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Everything posted by b00tsy
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Module graphics settings for Arma 3 Vote please
b00tsy replied to Flash Thunder's topic in ARMA 3 - GENERAL
Voted for Yay. Anything that could improve performance over quality would be welcome. I rather play with a decent frame rate then being amazed about the realistic environment. As I mentioned in an other topic, I would love to see an option for static lighting as well. -
Improvements on performance on normal PC's, thats what I want the most. Everything else will be extra.
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I hope there will be a lot of changes made with the editor, less needed manual scripting, integrated briefing/debriefing, customizable loadout without scripting, easier map making, integrated working 3D editor, integrated adding objectives, etc, etc. I will mainly buy the game for the editor. I also hope there will be more graphic options that enables lighter Gcards to handle the game without it being a slideshow (basic static lighting for example instead of dynamic). And also less lagging buildings and vegetation. I fear I am asking for to much >_<
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As suggested, turn graphics settings down (especially AA and 3D res). Increasing virtual memory can help, running gamebooster helps, playing in windowed mode can help, lots of free space on your HD helps too. Not much more you can do then this. Well you could use RAMdisk I heard, not sure how that works though, so you have to ask someone else about that (nicely).
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I have 1 airforce SP mission that only requires OA. click
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I notice this sometimes too. Friendly AI detects opfor AI from 300 meters, while there are several rows of houses in between them (no visible contact, only map indicator). They then start to aim in crouch mode and also do not move/follow move orders untill one of the friendly AI sais 'clear'. Only after the 'clear' they behave normally again. This I would like to see changed... that not the AI gives the all clear, but the player.
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That would also be for the other way around. There also many people that use Steam exclusively and refuse to buy in stores. Steam is not perfection, but buying games on a disc aint perfect either. What I love about Steam: Automatic patching Update news Related links on the game page Easy and unlimited (un)installs Reliable and secure payment methods. Fast downloads Easy fixing of corrupted games/files Support with decent response time NO scratches on discs and lost key codes Steam Cloud Steam achievements Good site and easy to navigate Steam forum/help A lot of other people also like the community thingy and all the groups etc, but personally I never bother with that. Although, I am in the ArmA group of course :)
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Combined Operations This mission I actually created as a private mission, but I have edited it now as a public coop mission :) The mission is pretty straightforward, you have to capture 6 checkpoints and eliminate all militia infantry to finish the mission. The mission takes place in the city center of Zargabad. The US airforce already has taken out all hard targets and armor. It is up to your team to secure the city and take out the remaining militia troops. The mission is played with the delta force team and accompanied by a MG team. You can of course change the default gear with weapons of your own choice. Features: Partially ruined Zargabad combat sounds ambience for more immersion instant respawn weapons/gear respawn custom ammo box (most weapons except launchers) rearm points in the city self heal bandages (5x) environment effects In total there are around 60 militia AI that you need to eliminate, but if you play the mission slow then they will also receive support by TA paratroopers. Version 1.1 Updated the checkpoints added more cover on roads added more decorations/props download v1.1
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The bug is still there I see. By default I remove all sidearms from team members because of this... which is very unfortunate.
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I voted with a big yes. I only buy my games on Steam and never in stores or other sites.
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No doubt a stupid quesion, but Where are the lights supposed to be in the editor? I have added the addon, but can't find it anywhere. I always played vanilla :)
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It is a known issue. I encounter it too and there are more topics about this. http://forums.bistudio.com/showthread.php?t=106869 If the stuck AI have the side arms pulled out then it's the same issue I have. When you switch to them they are in a limbo with their weapons. They have side arm activated, but with the mouse scroll wheel the side arm is selectable and shown as not worn/active while it actually is.
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Improvements I believe a decent number wants
b00tsy replied to Ironman13's topic in ARMA 2 & OA - SUGGESTIONS
I vote for this. I do not have a good rig, but in other games I can walk through big detailed jungles and with a 2000 draw with no problem. Just a few trees and bushes in ARMA causes a big drop in FPS. Same with buildings too up to some point. I recently download the island fellujah and I was amazed about the fps I suddenly had on that island, I had double the amount of fps then usual! So why is it that an island like fallujah with loads of buildings gives so much better performance? I could even crank up the settings a bit and have the same fps. -
Yeah the point is that I created a stealth mission that also requires close quarter combat (indoor), would be nice if your AI team can use uzi's and other side arms. The solution to remove side arms is not a real solution, just a bypass to a bug that is still there. Bit silly that AI can't use side arms. And to add, that the AI still switches to the side arm when there are enemy AI present at long range. They only should switch weapons at close range. They have a scoped rifle for long range, but decide to use the uzi :/
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3I9TTh9q3Sc 10 minutes spec-ops night stealth mission. From my latest mission DarkForce. Was supposed to be widescreen, but saved the video with wrong compression. This is the easy part of the mission, will get more nasty after this :)
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This bug still exists. :( I was playing my latest mission just now and my AI team mates became unresponsive again lying on the ground with their heads in to the ground holding their side arms. This is one annoying bug I have to say. It is such a bummer when the team mates just sit there no matter what order you give. I played the mission in MP mode so had to kill my team mates for them to respawn, that fixed the bug. I did not record it when all the AI team mates were unresponsive, but I played the mission again and this time 1 AI went unresponsive again: RKN9q9SDPm4 Maybe an idea to implement that AI team mates will only switch weapons if the team leader/player gives the command to do so.
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SP & CO04 CO Zargabad (not the laggy city area) Operation Darkforce is a nice spec-ops night mission that requires stealth and accuracy. Secondary p1: You and your team insert at the outskirts of Zargabad near the town Yarum. Your first objective is to advance to Yarum and locate a taliban occupied mosque. The local taliban leader is in possession of a map that contains the location of their explosives storage. He should have hidden the map in one of the mosque buildings. Obtain the map. Secondary p2: After obtaining the map your team needs to head out to the location and investigate. If there are indeed explosives stored then you need to destroy the explosives and eliminate all hostiles you may encounter at the location. Primary: Intel reports that there is a foreign weapons dealer negotiating with the taliban army. He is trying to sell them a crate of stinger missles that was stolen recently at a US outpost. According the reports they are expecting a possible assault on the villa so the arms dealer will be heavy protected. The Taliban has fortified the whole villa compound and they have men patroling and guarding the villa. They are also watching the surrounding area with search lights that will warn the static defenses (KORDs) if they see any movement. Your team needs to advance to the villa and somehow find a way to get past their defenses. We can't let the taliban get their hands on those stingers men, locate and eliminate the arms dealer at all cost! HQ out. Features: - customized gear: 2x MK17SD TWS, 2xM8SD TWS, 4x UziSD. - dialogs - instant respawn - 30 sec wait - wound healing 4x (SP only) - ambush and 'other' suprises Notes: There are no rearm points in this mission so you need to be accurate and avoid wasting ammo. IF you do run out of ammo you can kill yourself in coop mode and rearm your self with your previous dead body after respawn. You can also grab a weapon from a dead AI of course. The clips you start with should be enough though. The arms dealer is extremely dangerous and might have some suprises up his sleeves, he is an arms dealer after all. Download mission Armaholic mirror: - Operation DarkForce Co-04 (@)
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COOP4/SP Operation DarkForce [A2/CO]
b00tsy replied to b00tsy's topic in ARMA 2 & OA - USER MISSIONS
Yep :) The mission might need some tweaking here and there, but it's quite fun so far! -
Trees makes this game unplayable
b00tsy replied to Treesmakemelag's topic in ARMA 2 & OA - TROUBLESHOOTING
Thats nothing, You don't wanna know how many times I am killing AI with just 8 to 10 fps lol. I am so used to it now that I automatically adjust to the lag and still kick behind. :D -
Heya, I have been adding dialog texts to a mission I am working on and I keep having problems that the texts activates (triggers) out of sync. So for example I start with this: PAPABEAR=[West,"HQ"]; PAPABEAR SideChat "Team Delta come in..."; placed in a trigger with a timeout "0,15,30". And then a trigger with PL1 sideChat "Delta here, over..." with the timeout set to "0,20,40". Followed by more dialog text added in the same way after that. The problem is that sometimes the texts activate in the wrong order. Text that should activate at the end suddenly activates in the beginng... messing up the whole convo. Is there any trick to get that working in a relieable way?
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I have now this in the trigger [this, 5] exec "dialog2.sqf" and for the script: Pl1 sideChat "test1"; sleep 5.0; (and the other commands I tried) Pl1 sideChat "test2"; etc. I tried your execute command and it works now, again thanks man :)
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Yes got that solved and adjusted the timers already. That does not explain why the other set of triggers activate and display the second convo while they should only activate when the object is destroyed, after completing the objective. The 2nd set is properly grouped to the object and set to not present. ---------- Post added at 06:59 PM ---------- Previous post was at 06:44 PM ---------- Nevermind, I am going to place the dialogs in an external script. I would need like 40 triggers otherwise. ---------- Post added at 07:37 PM ---------- Previous post was at 06:59 PM ---------- Lol, so yet a new problem. So made a .sqf with some dialogs that activates at the correct moment now with just 1 trigger. However the sleep function does not seem to work in between dialog lines. I get now all the dialog texts at once, but I would like to have like a 5 second gap in between the texts. I have tried adding: sleep 5.0; WaitUntill sleep 5.0; uisleep 5.0; Nothing works, I keep getting all texts at the same time. Suggestions pls :)
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Heh got a new problem. The first set of triggers with dialogs activates fine now in the proper order (activated by Bluefor present). I have a second set of triggers with texts that needs to be activated when an object has been destroyed (vehicle not present). I grouped the 2nd set of triggers to an object and set the activation to not present. Still though when the first set of triggers activates the second set of triggers activate too while the object is not destroyed and still there. First set of triggers I use the CHAT_1 = true; up to CHAT_6 = true; 2nd set I used CHAT_7 = true; up to CHAT_11 = true; What did I do wrong?
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Ahh thanks thats helpful, will try it out now :) The convo starts at the beginning of the mission so I wanted to wait 30 second to make sure that the player does not still has the "receiving" screen in mp mode. I will mess around with it some more :) Edit: Works perfecto now, thank you!
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Improvements I believe a decent number wants
b00tsy replied to Ironman13's topic in ARMA 2 & OA - SUGGESTIONS