

greenpsycho
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Everything posted by greenpsycho
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Where are people getting new versions of Domination for Arma 3?
greenpsycho replied to sorophx's topic in ARMA 3 - USER MISSIONS
yeah, i was wondering the same thing. I see lots of servers with it, but I can't find where everyone is finding the file -
Tried the mission the past few days, unfortunately, I'm finding its virtually unplayable. I'm hosting/playing on my machine, but with no other players, min view distance, detail, towns, and group size I'm getting crazy low FPS due to the AI dinging my cpu. Any chance we'd see better performance with a non-AI commander? Any other suggestions to get the performance up? There also seems to be a glitch regarding buying weapon attachments: it works about 1 in 4 times, but there is no rhyme or reason when it does (ie trying to add in other sights etc). I like the mission, but the whole UI for weapons/items purchasing seems extremely raw, confusing and a bit buggy. My next step is to dig up the old PBO toolset and edit out the groups in the SQM.
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Invasion 1944 - DDay 2.0
greenpsycho replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Roger that, it was some sort of weird fluke. Maybe something to do with one of my background programs, maybe the arma launcher I use, don't know. But it works now when launched normally through Steam. -
Invasion 1944 - DDay 2.0
greenpsycho replied to SFG's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey guys, for some reason I am having issues with the sound. I followed all the instructions, and am running vanilla Arma (both beta and most recent release) and but the sound coming out of my speakers is just torture (I honestly can't think of terms to describe it). I would have thought the DAC fix solved this, but I'm still having issues. Any thoughts? -
awesome awesome awesome. Me and my friends played the .68 version for a good 4 hours last night and had a blast. I added a few favorite BAF and OA weapons, and will probably add the entire vanilla/oa/baf weapon list in time (just for fun). Its especially fun at dusk/night seeing tracers and muzzle flares. A quick note for finding caches (although this seems to be fixed with .69): interrogate a ton of people and they will keep giving you locations. None of them are perfectly accurate, but you can triangulate the position based on where the suggested locations are clustered. Great mission man.
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Me and my buddies finished a run through last night. Overall, a very nice little map. I did add a weapon cache up by the respawn point (it only had the ordinance and basic ammo boxes). I also added another mortar up there to have a bit more fun with. My only comments are: -respawn with same weapons would help tremendously. -Mortar runs out of ammo quickly. A quick fix would be to place an ammo truck nearby, or something. -My buddy was commanding the bravo squad with all AI units. After he died, he never got command back (seemed to work for me on alpha though). With the AI as squad leader they never actually do anything, so he had to go rogue and went off on his own without his squadmates. The mission never succeeded because we could not get them to the exfil point. All in all, a good map though. Any suggestions on how to deal with IED's? I kinda knew where they were, but didn't know how to disarm/disable them, so I just steered clear (sometimes).
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Seconded for the parameters issue. Also, spawn point is ridiculous far away for "quick action" especially with limited vehicles. Other than that, great map!
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Not sure if anyone else has this problem, but the campaign won't work for me. When I click to play the BAF campaign, it brings me to the OA mission list and launches the OA missions. Happens whether I launch the game via BAF or OA thru Steam.
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Quick question: when I am in a vehicle, how can I get the AI driver/gunner/commander to turn in so they don't get shot in the face? I've tried setting them to "danger" and "aware" but neither works. Sometimes if I'm commander and I turn in, the others will as well, but if I'm in the backseat, they feel the need to have their hair flap in the wind (and then they get shot in the face). Thanks.
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yup, that was it (forgot the addon subfolder). Thanks guys Mod looks great, i'm happy to see some actual greens instead of the lame desaturated stock colors.
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I'm having some trouble getting the mod to work. Did you guys that have gotten it to work just dump everything into a @Summerplantsbeta folder so all the bush, trees, etc PBO are in the same mod folder? Or did you separate them out?
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agreed. I used the other one and the ammo/gun icons are a bit screwy in the ammo box, and the gun kicks like crazy. This one is much much better.
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awesome xeno, thanks for the update. Im curious if anyone else noticed any quirkiness with fast time? Not sure why, but the game feels faster (at least when I was flying the mv22 and helos around, it was alot quicker). Also the weather and clouds change and come on very quick, like they are tied to the fast time. Like I said, maybe its just me, but it feels like the entire game speed is sped up with fast time. On the flip side, I know in Oden's version of warfare he has 2 separate time and weather scripts so the weather runs independent of the watch time so you don't get 30 sec rain storms and what not.
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Actually I'm not sure if that is true. I've tried both dedicated on separate machines and dedicated on the same machine I play on, and it still gets errors and will crash out after several hours. I"m not saying its xeno's fault, as I know alot of other arma missions cant' really last for lengthy stretches.
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You need to manually add the ammo to the ammobox. In other words, find the script that defines your ammo box (different in evolution, domination, etc) Once you found it, you just add in the line for the cheytac ammo: "ussr_5Rnd_408" you'll see a big list of all the other ammo in the crate, just copy and paste this sucker into place. pretty easy
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Totally agree. Personally I've been a nova fan since commanche4. I played JO and expansion almost exclusively for several years, and have had some fun with it recently. I tried the demo for dfx2 and was appalled at what they had tried to sell. Nova has just been slipping, and all their issues with punkbuster just make me think they need to overhaul management
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JTD Fire And Smoke
greenpsycho replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
yeah, its a weird sync thing, but the mod does seem to work properly and based on my small testing, pre-existing fires/smoke do show up on JIP players screen -
JTD Fire And Smoke
greenpsycho replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
yeah, same here too, i think there are scripting issues with most multiplayer maps (arma2 in general) because everything runs well the first couple of hours, but eventually my cti warfare and domi servers will crash (and it ain't the hardware either) system: i7 @ 3.8ghz 6gb ram 4850 -
JTD Fire And Smoke
greenpsycho replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
All, I think if your suffering from framerate issues, post your rig specs too. Me and all my buds have rigs ranging from very high end to mid range and are using this mod with great sucess. I can honestly report zero impact on frame rate (none noticeable anyway) -
Setting up a dedicated server (Questions)
greenpsycho replied to Jaenus's topic in ARMA 2 & OA - MULTIPLAYER
I was struggling with this as well, and I believe if you have it set to persistent, you don't get map rotation. Also, if everyone logs out and you log back in, it will kick you into the same previous map instead of giving the option for a new one. -
JTD Fire And Smoke
greenpsycho replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If you dn't have it, just make it. In fact DM put the HPP inside a "userconfig" folder so just copy and paste that sucker into your arma2 directory. I'd love to fix this too, but i think its an inherent arma 2 issue. As mentioned before, ideally we would need a system that would autodownload and enable mods running on the server, so the client is always running matching mods. I don't even know if thats possible though -
JTD Fire And Smoke
greenpsycho replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
well, just put the new version through its paces and everything seems great. The smoke and flames look great, the sound really adds to the atmosphere, and overall its looking and running great. I can say that the altitude does seem to work and you can definitely see the smoke variance in the images below (it seems there is even a difference in shade between what just caught fire and what is going out, old burn vs new burn) -
Awesome mod. I'm curious if anyone could tell me if its possible to embed this gun into a mission PBO? Right now I just added it to the ammo crate and run the cheytac as a mod, and it seems to work OK, but for simplicity I would like to embed it into the mission, and that way my buddies can use it without having to install the mod on their own. Thanks
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JTD Fire And Smoke
greenpsycho replied to dmarkwick's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
beyond the cloud smoke appearing, it looks OK, right? Remember the billowing "pillar of smoke" depends on weather, wind, and what is burning