allamawitharifle
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RUG High Dispersion (Beta test)
allamawitharifle replied to Wolfrug's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It is as simple as adding the module and synchronising the module to the leader of the squads you want to have high dispersion. This will only work for custom addons that use default BIS weapons. -
resolution, graphic detail settings and visibilty at range
allamawitharifle replied to andrestander's topic in ARMA 2 & OA - GENERAL
I play with my resolution that's native to my monitor being 1920x1080, same with 3d resolution. The enemy are quite difficult to spot but you do get used to it, there isn't really much you can do. Just stop every so often, use your binoculars, weapon sights or just right click to zoom in and have a good look all around. The enemy are never going to totally stand out since they are basically paid to stay hidden. -
Loading Screens BAF
allamawitharifle replied to Fair_SBH's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looking good, although the text/logo are perhaps a little too big and slightly too close to the edge of the screen. -
PROPER projects - game tweaks of all sorts
allamawitharifle replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The download links on the Armaholic page don't seam to work... that was my problem not my inability to google. I've found many different links but none of them seem to work. -
PROPER projects - game tweaks of all sorts
allamawitharifle replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm having serious trouble looking for a working link for the "Vegetation_Low_Visuals_R_PROPER" and "Buildings_Low_Visuals_R_PROPER" mods, does anyone have one or can point me in the right direction? -
Anti-Aliasing, how important is it for you?
allamawitharifle replied to nikiforos's topic in ARMA 2 & OA - GENERAL
Just gave it a go, the frame loss is definitely no where near as bad, now only losing 10 frames roughly but trees are still very blurry. -
Anti-Aliasing, how important is it for you?
allamawitharifle replied to nikiforos's topic in ARMA 2 & OA - GENERAL
Using standard settings from V0.21 from this link -
Anti-Aliasing, how important is it for you?
allamawitharifle replied to nikiforos's topic in ARMA 2 & OA - GENERAL
I've tried the FXAA thing on a Geforce Nvidia 9800 and all it really did was blur the trees a lot as well as give me a huge performance hit. Just one guy on Utes it takes upwards of 30 frames from me. Are there some settings that I need to change or something? -
Anti-Aliasing, how important is it for you?
allamawitharifle replied to nikiforos's topic in ARMA 2 & OA - GENERAL
I actually play the game with it off, I actually prefer it that way. The huge increase in fps does help but I've always preferred a more jagged look when it comes to games graphics especially in ArmA 2... I think cause it reminds me of OFP :D I get upwards of 10-20 more frames when playing with AA off and although my computer can happily get by with AA on I still prefer to play with it off. -
OnPlayerKilled script
allamawitharifle posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm having a slight problem with the onplayerkilled.sqs script, my current script looks like... _player = _this select 0 _killer = _this select 1 setAccTime 1 _deathscenes = ["death_OFPDeathScene.sqs", "death_OFPDeathScene2.sqs", "death_DeathScene1.sqs", "death_DeathScene3.sqs"] _deathscenepick = _deathscenes select floor random count _deathscenes; [_player, _killer] exec (_deathscenepick) exit I have multiple scripts which I want one to be randomly picked which works fine. However inside each death script I have ? (_killer == player) or !(alive _killer) : goto "suicide" To check if the person that killed the player is either alive or if the player killed himself. This is the problem, the script will always goto the "suicide" part of the script. So my best guess is that _killer and _player isn't getting carried over from the onplayerkilled.sqs script -
Cutrsc on a black screen...
allamawitharifle replied to allamawitharifle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
@Kylania Works like a charm, thanks a lot. #Topic solved -
Cutrsc on a black screen...
allamawitharifle replied to allamawitharifle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Doesn't seem to work... just does the same as BLACK or BLACK IN does -
Cutrsc on a black screen...
allamawitharifle posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've got a custom resource I'm trying to play at the beginning of an intro, I begin with a black in over 9999 seconds so that the screen remains black but the second I use the Cutrsc command the screen either fades out and back in or blacks in and stays like that. I've tried all the different options, "PLAIN", "BLACK", "BLACK IN" etc... with varyingly different times for the effect but all result in the screen blacking for a second. I want the intro to start on a black screen and then show the resource without the screen changing. -
Man say random sound
allamawitharifle replied to allamawitharifle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I went with Celery's suggestion, works perfectly. I tried the whole titles thing but seemed more trouble then it's worth so I just changed the sound in the description.ext and that's worked perfectly. -
Man say random sound
allamawitharifle replied to allamawitharifle's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks a lot, that works perfectly... Only problem is that even using say the sound can be heard over stupidly long distances. The player needs to be a good 1000 metres before the sound is relatively quiet and nearly double that before the sound can't be heard at all. Is there a way to make it slightly more realistic volume wise? Or should I just alter the volume of the sounds?