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jpinard

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Everything posted by jpinard

  1. jpinard

    JTD Fire And Smoke

    DMarkwick - you may not know me from anyone here, but I wanted you to know you've been in my thoughts and prayers. It may seem like little consolation, and I don't know what happened - but know there are people out here wishing you well. Please take care, and thank you for your amazing mods. -jpinard
  2. Wow I'm so glad I asked. After trying 8 waypoint types I'd assumed the answer was "no" but cycle will be invaluable for what I'm trying to create. When you mention using the switch command, is that if you set it to "cycle"? I didn't use it with "move" and the units appeared to adjust OK.
  3. Well, at least you didn't use the tired old "if it were a car!" schtick. The performance will get substantially better as the game right now is brand new. If you bought Combined Arms you should be able to use the ArmA2 launcher and play the original ArmA2 scenarios and campaign nice and spiffy. Keep in mind BIS is a small team and they need to sleep sometime. There are few (if any) games out there that have the complexity and fully destructible environments of an area like Zargabad - so give it a little time and you'll be glad you did. If you do live in France - enjoy some of the summer. Spend time outside on some of those nice beaches you've got ;) Also, maybe try your hand at designing missions. There can never be a shortage of cool new ideas from people.
  4. Have you no shame dude? You go to forums to shill for your own useless reviews which have no depth or useful content whatsoever. No wonder people are so down on video game journalism. That review is so shallow and so lacking its obvious he spent only a couple of hours in the game... You realize 90% of the game isn't covered in that write-up? That kind of script is what real reviewers call de-fluff. Didn't hardly play so writing fluff. Sure anyone can write a reviewand should be allowed to - but normally when it's so poorly done the EIC doesn't run around advertising it hoping to get more click-thru's. Back to the game itself. The more I play, the more I see - the more impressed I am. I don't know why but my favorite town so far is "Rasmun". I picked it at random as a place to bomb and reversed it so I'm defending it. The area flows so seamlessly together it's beautiful.
  5. I have a counter-response to Funkee and Lord Byte. It's nice you two have some magic real-time combat simulator that lets you play battles with the complexity and land-mass ArmA2:OA does. I just ask that you please... PLEASE let me know what that game is - OK? It has to look better than Falcon4, has to allow me to make a battle with over a thousand units of air/land/sea/ combined forces, it has to model each unit individually and not en masse like the Total War series, it has to be real time, it has to allow you to enter every building, it has to let you destroy practically every one of the tens of thousands of objects in the game, it has to actually HAVE tens of thousands of objects on the map, it has to have huge rolling forests, it has to have no cheese gameplay, it has to have more than 100 driveable vehicles, it has to have more than 20 flyable aircraft it has to have massive mod support... and it has to cost less than $50 - I'm on a budget. I'm sure you'll try and call me a fanboy but the fact is - I'm not. I just found out about ArmA2 7 months ago. I like BIS and support them because they do great work that provides me with an unlimited amount of gameplay. I don't consider playing the same 5 maps in multiplayer "unlimited gameplay" since you're just doing the same thing over, and over, and over... I'm one of those people who takes the time to make reasonable comparisons. BIS has probably 1/100 the manpower and budget of those two studios. We're talking David vs. Goliath yet ArmA2:OA is a much more immersive for gameplay... unless you like a campaign that forces you down an alley so their 100% scripted & stupid AI can function. Or the fact they neglect AI entirely and rely on humans to make up for it. Some of us appreciate unscripted variability. Not knowing exactly what's going to happen when I re-load. So my suggestion is go back to your cheese factory, don't stop for the Brie de Melun - cozy right back up the can of Cheese Whiz instead. :p After all, why eat the good stuff made by a few passionate people, when you can have fake crap churned out at a factory... and will give you heart disease to boot? :cheese:
  6. I'm trying to understand the formula's a bit more. For using the default value, is it written like this? BIS_silvie_mainscope setvariable ["round ((sqrt %1) * 1.5)" and if I wanted double the normal citizens or vehicles would it be written like this? BIS_silvie_mainscope setvariable ["round ((sqrt %1) * 3)"
  7. For a singple player mission I'm creating, I'm placing a bunch of these ambient animal modules and seeing maybe 3 animals on all of Chernarus. Does this not work the same as it does if placing on an mp map?
  8. Is there a way to change all blast radii in a mission down 25%? I'm creating a mission that has every weapon, but in its current form won't be much fun as you can an hiliate everything in such short order. HOwever if I could globally lower the blast radius of every weapon that would fix my issue. I know I could edit every weapon individually, but that's too tedious. Thanks! :)
  9. Just wanted to make sure there wasn't a global script that could do this. Thanks for letting me know there isn't :)
  10. Wow - that is perfect. Thanks!
  11. This is probably an easy one, but I haven't come across the answer in my searches. Is there a way to speed up the day/night cycle? So in a mission I'm creating it completes a 24 hour day/night cycle in 4 hours of real gametime. ...or maybe if it skipped a bunnch of hours every hour? So at the top of every hour - the game moves the clock ahead 6 hours?
  12. Is the nomenclature the same?
  13. Could you do that with a marker instead of an invisible Helipad?
  14. 128 helos flying around your head? LOLOLOL :D
  15. That's exactly why I'm trying to devise a sound benchmark test. Now in Win XP the asnwer would be "NO hit on the cpu whatsoever" as all that processing is offloaded to the sound card. However in Vista/7 it all changed which really upset me because it cut a signnificant option we'd all had to increase total performance. Microsft went the route of saying we have so many cores it won't matter, but as Dwarden said it does matter when the complexity of battle goes way up. HOWEVER, for those of us not using the average on-board mobo audio the PCIe X-Fi Titanium is very fast, uses little comparative mobo bandwidth (vs; older solutions), and uses less cpu overhead than other solutions. So the thing I want to do is QUANTIFY the difference bwtee 32, 64, and 128. I just can't figure out an accurate way to do that yet... though I guess I could program 128 tanks to shoot at targets at the same time. :p
  16. Hi everyone. Though BIS put a few nice keyboard layouts in the manual it still comes up a bit short in terms of funtionality. It's missing about 100 commands and one of the keyboard layouts is totally unreadblae when you print it out (for us blind people, yellow on tan is about invisible). So I created this for myself and figured others might find it useful too. This will help make it much easier to find where a key command is so you don't spend an hour trying to scroll through through the in-game list to find that one command you wanted to adjust. * Pre-formatted for the best printing in grid format. * Shows which categories the command is under (including multiples). * Includes secondary keymaps and mouse control. * includes Bulldozer (spelled wrong on purpose in the guide to match BIS's control panel) :p * Column for your joystick mappings. * Keeping track of your own changes. http://www.jeffpinard.com/Arma%202%20OA%20Keyboard%20edits.xls (right click and choose "save target as" and plop it on your desktop)
  17. jpinard

    ARMA 2 OA 1.52 :Bugs

    * When you place the Mi-8MTV-3 and the Mi-17 in the editor, they start "wheels-up". So when they try to take off they're instantly damaged and/or destroyed. * 4 out 5 times when you start the Boot Camp Tutorial 08: Construction, the first set of variables doesn't show up (select menu item) so you can't continue with the mission. Later when it tells you to "rotate the building" in preview mode it incorrectly suggests you hold "Alt" to rotate the building, but the correct key is "Ctrl".
  18. OH MY Goodness... I can't believe I got this on video! Not pre-scripted, it just happened while I was trying out my new jet benchmark. With graphic settings on Very High - the fire, smoke, the effects are just stunning in Takistan! You have to watch in the Hi-Def FULL-SCREEN to appreciate how insanely awesome this was. pHA9pJ-4SgY&hd=1
  19. jpinard

    New beta 71900 is up!(OA)

    SBSMAC - I've figured it out! If you turn off Anti-aliasing AND Post-processing, the control problem goes away - the menu and game are then snappy and fantastic. Whatever BIS changed in the engine between the Sprocket release build and v1.52 has caused this issue. This would also explain why the game feels like mud right now even though it's reporting decent frame rates. Even if FSAA and PP are set to "Very Low" the issue is still present. The issue is probably more widespread, but since people can still get through the menus - they're not reporting it... after all, it's quite hard to explain. It may not even be a mouse issue, so maybe we should help BIS by listing video card, video card drivers, and mouse: * NVidia GeForce 480 * Tested with both drivers: 257.21 and beta 258.69 * Logitech G500 mouse
  20. jpinard

    New beta 71900 is up!(OA)

    I couldn't understand what BIS did to cause this to happen. I wonder if it's mouse dependant. Do you and SBMAC use Logitech setpoint drivers by any chance (I do)?
  21. 5133p39 - Excellent information. Nice way to the format it too. Did you konw that allowing Vsync to work the game is generally going to work in fractions of the max vsync value? ie. 1/2, 1/3 etc? For example I knew right off the bat Vsync was on when I first got the game because I couldn't attain more than 30 fps.
  22. Hope to see it soon. We all need it badly!
  23. Anyone have a faq sheet for the ranges with which the AI can engage you? I'm guessing it's less than the 6000 view distance I'm using now because they won't bring their artillery guns to bear on me when I'm at distance. If it was broken down it'd be great: * Air * Artillery * AT * Sniper * Rifleman Also, how far does your own direct-fire artillery go before it "disappears" or explodes mid-air when not using the map to draw in artillery strikes? ie the U.S. M119 and the Russian DS-30. Thanks! :)
  24. I keep waffling... The main thing I don't like it that the recoil is like going up a ladder. I think it would be better if it just shot all arond the aiming point, instead of going horizontally. Right now with an SAW or any machine gun our response is like that of a girl firing an automatic weaopn for the very first time. ENds up shooting striahgt into the air. I'd like to think that since in the game we're somewhat "trained soldiers" it wouldn't be like that. Or maybe have ti scale with the "skill" level the individual has (or does it aready?)
  25. jpinard

    New beta 71900 is up!(OA)

    I have experienced the exact same things, step for step. Thanks for explaining it better than I could.
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