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Posts posted by Kushluk
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@WhiskeyTango/Lyndiman - I also had textures set to Very High. I shall lower that setting and see how I go.
@1986Marek - If you are running ACE, try the ACE_Coyote_Pack, ACE_VTAC_RUSH72_OD or ACE_CharliePack_Multicam as they all suit quite nicely.
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To prevent a thread highjack I am going to answer your question ^
I believe CAweapons_e is the base classname for Operation Arrowhead Weapons (aka EP1 or Expansion Pack #1)
You may need to ensure your retail install is correct and both ArmA 2 and Operation Arrowhead are running together from the same install directory (Known as Combined Operations when done correctly)
Also you should have installed 1.62 Retail Patch the at some point.
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Massive shout-out to the various individuals involved in the creation of this high quality release. Unfortunately I have one issue to report...
After a couple of large scale missions (20-40 players) utilizing the SOTG Commandos as the primary BLUFOR unit, it appears that significant frame-rate loss can occur whilst more than ten SOTG operators are onscreen at any time. Although this slowdown does not affect more then ~40% of players, it seems to be specific to a certain hardware or video configuration. My rig is fairly optimized for ArmA (i7, GTX570, 16GB, Dedicated SSD) and my FPS was consistently dropping from 60FPS to 20FPS for any period that a bunch of players were in my line of sight. However there are others with lesser hardware configurations that did not report any noticeable slowdown.
I guess I am simply wondering whether the slowdowns are due the incredible amount of detail in the models and textures or simply an issue with a particular LOD or shadow setting. If required, I can organise a youtube video with proof of the slowdowns using a mission with just the fifteen units, no weapons or enemies or civilians.
Kush.
Amendment: There are plenty of other factors I have not yet tried to isolate such as the new weapons, warFX or JSRS. Some of these additional addons may have caused an incompatibility. For reference my modline was BETA;ACR;BAF;PMC;CBA_CO;JARARMA2LIB;ACRE;ACE;ACEX;ACEX_USNAVY;ACEX_RU;WARFX;JSRS;SCOPEFX;STHUD (The map was takistan)
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These units are much appreciated :)
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http://community.bistudio.com/wiki/taskHint
This can be used to announce that a task status has changed, however it doesn't change the task status itself.
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LoadScreen = "Team Stay Alive\intro.jpeg";
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I am interested in this too. Something like this would be nice:
call compile preprocessfilelinenumbers "functions\*.sqf";
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Supporter Edition
Hopefully some of this fanboy supporter cash makes its way into the hands of Dwarden and the others who have spent far too many hours scouring the CIT and perfecting the BETA patches.
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1) Create an OPFOR unit in some random corner of the map called unitOPFOR
2) Join the ANP member to the OPFOR units group via [unitANP] join unitOPFOR
3) Delete the unitOPFOR and the ANP will now become hostile to BLUFOR.
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Hi Dslyecxi,
If I was to provide the updated config's for a handful of maps that are not currently implemented, would you be able to add them to a new revision on six updater ?
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Would it be possible to get an immediate dummy beta at the same time as the main patch? That way we don't have to update as much in the paths and mods for clients and servers? We have some that are quite computer illiterates and it's getting a workload having to explain everything each time this changes around :pDo we have an ETA on the linux server binary? Our community runs linux and with this update we will not be able to play on our own servers until then.I second both these motions, keep up the good work BIS.
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Preordered.
$12 for some extra content for the game I have spent far too many hours on already? Damn right :)
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1) Open a blank test mission in editor
2) Create OPFOR units in editor with respective unit types (TL, GL, Medic etc)
3) Create the BLUFOR Afrenian army team
4) Save mission
5) Open up mission.sqm and copy all class names from both unit equivalents to a separate document
6) Open actual mission
7) Create UPSMON squads as opfor units used in test mission. (Ie Taki Army TL = Afrenian Army TL)
8) After mission is finished, save mission. Quit editor
9) Open mission.sqm and use CTRL-H to replace all unit types from their Taki models to Afrenian equivalents.
10) Save mission.sqm in notepad and open the mission in the editor. Save from within the editor and export the mission.
OPFOR will be afrenian army. No strings attached :)
This also works with player units btw.
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Try setPos the car a couple of meters in the air. It should fall perfectly flush with the ground.
this setPos [(getPos this select 0),(getPos this select 1),2];
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I think an eventhandler may be easier.
aiMortar1 addEventHandler ["fired", "aiMortar1 setVehicleAmmo 1"]
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init.sqf
if (!isServer) then { bradley setObjectTexture [0,"bradley.jpg"] }
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It works on some stock vehicles like the HIP8 and PMC SUV. You need to create a picture sized n^2 like 128x128 or 256x256 etc.
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1. Create Map
2. Place player as BLUFOR
3. If Chernarus or Utes place Ambient Civilians (ALICE) & Ambient Civilian Vehicles (SILVIE)
4. If Takistan or Zargabad place Ambient Civilians Expansion (ALICE2) & Ambient Civilian Vehicles (SILVIE)
5. Do Not synchronise or group these modules with anything.
6. Double click on the ALICE module and insert the following text:
this setvariable ["spawnDistance",1000]; this setvariable ["civilianCount","round (2 * (sqrt %1))" ];
Save mission. Play mission.
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That missions folder is for completed or exported missions, you will find what you are looking for in:
For Windows Vista or 7
C:\Users\<username>\Documents\Arma 2 Other Profiles\<profilename>\
For Windows XP
C:\Documents and Settings\<username>\My Documents\Arma 2 Other Profiles\<profilename>\
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Wilf, the method you have used correct. I shall give you my basic understanding:
When you add the following code to an init line:
this addAction ["Restock", "Path\fob_ammobox_wilf.sqf"];
The game sends two variables to the script contained in the array:
_this = [ object , player ]
You have to designate which items are which and assign a name to them:
_this select 0 = object <- Object that the action is attached to. _this select 1 = player <- Player that activated the action
So essentially you just needed to specifically add the gear to the weaponcrate instead of the array containing the weapon crate and the player. Also, you may want to investigate the differences between the following commands:
addWeaponCargo
addWeaponCargoGlobal
addWeaponCargoLocal
Can anyone salvage this script please?
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Assuming you are calling it from the init of the crate:
should be