wilf55
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Everything posted by wilf55
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[COOP] Digital Infantry Combat Environment
wilf55 replied to Kushluk's topic in ARMA 3 - USER MISSIONS
Appears that AVIndUS Units (http://www.armaholic.com/page.php?id=21361) may still be a required dependancy - this may be fixed in future releases. -
Update: After a profile change (from secondary profile back to primary) everything seems to work fine for the user. Could this be an issue ?
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I've tried to search the thread for this, but found nothing (apologies if it's been answered). A new recruit just got TFR working, and he can transmit/receive correctly over normal TFR voice, as well as radio. In game he can use CTRL-P to open and see the current radio, but using CTRL-TAB he does not see the Whispering/Normal/Yelling indicators, and when transmitting on the radio cannot see the transmission box. Has anyone seen this before ?
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Flicker when Alt Tabbing and Crossfire enabled
wilf55 replied to dr.proctor's topic in ARMA 3 - TROUBLESHOOTING
Okay, so it seems random... Most of the time after alt-tabbing the screen will flicker, but can be brought back to normal by alt-tabbing multiple times. Some of the time it will begin to flicker after the initial alt-tab and still wont come back after 2-3 minutes of persistent alt-tabbing. Anyone have anything on this one ? -
Flicker when Alt Tabbing and Crossfire enabled
wilf55 replied to dr.proctor's topic in ARMA 3 - TROUBLESHOOTING
Confirming that since the last patch the 'Alt-TAB until it works' no longer works. Tried last night for about 5minutes to Alt-TAB back and forth and the flickering kept going. I also have 2 x 6950s in Crossfire, but have 13.11 drivers - updating those and will see if problem persists. -
Flicker when Alt Tabbing and Crossfire enabled
wilf55 replied to dr.proctor's topic in ARMA 3 - TROUBLESHOOTING
Same issue here, if you keep alt-tabbing and then going back to the game it fixes itself eventually, might take up to 5-6 goes. Again, not a solution, but a workaround that allows you to keep CF enabled -
Virtual Ammobox System (VAS)
wilf55 replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'd be really interested to know if anyone had a solution to this one as well -
Alpha Lite != Full product demo It's a quick look at the Alpha, and you can choose from there to be a part of this process or not. If not, then wait for full release and the combined arms demo (I assume one may be released).
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Your criticisms are correct, the editor is not very n00b friendly - but calling it crap for that is possibly a step too far. Other users have created fantastic things with it, and no doubt will continue to do so. If you're unable to use the editor then either learn how to do it, don't use it, or offer polite constructive criticism in the appropriate areas - not just a butthurt fuelled rage in a general forum.
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Question about Camera.sqs
wilf55 replied to roberthammer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Related to this question - there are no buldozer controls in A3 yet so rotation of the camera can only be achieved by using the numpad keys. Is this an alpha issue, or am I missing something ? -
Australian Public server PvP highlights with Combat Team Bravo
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Try double tapping the Ctrl key
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Smookie Animation Pack Lite version
wilf55 replied to lao fei mao's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I agree with doc's observations, ran this last night and saw a number of users with the bunnyhop mod running and unable to stop, as well as experiencing issues with ACE and stamina. Also experienced some weird issues with pulling binoculars at times... was unable to open them a few times and then unable to put away - seemed to resolve itself though. Apart from that, the mod does what it says - and it never says it has full integration with ACE or other mods... -
Mine was originally set to: GPU_MaxFramesAhead=1000; GPU_DetectedFramesAhead=3; And changing it has worked so far. I can still kinda see when it would normally happen (screen lightens and darkens slightly) but impact is minimal at worst. Thanks mate !
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There seem to be a few old threads about this, but nothing recent - and nothing with a resolution. Not wanting to dig-up those threads (already been in trouble for that) I'm posting a new thread, but acknowledging older threads below. http://forums.bistudio.com/showthread.php?107808-Flashing-white-screen-game-unplayable http://forums.bistudio.com/showthread.php?98595-Having-lighting-and-shadows-graphics-problems&highlight=hdr+flickering The problem is when in game I get a white screen/HDR flickering effect when looking at certain areas of the sky/ground. The flickering will last as long as I'm looking at that point - and when I move away from it the screen goes to a 'white-out' and then gradually fades back to normal. I have 2x6950 graphics cards running in crossfire. I am running AMD Catalyst 12.8 My ARMA graphics settings are as below: I've so far tried: Setting HDRPrecision in Arma.cfg to 32 (No impact) Setting Video Memory to Default (No impact) Setting Video Memory to High (No impact) Setting VSYNC On/Off (No impact) What I will not be trying is: Disabling Crossfire - so please don't suggest. I do not have this issue with any other software I own, only ARMA. Is anybody able to help ?
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Is this rule still in effect ? As it seems there are a number of signatures that are much greater than 150px vertical
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Day Z Announced as standalone title.
wilf55 replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
Thanks for the insult... -
Steam version - Installing outside of Steam
wilf55 replied to MeerCaT's topic in TAKE ON HELICOPTERS - GENERAL
I'm interested in the answer to this question, if anybody has one. DCS allows for a purchase to be made via steam, and then installed through a torrent linked from their site (which I get phenomenally better speeds with compared to Steam), using the key from Steam. Does TOH in general have a similar option ? -
Six Updater: Install/Update mods, missions. Delta patching. Server browser, and more!
wilf55 replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Sorry if this question has been answered, but is there anyway to make each update an actual update, instead of a whole new install? Each time I open six I get a message advising that it's going to download a new version, and then takes me through a full install process. Secondly, each time this new install completes I get a DayZ launcher coming up, is there anyway to stop this from coming up? Why don't all my mods come up in this launcher, and not just DayZ? -
I think his post was more a FYI that it doesn't work with ACE 2. I've tested with and w/o ACE and it works fine in Vanilla, but ACE does exactly what Ei8ght posted. Nice addon though ! Shame it doesn't work with ACE.
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Domination Lift Script Help...
wilf55 replied to WingsOfDeath's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I'm not having a go at you particularly - it just seems to be the status quo on these forums not to link to something directly, rather all and sundry get the 'search for it yourself' treatment. The way that it was linked in my post causes the least amount of disruption to anyone looking to find the answer to the question posed by the OP and myself, your way caused me to open another tab, search, go though 5 or so different postings about other issues regarding the Domination files and then find something that I still needed to test to confirm validity. If you choose to get hurt by what I posted, and then decided not to (by editing it out) then I can't stop you - but I think this matter is closed and as I alluded to above I hope this helps others that have been linked to this post via a google search. -
Domination Lift Script Help...
wilf55 replied to WingsOfDeath's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I must say, this forum is quite difficult to search from google for this very reason. When searching for this in how to modify the domination lift script this is the first post. Instead of linking to a response that would not only have helped the OP, but me as well (2 years on) - someone just linked to a 130 page thread. Now I get the job of finding the response and posting it here to help however many people after me have the same problem. I truly hope none of the mods have a problem with me resurrecting this thread to add something significant. Edit: For all those coming here after me, please have a look here: http://forums.bistudio.com/showthread.php?104827-Editing-Expanding-and-Modifying-Domination&p=1859424&highlight=lift#post1859424 -
Yes, hotlinking images that will increase my download time of the page approximately 1 second will be the cause of the zombie apocalypse. I fully support the moderators in their actions. On topic, when you talk about the 'TOW' being sanitary linen - is that something you would care to elaborate on ? I'm not sure what you mean specifically, and am interested in how it may make it's way into a model.
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MP - Filling Ammobox on demand
wilf55 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So I've searched the forums and Google, and I haven't come up with anything specific to the issue... What I'm trying to do is edit a multiplayer mission that has a number of ammoboxes located around the map, I'm attempting to not have the ammoboxes refill themselves on a timer - and have the script constantly running on the server, rather I'd prefer to have the script only run when required. The ammoboxes are initially spawned with an action in their init field: null0 = this execVM "Path\fob_ammobox_wilf.sqf"; This file contains the following: clearweaponcargo _this; clearmagazinecargo _this; _this addWeaponCargo ["M16A2",5]; _this addWeaponCargo ["SCAR_H_STD_EGLM_Spect",5]; ...blah blah blah blah... All works fine up until this point. This does the initial stocking of the ammobox just fine (as expected). I put another item in the init line of the ammobox: this addAction ["Restock", "Path\fob_ammobox_wilf.sqf"]; This doesn't work. I've done a bit of digging and am fairly sure it's related to the '_this' calling in the .sqf file. Using the execVM seems to parse the id of the ammobox over, but using the addaction stuff doesn't. I'm aware that I can overcome this by having the script running all the time, and sleeping then refilling the box - I would really prefer not to do it like this if it is at all possible (which it seems like it should be). Any help will be welcomed! ---------- Post added at 11:03 AM ---------- Previous post was at 10:50 AM ---------- Well... seems as though some more searching has solved the issue - but I'd still like to hear from anyone that has a more elegant solution. The init like of the ammobox contains the normal fill request from a script, but the addaction calls a slightly different script. null0 = this execVM "Path\fob_ammobox_wilf.sqf"; this addAction ["Restock", "Path\fob_ammobox_wilf2.sqf"]; this allowDamage false; The original script is as posted above, but the #2 script looks like this: private ["_ammob"]; _ammob = _this select 0; clearweaponcargo _ammob; clearmagazinecargo _ammob; _ammob addWeaponCargo ["M16A2",51]; Seems to work in my testing so far, but as I said - let me know if you have any other solutions.