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Tonmeister

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Everything posted by Tonmeister

  1. Tonmeister

    Saitek X52 Joystick

    I have an X52 pro. I haven't setup a profile as yet and just use the ingame mapping for now. I haven't observed any lag ingame, although I wouldn't think .4ms would be even perceptibly noticeable. Some have mention on the forums that they have observed a considerable lag if there are conflicts with multiple mappings from input devices, just something to check. And you can always inc. the sensitivity of the device ingame, or change the deadzones externally. cheers
  2. Tonmeister

    Saitek X52 Joystick

    Well I'm glad I saw your post as I was skimming the forums. I recently bought a Saitek X52 Pro, and purchased the retail OA just yesterday. I noticed the exact same problem. All my mappings just completely disappeared on more than one occasion. I'm going to test it out a little more tonight, but this was very odd. I'm not entirely sure whether the settings are stored in the users Profile, but it would be nice to have a save function, just to know, the mappings have been save to a file somewhere. I get the feeling ArmA2 can also use hardware profiles... god knows how or where. cheers
  3. Tonmeister

    Arma II & OA User Video Thread

    hahaa! nice work. very python-esque
  4. Tonmeister

    Will I be disappointed again?

    OFP was the only campaign I ever really enjoyed, never finished ArmA, in fact put that game disk in a very dark place and never looked at it again and the ArmA2 campaign was just too buggy for me, I have more confidence in community built missions and campaigns than the boxed ones.
  5. Tonmeister

    Tried Demo - buggy, game worth it?

    I've been tempted the past few weeks to break my dry spell for purchasing new titles. But in all honesty I'd rather purchase a buggy BIS title over anything else, the buggy Total War titles comes a close second, just for the shits and giggles. I totally think its worth it.
  6. Tonmeister

    co51 Frontline

    Hi Oden, tried the SP missions, great work! my only comment was the downtime for everything to initialise and gameplay was somewhat laggy. I expect this has to do with the activity and ai units deployed. Is there a way to limit the size of the ai deployment as a global param on both sides? cheers
  7. Hi tpM, this is interesting work. I'm wondering if you are actually simulating acoustic spaces or if you're implementing an effect on the sound. If you're attempting to simulate, are you actually calculating, by some means, the early / late reflection times based on specifically geometrically modelled spaces in the game world? If so I imagine you would be doing some form of RT convolution based on an impulse response using something like bruteFIR... Do you also take into account sound occlusion and the propagation of sound into other spaces? And is object materiality ie absorption coefficients, part of the simulation? cheers Ebola
  8. Tonmeister

    Update FaceTrackNoIR

    Ok great that's halfway there, so I imagine pressing backspace a second time restarts tracking? If this was discussed in a previous post I may have missed it. edit: forget answering that, was in the updated readme. cheers
  9. Tonmeister

    Cannot find/see enemies

    I wish there was a mod that gives opposing forces fluorescent uniforms and fat pants so they're more recognizable on the battlefield. This camo gear stuff is ruining gameplay.
  10. Tonmeister

    Update FaceTrackNoIR

    Hi V4Friend, well I haven't been able to replicate the Facetrack crashes I mentioned in a previous post. The protocol I've been using is Freetrack, I think previously I was using Facetrackclient, but I'm not so sure as I didn't take copious notes. By all accounts its been pretty stable, particularly online during warfare matches I've played. The only thing I've noticed is that ARMA2 takes a little while to re-establish a link if tracking drops out due to extreme head movements or positions. As far as I'm aware Facetrack successfully re-engages recognition if a dropout occurs fairly quickly. On a side note I'm wondering if there is a way, like a keystroke, which could be used to override/re-engage the tracking ingame, particularly during times when a stable head position is absolutely necessary. Other than that I'm impressed with the implementation and it's non-invasive in terms of wearable items as with most off-the-shelf available tracking systems. cheers,
  11. If that ever happened, first off... I'd be disappointed and I'd stop purchasing their product. In the end I'd return to the total war titles. :rolleyes:
  12. Tonmeister

    Update FaceTrackNoIR

    Hi V4Friend, I'll get back to you on the PPjoy or Flightgear protocol used, not sure which one was selected now. I do know the update app of FaceTrackNoIR crashes; - after about roughly 10min with - tracking on with - arma2 running and - no other application running in the background. this is really only a comparison to what I was doing previously, running the original release with all of the above without FaceTrackNoIR crashing. From memory, with arma2 minimised, Ram usage sits about 110mb with cpu <10%. Not sure if this spikes with arma2 un-minimised. I'll test it without arma2 running to see if it changes anything in terms of stability. cheers Ebola
  13. Tonmeister

    Update FaceTrackNoIR

    tried out the updated version lastnight and the application kept crashing after roughly 10min of gameplay without any real detail as to why other than a popup that said "this application has stopped working". This didn't happen when I tested the first released app. bummer. win 7 64bit 4G ram ATI 4850 ArmA2 1.05 no beta
  14. Well I think you should remove the mod and continue playing the ww2 games you feel necessary. I really cant see how anyone could be disappointed with the exceptional work done here with this mod. Your attitude is typical to someone who expects the world but does nothing positive to contribute. Off with his head! :o: Ebola
  15. from what I've seen, I'm even more excited to see this release. I'd love to see Benny's Warfare take advantage of the dynamic town creation for online game play. That would be awesome if the postprocessing could be managed reliably for all clients.
  16. wow this is so impressive, I'm scared to use it.
  17. the very last weapon you're adding should have a ; after it removeallweapons this; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addmagazine "30Rnd_556x45_StanagSD"; this addweapon "M4A1_AIM_SD_CAMO"[b];[/b] cheers
  18. This may not be entirely what your after, but if you place a high command module on the map and sync it to your character, you should see markers for each grp, unit represented on the map. otherwise create a marker and use attachto to the unit you want marked. hope that helps,
  19. Tonmeister

    spy mission trigger

    hi, check this site. I use Kegety's cpbo to decompress pbo files. Look under the section heading ARMA tools. Once Depbo'ed (place the entire folder in your arma2 user profiles missions directory) you can open in the editor. http://www.kegetys.net/arma/ cheers
  20. Hi guys, I'm trying to create a random ied from a number of civ vehicles positioned on the editor. Within each vehicle init i've put; nul=[this] execVM "carbomb.sqf" carbomb.sqf is _object = _this select 0; _loc = getPos _object; _bomb = "R_57mm_HE" createVehicle _loc; _value = random 100; if (_value <25) then { _trg=createTrigger["EmptyDetector", _loc]; _trg setTriggerArea[15,15,0,false]; _trg setTriggerActivation["WEST","PRESENT",false]; _trg setTriggerStatements["this", "_bomb", ""]; }; as a test if _value is set to <250, then all my vehicles on the map will have ieds when they run this script on initialisation. My problem however, is with the TriggerActivation of the ied. When I run the test I'm finding that if WEST is not in the TriggerArea, all the vehicles explode on startup... I dont understand why. I must be reading this incorrectly, but I from what I understand from the code, the trigger should only activate once WEST is detected within a 15m radius of the vehicle... :confused: any advice would be great! thanks ok I think this is causing some problems at the start of the script.. _bomb = "R_57mm_HE" createVehicle _loc; and now its here; _trg setTriggerStatements["this", "bomb = "R_57mm_HE" createVehicle _loc", ""]; hmmm
  21. Tonmeister

    Medevac Module

    I hope you had something to eat, and maybe a sleep too...
  22. My thoughts are to implement a simple script to randomly cycle through available invisible targets. Set your insurgents to hold fire. at known or random timingpoints, cyclically match a target with a soldier and as Cyborg mentioned, maybe force a doTarget + selectWeapon + action ["USEWEAPON"] command
  23. Tonmeister

    Trigger Question

    your like an old friend, thanks ProfTournesol
  24. much of the idea is that the machine randomly decides how many and where, but you could certainly go so far as to affect the distribution or even have the option to determine the degree of randomness. the script is in its infancy, but its starting point for me to explore other possibilities with it. I also have randomly generated civilian suicide bombers, using a slightly different script, that chase you down before detonating. So it all happens pretty quick which is pretty cool
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