the latest drivers found here.
  4. bhaz

    What's a good IDE for Arma?

    Poseidon is another, I've only used it a couple of times but it seems pretty decent.
  5. I've been doing this since A2 on my 6 year old quadcore (Q9400 overclocked) and the performance difference is amazing (especially with 400+ AI), I'd recommend it to any quad owner.
  6. Thanks for the reply :) Am I right in thinking this feature was already in ACRE1 and i just missed it? I usually only used the default radios. (117's i think nope, 343's)
  7. Not very familiar with radios and stuff and my quick google search failed, what would be the purpose of running a radio at a different power level? (The PWR 5.0 W setting, 9:00 in the video above)
  8. Another upload :rolleyes:This is starting to look (sound?) really impressive.
  9. Our group's in the same boat, we have 6 players on a dedicated server running off someone's home machine, where the IP changes pretty much every day and the server is only up while we're playing.
  10. bhaz

    The new ARMA 3 DLC system - debate

    This system works until someone decides to release their own take on a vehicle or weapon (using the new features) as a standalone mod, then the restrictions go out the window since the mod is (assumably) available to all. The solution there is to also restrict modding, but that pretty much goes against everything BIS has done since OFP, and the very reason this series became huge to begin with.
  11. I've always thought of Arma's strategic gameplay being similar to the old Men of War RTS series, mods like IgiLoad definitely bring it a lot closer. As for the command side of things, the high command modules seem to work well enough for the moment (for human players anyway), so the only real barriers for a strategic game mode would be some kind of supply / reinforcement system.
  12. Is it possible to use a DNS name for a server that changes IP regularly? (i.e. arma.myserver.com rather than 12.34.56.78)
  13. You'll find pretty much all game / voip hosts do the same thing. Public IP addresses cost money, so they give your server a unique port number and route it that way. You'd still have your own dedicated machine (otherwise performance would be terrible). The only ways around it are for alive to identify servers by both IP and port, or to go with a hosting company that will give you a unique IP. Most "game server" hosts won't do this, but renting a generic server and setting up Arma on it yourself might. Though it may cost more money than its worth.
  14. I'd love to get my hands on the template they use for the quote videos at the start of campaign missions, they're way better than establishing shots.
  15. Forgive my ignorance but I can't find anything, you have a link?
  16. How about Arma's GPS? (ItemGPS) UAV terminal? (B_UavTerminal, I_UavTerminal, O_UavTerminal)
  17. The OK button seems to do nothing, pressing Esc a few times works though.
  18. The decision was related to meshes and the inability to throw grenades into vehicles with open doors (they would just bounce off an invisible plane rather than go inside). Source
  19. Good to hear :), thanks for the info.
  20. Did this change make it onto the stable branch? It wasn't in the SPOTREP patch notes and it made a huge difference to performance. edit: this one
  21. Wow I really like the cargo actually being visible on/in the vehicle. :) Reminds me of R3F logistics towing scripts from Arma 2.
  22. Judging from this, there's no easy way to add classes to the array yet.
  23. Just a small visual glitch with the latest stable, @alive seems to cause some scrollbars in the GUI to appear completely white.
  24. I had these three problems with my group, ours were caused by bad anti-flood settings on the TS server. We changed "reduced points per tick" from 5 up to 15 and they disappeared. May need a higher number for lots of players?
  25. bhaz

    Urban Patrol Script

    Hey, I can still repro this with your latest version, using the example mission included in the zip. I changed one of the enemy squad leaders init to: alpha = group this; Along with a 3 line init.sqf file: thread=[leader alpha,"AZ2","random","trigger"] execVM "ups.sqf"; waitUntil { scriptDone thread; }; hint "done"; When in-game, I tested with these two commands in the console: { _x setDamage 1 } forEach units alpha; { deleteVehicle _x } forEach units alpha; Using deleteVehicle, the script thread never ended. The extra isNull workaround I posted still works in the latest. In some cases in the larger scale mission I'm creating, deleted squads were still being assigned new waypoints every few seconds (with debug markers turned on). Hope this helps. (this was repro'd using the dev build)
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