Jump to content

Nazul

Member
  • Content Count

    462
  • Joined

  • Last visited

  • Medals

Posts posted by Nazul


  1. My new fave island as well. Is there any really thick jungle section with long grass? looking but cant find it yet.

    A suggestion for the intro, not to make the transition between scenes so abrupt, it needs a more gentle fade in and out.

    Yeh i know, i shouldnt be watching intros, should be playing but i was just on the phone for 15mins watching the intro and it was annoying the way it flicks to black.


  2. I've done the same thing as you - however there are more

    Something called the 'linekeepers box' ingame - it's next to the cow shed in the Razor 2 mission, next to the gate with the writing above. This is at the cowshed in Staroye where you help the farmers.

    Also there are the other two sheds, one of which has a small horizontal gas tank outside - also at the same cowshed (can be seen in the Razor Two mission). The same building and gas tank combo shows up when you go to the quarry on the same mission..

    Then there is also a commercial fence with angled barbed wire on the top.

    A pile of logs that features often outside houses.

    Most noticable was a industrial unit-like hanger I tried replacing "Ind_Shed_01" or "Ind_Shed_02" - but that didn't work. It's a shame as this mod really speeds up the loading of textures around towns etc..

    Anyone any ideas of a way to find out which files are for which buildings? The trial and error method sucks.

    Thanks

    Thats a lot more than Ive seen. Since i 'fixed' my PROPER pbo's I havent noticed any more low res buildings.

    Ill take a look.


  3. See this thread. http://community.codemasters.com/forum/operation-flashpoint-dragon-rising-game-pc-113/404184-possible.html

    This guy wants to change the layout on the M4 to have a thermal scope and silencer.

    Templar has put in the code needed to do this.

    <EntityTemplate ID="60311601980401884" Name="sa23m4a1s" Description="M4A1S Assault Rifle" FolderID="137948461090501798" ParentID="64194292620224732">

    <ParamSet ID="132369196018329820">

    <ParamSet NestedAs="Audio" ID="62453576233150388">

    <Param Name="AE_Group" Group="AudioBaseWeapon" Type="shortname" Value="HW/USA" Flags="2" />

    <Param Name="AE_Name" Group="AudioBaseWeapon" Type="shortname" Value="AR_M4A1S" Flags="2" />

    <Param Name="AEW_EjectName" Group="AudioBaseWeapon" Type="shortname" Value="Shell_Light" Flags="2" />

    <Param Name="AEW_MisfireName" Group="AudioBaseWeapon" Type="shortname" Value="misfire_1" Flags="2" />

    </ParamSet>

    <ParamSet NestedAs="Weapon" ID="62645584762005653">

    <ParamSet NestedAs="Animation" ID="64718690690820163">

    <Param Name="AnimSet" Group="Weapon" Type="shortname" Value="m4a1" Flags="2" Description="Swappable name in the animation set for the movement type" />

    <Param Name="recoilFreq" Group="DefaultGroup" Type="float" Value="14" Flags="1" Description="Recoil wave frequency" />

    <Param Name="recoilSlewRange" Group="DefaultGroup" Type="float" Value="0.5" Flags="1" Description="Maximum angular slew displacement" />

    </ParamSet>

    <ParamSet NestedAs="dr" ID="134703178799933589">

    <Param Name="base" Group="DR" Type="float" Value="240" Flags="3" />

    <Param Name="handling" Group="DR" Type="float" Value="120" Flags="3" />

    <Param Name="recoil" Group="DR" Type="float" Value="15" Flags="3" />

    </ParamSet>

    <Param Name="bigRumble" Group="Weapon" Type="float" Value="0.3" Flags="1" />

    <Param Name="dofAimNear" Type="float" Value="0.1" />

    <Param Name="dofNotAimRange" Type="float" Value="0.45" />

    <Param Name="littleRumble" Group="Weapon" Type="float" Value="0.3" Flags="1" />

    <Param Name="osdName" Group="Weapon" Type="shortname" Value="m4" Flags="2" />

    <Param Name="templateName" Group="Weapon" Type="shortname" Value="m4a1" Flags="2" Description="Set this name to the same name as the weapon in the xls spreadsheet" />

    <Param Name="weaponAimType" Group="Weapon" Type="shortname" Value="UNAIMED_ONLY" Flags="3" Description="Should be either UNAIMED_ONLY, BOTH, PREFER_AIMED or AIMED_ONLY" />

    </ParamSet>

    <ParamSet NestedAs="FireMode0" ID="62977867993868437">

    <Param Name="magType01" Group="GenericFireMode" Type="shortname" Value="am30mag556sub" Flags="2" />

    <Param Name="maxRange" Group="GenericFireMode" Type="float" Value="1000" Flags="2" />

    <Param Name="releaseVelocity" Group="GenericFireMode" Type="float" Value="270" Flags="2" />

    <Param Name="rpm" Group="GenericFireMode" Type="int" Value="900" Flags="2" Description="Use this for AUTO & BURST modes only" />

    </ParamSet>

    <ParamSet NestedAs="FireMode1" ID="62977872037177493">

    <Param Name="magType01" Group="GenericFireMode" Type="shortname" Value="am30mag556sub" Flags="2" />

    <Param Name="maxRange" Group="GenericFireMode" Type="float" Value="1000" Flags="2" />

    <Param Name="releaseVelocity" Group="GenericFireMode" Type="float" Value="270" Flags="2" />

    </ParamSet>

    <ParamSet NestedAs="AnimatedModel" ID="63645399997506585">

    <Param Name="boneMap0" Group="AnimatedModel" Type="string" Value="W_RFL_M4A1_S" Flags="3" Description="Name of bone mapping file (if required)" />

    </ParamSet>

    <ParamSet NestedAs="Scope" ID="63789196266203220">

    <Param Name="attachBone" Group="StandardScope" Type="string" Value="bone_anpas13" Flags="1" Description="Bone on the weapon to attach the scope to" />

    <Param Name="scopeName" Group="StandardScope" Type="string" Value="w_scp_anpas13e" Flags="1" Description="Name of the renderable object" />

    <Param Name="TwoDScopeOSD" Type="shortname" Value="Thermal" Description="Does this scope use a 2D OSD?" />

    </ParamSet>

    <ParamSet NestedAs="GameObject" ID="65009067586775274">

    <Param Name="UIArtName" Group="DefaultGroup" Type="shortname" Value="RFL_M4A1_S" Flags="5" />

    <Param Name="UIName" Group="DefaultGroup" Type="shortname" Value="m4a1s" Flags="7" />

    </ParamSet>

    <ParamSet NestedAs="WeaponCamera" ID="66891622029244492">

    <Param Name="fpModelScale" Group="WeaponCamera" Type="float" Value="1.6" Flags="1" Description="Scaling value for the 30cm clip plane" />

    <Param Name="sightOffset" Group="WeaponCamera" Type="float" Value="-0.1" Flags="1" />

    </ParamSet>

    <Param Name="RenderID" Type="shortname" Value="w_rfl_m4a1_s" Flags="3" />

    <Param Name="WEAPONNAME" Type="shortname" Value="M4A1" Flags="2" />

    </ParamSet>

    <Component ID="infrared" ComponentID="66106070818121751">

    <ParamSet ID="69121220349835340">

    <Param Name="bone" Type="string" Value="bone_infrared_laser" />

    <Param Name="isflashlight" Type="bool" Value="False" Description="True will treat as flashlight (up on dpad currently) otherwise other light (right on dpad currently)" />

    <Param Name="length" Type="float" Value="80" />

    <Param Name="spread" Type="float" Value="0.01" />

    </ParamSet>

    </Component>

    <Component ID="torch" ComponentID="66106070818121751">

    <ParamSet ID="69121225819207756">

    <Param Name="bone" Type="string" Value="bone_infrared_laser" />

    <Param Name="length" Type="float" Value="80" />

    <Param Name="spread" Type="float" Value="0.3" />

    </ParamSet>

    </Component>

    </EntityTemplate>

    My god, look at all that!!!


  4. G15 here, love it. Love it for the LCD screen with all my vital PC info but the macro keys are great.

    Ive got G1 assigned to W= forwards. so for every game where W is move forward, I now have auto-run.

    I havent reassigned the other G keys yet, ive just done a reinstall. I did have them as hold fire, open fire, go prone, stand up.

    To set Auto-run just record the W keystroke down but not up.


  5. 1 reason i can think of is you wouldnt see much in the daytime. Theres so many trees and ground clutter, units are camouflaged. At night you are able to see the tracers easier.

    Would you like me to make a 1500 AI battle in daytime right now?


  6. You dont need to put the whole game onto a ramdisk to see a difference, i put 3gigs worth of the most used pbo's and saw a difference.

    Ok so you want to play another game, name some games that need more than 2-3 gigs of ram, which is what is left if you make a 3gig ramdisk? I played Saboteur while i had 3gigs used for Arma2 ramdisk, and it was useing less than 1gig of ram. Ive got 6gigs total btw.

    Its not too much of a hassle, i made an image of the ramdisk so it takes 1-2mins to setup when ever i want to play Arma2 and even less time to shut it down.

×