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allamawitharifle

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Everything posted by allamawitharifle

  1. allamawitharifle

    RUG High Dispersion (Beta test)

    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.
  2. allamawitharifle

    resolution, graphic detail settings and visibilty at range

    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.
  3. allamawitharifle

    Loading Screens BAF

    Looking good, although the text/logo are perhaps a little too big and slightly too close to the edge of the screen.
  4. 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.
  5. 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?
  6. allamawitharifle

    Anti-Aliasing, how important is it for you?

    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.
  7. allamawitharifle

    Anti-Aliasing, how important is it for you?

    Using standard settings from V0.21 from this link
  8. allamawitharifle

    Anti-Aliasing, how important is it for you?

    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?
  9. allamawitharifle

    Anti-Aliasing, how important is it for you?

    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.
  10. 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
  11. 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.
  12. allamawitharifle

    Cutrsc on a black screen...

    @Kylania Works like a charm, thanks a lot. #Topic solved
  13. allamawitharifle

    Cutrsc on a black screen...

    Doesn't seem to work... just does the same as BLACK or BLACK IN does
  14. I have a ton of different sounds which I've set up in the description.ext file and they all play fine. Now I want to set up triggers so that when enemy walk into the trigger it activates a script with nul = [thislist select 0] execVM "AIShout.sqf" Now in AIShout.sqf I have the following... _man = this select 0; _sound = ["af_attack1","af_attack2","af_attack3"] call bis_fnc_selectRandom; _man say _sound; Which for some reason doesn't seem to work. When I change the say command to playsound then the sound plays except the sound is heard no matter where you are. I want the man that activated the trigger to say the sound so that it's only heard loudly when up close and it's quiet/unhearable when far away.
  15. allamawitharifle

    Man say random sound

    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.
  16. allamawitharifle

    Man say random sound

    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?
  17. allamawitharifle

    Isla Duala

    Hmm any chance I could get the "Isla Duala Republics of Afrene & Molatia" logo displayed in the corner of the image on the first page as a .paa or something without a background to it? Would like to display it as a resource at the intro of a mission I'm working on.
  18. allamawitharifle

    campaign projects on hold or abandoned.

    Ohh I remember Too Young to Die, loved it :D I have always had a lot of stuff in the pipelines which I've wanted to release. I need to start making a mission and then finish it before making anything else. I had a campaign like 75% of the way finished for OFP before my hard drive broke, was a bit of a shame... wish I backed it up
  19. allamawitharifle

    Isla Duala

    Wow stunning island, really good work. Is there a list of missions that make use of this island anywhere?
  20. allamawitharifle

    [SP] Petrovka Rush

    Petrovka Rush Created by: aLlamaWithARifle The town of Petrovka has recently been captured by Insurgent forces, as part of a British section it has been made your mission to take back the town Requirements: - Armed Assault II: Operation Arrowhead (Patched to 1.59) - RUG High Dispersion addon (Can be downloaded from either here, here, here or from here DOWNLOAD: v1.1 - http://www.fileserve.com/file/kr3CbBA - http://www.armaholic.com/page.php?id=14763 v1.0 - http://www.fileserve.com/file/SFJkn23 The first mission I've created since what feels like forever :D Mission originally started off to just re-jog my editing memory but I've started to put a little more effort into it and hopefully plan on turning it into a half way to decent mission. It's main aim is to be fun, short and to have some replay factor, tried to make a couple of random events as well as random AI placement. I've also added a slight OFP feel to the mission with similar voices and music. Big thanks to Laqueesha for helping me with the HQ voices. Still looking for more voices, take a look at my advert thread and either reply there, here or pm me if you are interested in helping. Change Log (a fairly rough list of changes made from v1.0 to v1.1) - Fixed __waituntil error - Fixed if true message - Added custom player death cam - Added custom loading screen - Added intro - Added outro win - Added mine field - Made it so the player has a new objective if his squad takes too many casualties - Briefing slightly edited - Debriefing added - Added hints when a task changes - Added some sounds (still looking for voice actors) - Added music for the intro/outro - Many units have been slightly changed to make a longer/fairer but still tough mission - Added some ammo crates in the town as well as sand bags - Changed the town secure and counter attack destroyed triggers should not have to look for the last remaining soldier
  21. allamawitharifle

    Probability of presence and not alive

    @ST_Dux Spot on, worked like a charm :D Thanks a lot
  22. I have a mission with a lot of units probability of presence randomly selected and this seems to be causing chaos when I want to end the mission. I have a trigger set to opfor present and then the condition field is... count thislist <= 4 and ({alive _x} count crew armoura1 == 0)[ and ({alive _x} count crew armoura2 == 0) Then my activation field just runs a simple script. What I want to do is check that there are no more than 4 units alive in the trigger and that all the crew of the armour is dead and then run the script. Although the condition field works perfectly when both armoura1 and armoura2 (names given to the vehicles) exist but when they are not present in the mission due to their probability of presence then the trigger doesn't seem to consider the crew as dead so instead just lets the mission hang and will not activate the script. How can I get around this?
  23. allamawitharifle

    Probability of presence and not alive

    With both of them the trigger only fires if the crew is dead and the vehicle was there from the start
  24. allamawitharifle

    Probability of presence and not alive

    The [ was an accident, from the [/code] tag, will remove it. Will give Deomized line a go, shall report back soon :D Edit - Nope doesn't seem to work, even tried a quick test mission with a trigger checking "isNull armoura1" and just firing a hint on the activation then setting the probability of armoura1 to 0% and that doesn't seem to work. Can't seem to get isNull to activate a trigger at all totally removing armoura1 and it still wouldn't activate the trigger isNil "armoura1" works when the vehicle's probability is 0%... already tried ({isNil "armoura1" or alive _x} count crew armoura1 == 0) This now works but only if the vehicle exists from the start and then the crew get killed, however if the vehicle does not exist from the beginning then the trigger doesn't fire.
  25. Looking for a few actors to fill a few relatively small parts. It's for a single player mission using BAF so British accents are preferable. The roles are as followed Headquarter role, probably has the most lines in the whole mission so a British accent would be best. Not counted up the lines yet but I would guess about 30ish Squad leader, second most lines in the whole mission also best for a British accent. Rough estimate probably about 20 lines Random guy - only has a single line so I'm not too fussy about the accent Pilot - once again only has one line so I can get away with pretty much any accent Insurgent leader - Also only has a single line, as an insurgent I'm looking for a foreign accent, possibly Russian or something similar but once again I'm not too fussed. If you're interested please PM me stating which role you would like/think you'd be good at and I'll send you the lines. Cheers
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