Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Devil Dogs SF

Member
  • Content Count

    1159
  • Joined

  • Last visited

  • Medals

Everything posted by Devil Dogs SF

  1. Devil Dogs SF

    Beard.

    Tier One addon has modded US faces with beards.
  2. Devil Dogs SF

    OA or ARMA II

    Easiest way to make what you want in 15 seconds? Drop a squad, drop the ACM module and SecOps module along with SSM and there you go, random dynamic combat.
  3. Devil Dogs SF

    The Unsung MOD (Vietnam War)

    Love it. Btw, will this feature a campaign or several Scenarios...Or both xD?
  4. I am working on an intro, and for the most part I understand it, click and then copy paste the code into intro.sqs, but how would I make the Camera look at a certain unit, such as a Helicopter? Also, is there a way to set the ammount of time it'll stay on the camera position before going to next position? I want the first scene to track a helicopter for about 10-15 seconds before moving to the next position.
  5. I know a lot of it is oldish, but it plays rather well in most scenarios, but it doesn't seem to like heavy combat and/or being in towns for too long. I've noticed textures are taking awhile to load (dull or white textures coming in gradually, esspecially in heavy combat or towns and this seems to lower my fps a lot when it happens). I don't mind playing low-normal, which I do, but a little more fps somewhere would be nice. Windows Vista 32bit Home Premium Nvidia 8800 GT Pentium D 935 3.20Ghz (I was told by my friend it is actually quite good for a dual core) 550 Watt PSU 2GB RAM
  6. Devil Dogs SF

    Camera.sqs Commands

    Thanks, I'll give this a whirl. ---------- Post added at 07:27 PM ---------- Previous post was at 06:06 PM ---------- My intro isn't working at all, so much for apparently having understood it. What is wrong with it? I have tried both a trigger saying "this exec "intro.sqs";, this init of the unit using the camera changed to "this exec "intro.sqs";, and even putting "exec "intro.sqs"; in the init.sqf, but it doesn't work, it just shows the back of the unit I used "this exec "camera.sqs"; on and it doesn't play the scene.
  7. Devil Dogs SF

    Persian Hammer

    Fuckin great stuff! Can't wait for this, and the use of animations looks great.
  8. Do you guys think my 2GB RAM is too low? I mean at most Arma 2 would be running on half a GB wouldn't it? Shared beween my GPU and running Vista? Will 4GB improve my FPS by at least 5?
  9. Devil Dogs SF

    fox's small projects

    You should see if you can do something like McNools did on his Tier One operators and give the 1st SFOD-D guys some epic beards. :D
  10. Devil Dogs SF

    mikebart's Project's

    Very nice island, kind of looks like an island that'd be off the coast of Arma 1's Sahrani.
  11. Devil Dogs SF

    ArmA II launcher by alpinestars

    For Combined Ops, I'd launch as OA, correct?
  12. Devil Dogs SF

    Mexican Conflict Mod

    I think Arma 1 had one, although I don't know if it'd be possible to port it. I'll link it, but right now Armaholic is really slow for me. EDIT: http://www.armaholic.com/page.php?id=2196 I don't know if it'd be possible to port to Arma 2, however.
  13. Devil Dogs SF

    [CAMP] Operational Detachment Delta

    Agreed, love the voice acting, much better than official voice actors.
  14. Devil Dogs SF

    Devil Dogs SF Single Player Missions

    Glad to hear you got it solved. ;) Working on Intro/outro for A Warm Welcome
  15. Anybody know how much gigs of RAM 32 bit Vista Home Premium can use? I've looked it up on Google but some say 2GB, others 4GB and no straight answer, does anybody know for sure? I believe that may be a problem with my FPS is my current low 2GB.
  16. Devil Dogs SF

    Devil Dogs SF Single Player Missions

    I agree with intro/outro, keep in mind if I do they will be my first and not on par with others by more experienced missions creators such as Sick1 or Zipper5. Dialogue between characters (I've been wanting to give the characters more personality) or music, however, can certainly be added. Have you tried redownloading? If that doesn't work can someone confirm it is a constant problem as it works for myself. Thanks for feedback.
  17. Devil Dogs SF

    Jungle Wars: Island of Lingor

    Those screens are great! Can't wait to play on this.
  18. Devil Dogs SF

    WIP: Stuff you are working on 2!

    Great to see you back. :D
  19. Devil Dogs SF

    Zipper5's Missions

    Is the epilogue going to be a campaign or single mission?
  20. Devil Dogs SF

    Devil Dogs SF Single Player Missions

    If you're meaning your satchels, check you and your teams backpacks, several have at least one charge inside. If not that, try typing addmagazine "pipebomb" or this addmagazine "pipebomb", those are the commands for adding satchels in the editor so I assume it may work entering it in the console. If this addmagazine doesn't work, try delta1 addmagazine "pipebomb" as delta1 is the name of the team leader in the editor.
  21. Devil Dogs SF

    fox's small projects

    You going to be adding 03' special forces (ie, Rangers, 1st SFOD[-D])?
  22. Devil Dogs SF

    Devil Dogs SF Single Player Missions

    Another update for 'A Warm Welcome' and 'Not Over Yet', adding Task Hints which I finally figured out (Such an easy thing to do too :rolleyes:) A Warm Welcome [v1.5] Changelog [v1.5] - Added Task Hints Not Over Yet [v1.4] Changelog [v1.4] - Added Task Hints
  23. Devil Dogs SF

    fox's small projects

    Nice units, are these Marines or Army?
  24. Devil Dogs SF

    Devil Dogs SF Single Player Missions

    'A Warm Welcome' updated. Changelog [v1.4] - Added new objective - Thermal scope is for sure working now - A few more enemies added at various locations Download [v1.4]: Mediafire - A Warm Welcome v1.4
  25. I'm trying to add a scenario where the player must lase targets and call in a strike from a distance, I have the strike down using laser designator but I want to know if there is a way to make smokes appear to mark distant targets like in the first mission of Harvest Red where you lase targets just before the amphibious assault begins. Is this possible?
×