Devil Dogs SF
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Everything posted by Devil Dogs SF
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Tier One addon has modded US faces with beards.
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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.
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The Unsung MOD (Vietnam War)
Devil Dogs SF replied to Warrior Xâ„¢'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Love it. Btw, will this feature a campaign or several Scenarios...Or both xD? -
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.
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Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
Devil Dogs SF replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
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 -
Camera.sqs Commands
Devil Dogs SF replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
Fuckin great stuff! Can't wait for this, and the use of animations looks great.
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Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
Devil Dogs SF replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
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? -
fox's small projects
Devil Dogs SF replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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 -
mikebart's Project's
Devil Dogs SF replied to mikebart's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Very nice island, kind of looks like an island that'd be off the coast of Arma 1's Sahrani. -
ArmA II launcher by alpinestars
Devil Dogs SF replied to CptArmA2's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
For Combined Ops, I'd launch as OA, correct? -
Mexican Conflict Mod
Devil Dogs SF replied to Civilian_88's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
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. -
[CAMP] Operational Detachment Delta
Devil Dogs SF replied to sick1's topic in ARMA 2 & OA - USER MISSIONS
Agreed, love the voice acting, much better than official voice actors. -
Devil Dogs SF Single Player Missions
Devil Dogs SF replied to Devil Dogs SF's topic in ARMA 2 & OA - USER MISSIONS
Glad to hear you got it solved. ;) Working on Intro/outro for A Warm Welcome -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
Devil Dogs SF replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
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. -
Devil Dogs SF Single Player Missions
Devil Dogs SF replied to Devil Dogs SF's topic in ARMA 2 & OA - USER 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. -
Jungle Wars: Island of Lingor
Devil Dogs SF replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Those screens are great! Can't wait to play on this. -
WIP: Stuff you are working on 2!
Devil Dogs SF replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great to see you back. :D -
Is the epilogue going to be a campaign or single mission?
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Devil Dogs SF Single Player Missions
Devil Dogs SF replied to Devil Dogs SF's topic in ARMA 2 & OA - USER 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. -
fox's small projects
Devil Dogs SF replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You going to be adding 03' special forces (ie, Rangers, 1st SFOD[-D])? -
Devil Dogs SF Single Player Missions
Devil Dogs SF replied to Devil Dogs SF's topic in ARMA 2 & OA - USER 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 -
fox's small projects
Devil Dogs SF replied to Fox '09's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice units, are these Marines or Army? -
Devil Dogs SF Single Player Missions
Devil Dogs SF replied to Devil Dogs SF's topic in ARMA 2 & OA - USER 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 -
Smokes being deployed for Arty strike
Devil Dogs SF posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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?