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Spock

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  1. This increases mission loading time exponentially as the aging ArmA 3 engine enumerates the myriad bottles of coke/spools of wire/oil cans scattered around the map by the auto-populator. Don't get me wrong: this is a great idea. I'm wondering if dynamic spawning might be the way to go -- only creating the objects when the player is within 150m of them -- to cut down on mission loading time? I know there's another mod which does this.
  2. Spock

    ADF Uncut

    just a heads up to let you know that the version of ADF Uncut uploaded to withsix at http://withsix.com/p/Arma-3/mods/jrswL3p54xG0CwAVF72WTA/australian-defence-force-uncutis broken, with many zero-length .pbo files. this results in many things not working (for instances, scopes on the AusSteyr). any chance the maintainers could reup a good version to withsix?
  3. re: TPW_HUD !!my_text markers don't seem to be working for me. everything else functions well. also, for those with 2560x1080 screens, i've adjusted the lower right hud display and shrunk the icon text as follows: tpw_hud_grd[] = {1,0.45,0.325,1}; // GRD = GPS grid coordinates. tpw_hud_azt[] = {1,0.55,0.3252,1}; // AZT = azimuth (direction of gaze). tpw_hud_asl[] = {1,0.65,0.3256,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size] tpw_hud_hlt[] = {1,0.45,0.425,1}; // HLT= health. tpw_hud_rng[] = {1,0.55,0.435,1}; // RNG = range to centre of player's gaze. tpw_hud_tmp[] = {1,0.65,0.385,1}; // TMP = temperature (from TPW FOG) . tpw_hud_prx[] = {1,0.55,0.38,1}; // PRX = display numbers of nearby units. tpw_hud_vel[] = {1,0.65,0.445,1}; // VEL = speed of player (or player's vehicle). tpw_hud_lmt[] = {1,0.45,0.475,1}; // LMT = local mean time. tpw_hud_unit[] = {1,1,0.25,0.5}; // UNITS/MARKERS displayed on HUD, where 1 = active ( 0 = inactive), 1 = icon max size, 0.25 = icon min size, 0.75 = text size ( 1 = same size as HUD text). tpw_hud_offset[] = {0.34,0.26}; // HUD offset. [x,y] -0.5 to 0.5 tpw_hud_scale = 0.9; // HUD scale. > 1 = larger tpw_hud_textscale = 1; // HUD text scale. > 1 = larger hope that's useful for someone. :)
  4. Spock

    Zeus AI Combat Skills

    A bit off-topic, but could someone clarify: -mod=beta;@CBA;@ACE;@ACEX;@ZEUS Will this first load the beta, then load ACE (overwriting anything from beta that ACE modifies), then load ACEX (overwriting ACE and beta), then finally load ZEUS (taking priority over ACEX and all earlier loaded mods)? Just checking ;)
  5. I'm sorry to say but 2.03 doesn't fix the endless detection loop for me, which started with release version 2.0. I've used the reset button and also manually deleted the entire %APPDATA%/ArmA II Launcher folder to no avail. My mods are all in a subdirectory of the main ArmA2 folder (called 'Mods'), sorted into further subdirectories by type (AI, sound, etc). This setup worked perfectly with launchers version 1.6.4 and earlier. Any ideas? *edit* Windows 7, home directory and most subfolders redirected to D: drive, however %APPDATA% is still in expected place (C:\Users\<USERNAME>\AppData\Roaming)
  6. Spock

    Zeus AI Combat Skills

    Just a heads up--I spotted this in the ACE2 Beta release thread. http://forums.bistudio.com/showpost.php?p=1509136&postcount=999
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