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bullet purveyor

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Everything posted by bullet purveyor

  1. bullet purveyor

    Cloud weirdness

    I noticed this to. I think it has something to do with the FOV. When I zoomed in i didn't get that effect.
  2. bullet purveyor

    Terrain Detail

    If I fly higher then 250-300 meters I get a blurry square under the helicopter when viewing with default FOV. It moves along as i fly, so it is always blurry textures under the helicopter and clear (as clear as those bad textures get) further away.:confused: Should it not be the other way around. Clearer near the player and lower quality further away? Default FOV: When I "zoom" in the blurry part get moved out to the sides:
  3. bullet purveyor

    Arma 2 - 3DTV Play - Active Shutter

    Don't you need a minimum fps for each glass on shutter 3D? Maybe thats the problem, the game running at to low fps? Or do it show 3D regardless of you FPS output in other games, as long as the screen runs 120Hz?
  4. Using a bigger screen don't do anything else than give you a bigger picture. You still have 1920x1080 resolution, so the information on the screen is exactly the same on a 20 inch monitor as a 102 inch TV. With 3 screens you will have three times the field of view, 5760 pixels in width x 1080 height.
  5. When you look through certain types of window glass, smoke and vegetation disappers. The smoke bug happens on BIS maps + user made maps. To reproduce on Chernarus: Throw smoke in/outside one of the air control towers and see out/in the windows. The vegetation bug I have only seen on Hellskitchen (Sangin Helmand) beta2 map. Maybe those problems are connected? Tested with Arma CO + latest beta and no beta patch ht7MSbsgIbU
  6. bullet purveyor

    Recording Tool for ArmA II

    Go to the editing forums and search for "UnitCapture" command Or start in this thread: http://forums.bistudio.com/showthread.php?t=101421&highlight=unitcapture+unitplay
  7. bullet purveyor

    WIP: Stuff you are working on 2!

    I think he maybe is refering to the MRSI system, where 5 shells can be fired at diffrent angels and land at the target area Simultaneous?
  8. Maybe you already know this, but If you press turbo key + W when you are facing a wall you can walk through it. Sometimes you get killed in the process other times you get injured. You can also use it to look inside buildings through walls. I can only make this happen on OA maps. EDIT: With Urban prone you can crawl under gates/doors that are closed. This happens both on OA and arma maps.
  9. bullet purveyor

    M109A6 Paladin v1.1 (UPDATED)

    Maybe add some more info on the different fuzes in the manual, somethig like this maybe?: Will there be an option to adjust fuze values in the future version? And what are the current fuze values set at, like delay time and proximity detonation hight? A FAASV for resupplying ammo out in the field could also be a cool addition to this mod :)
  10. bullet purveyor

    ARMA 2, version 1.10 - Patch Released

    Steam has patched for me also, 92.3MB downloaded. Does this mean you fixed so we don't have to dowload the entire game every time there is a patch? If so,
  11. bullet purveyor

    CWR² Demo

    I get a CTD with an out of memory error when I try to launch the campaign or any of the maps in the editor. Anyone else got this? "Out of memory (requested -1769181 KB). footprint 173539328 KB. pages 16384 KB." This is the only mod I get that message, everything else I use works just fine. EDIT: Tested with beta/no beta, same result. RPT log:
  12. bullet purveyor

    M109A6 Paladin v1.1 (UPDATED)

    Amazing work! A big thank you to those involved in this mod. Fantastic details in the model, the fire systems and even the manual/documentation. @BlackDynamite The manual says: "DO NOT chamber ammunition until immediately before firing. Ammunition left too long in a hot weapon may result in hazardous conditions. Fire or remove ammunition within 5 minutes of chambering." Maybe that's got something to do with it?
  13. bullet purveyor

    Mission IDEA

    Not sure this is possible to create ingame, but it could be a cool mission type. Scaling off dangerous rocks in mountain sides above roads:
  14. bullet purveyor

    Dumped to desktop, no crash

    I have ATI 5870, and it's the same thing there. So it is not a Nvidia only problem. Also happens without Teamspeak running. Pushing escape button followed by alt+enter gets me right back into the game though.
  15. It is called: YesOrNo To BIS: Did you have to change the plans for the ARG in any way becasue of Nvidias little mishap with the arma3.exe?
  16. bullet purveyor

    AirSofters Endorsing ArmA II

    Somebody should tell those guys about addons. The Cal.68 mod should be right up their alley: http://forums.bistudio.com/showthread.php?t=115468&highlight=cal.68 Paintballpark: http://forums.bistudio.com/showthread.php?t=115700&highlight=cal.68 EDIT: Nevermind. I was thinking paintball, airsoft is a little different I see from their other videos. Damn, I thought some of the arma squads out there took it a bit far but these guys was waaay over the top :D
  17. You can move steam games to different drives jonney. You can have arma on your SSD and the rest on a different hard drive. There is even a program that set it up for you if you don't want to do it manually. http://www.traynier.com/software/steammover EDIT: I see there is a thread on the subject here http://forums.bistudio.com/showthread.php?t=118068
  18. bullet purveyor

    cal.68 Mod

    Are there any difference on the markers and paintballs? Is any of them shooting further or hitting harder. Or is it purely cosmetic?
  19. bullet purveyor

    ARMA 2: OA beta build 78183

    GossamerSolid: As said many times in thread already,it still works in the menu. Just hit the Esc key before you use alt+f4
  20. I noticed that too in the random mission generator the other day. When the mission ends and you get picked up by Merlin I stuggled to get all the units into the chopper because it hovered a little to high. Tested it now in the editor when I saw your post and I get the same result. Using the latest beta patch.
  21. bullet purveyor

    ARMA 2: OA beta build 77819

    Anyone else having problems getting your unit back in formation after you have used the new cover function? No matter what commands I give them after they have taken cover, they will move very slow or ignore commands completly, and some just get stuck in their cover position.
  22. bullet purveyor

    Ran out of room on command line for mod folder

    It should be something like: @cars <folder addons <folder carmod1.pbo carmod2.pbo carmod3.pbo
  23. bullet purveyor

    Ran out of room on command line for mod folder

    You can group most addons into folders. I have 10+ main folders that I place my mods into. I group them into folder names like: Cars, armor, planes,Units and so on. I think JSRS and blastcore and some Islands is best to have in orginal folders or it may not work properly. To make it alot easier to launch different addons you could install a mod launcher I use SpiritedMachine Arma II launcher
  24. bullet purveyor

    How to use bags in OA? Other questions.

    I think some units are modeled with the backpack without it actually having any purpose. (Not 100% sure on that, could be some addon units I have) That may be the reason you can't access it in the gear menu. If you are equipped with one just open the gear menu. Click the backpack, and choose "open bag". Then you can move the gear you want over to your inventory or vice versa. The numbers on the left is the amount thats in the bag, and the right ones is what you carry. As ffur2007slx2_5 already said you can also walk up to a person with a bag and access it with the mousewheel. To get a AI unit to drop the pack mark the unit and press 6, then you will see the option.
  25. bullet purveyor

    Apache flares to good vs AA?

    I tried this mission Mountain Warriors made by CoffeeCat the other day. And halfway through you are supposed to shoot down a Apache with Stinger AA missiles, wich turned out to be rather hard. The Apache defelcts all incoming missles like it has a magnetic shield because of its flares. After 3 attempts and 12 missles fired I gave up and started up the editor to see if it was a bug in the mission. It turned out that that you need at least 5 AA soldiers to take it out! In this scenario it took 10 to bring it down, but in other map locations 5-6 is enough: Is flares really that effective?
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