-
Content Count
242 -
Joined
-
Last visited
-
Medals
Everything posted by Double Doppler
-
Multiplayer editing and running two clients on one machine
Double Doppler replied to thebarricade's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have tried this. Disconnect your internet and host the server on LAN. Connect to the server on the first instance. Open up another instance and connect to that same server. This will disable the "CD KEY IN USE" message. It just disables your program's connection to gamespy which is used for online key verification (but seeing as you are offline you will not need it). I read about this from another post on these forums somewhere, cant remember which one though.kickduplicate will work for the game ID being the same but as far as CD keys it does nothing. kickduplicate will work for the game ID being the same but as far as CD keys it does nothing. There is a way to do this without disconnecting your internet, it was a modification made by a guy named "alef" on the BIS community site, I think. It includes some dll files as far as my memory recalls. Hope this helps. EDIT: That's the exact link I am talking about! Although when I tried this it didn't work for me for some reason, so I had to disconnect connection instead. -
Proxy in weapons p3d not working
Double Doppler replied to Double Doppler's topic in ARMA 2 & OA : MODELLING - (O2)
I added the proxy triangle to the selection "zasleh". But this shouldn't be to do with it not appearing in the buldozer, as it should display all objects regardless of their inclusion in selections. The proxy path works, because I extracted the proxy and saw my model in its place. For some reason the proxy works fine when I reference it to one of the BIS muzzleflashes in the CA folder/pbo. -
Red dot on Laser Designator
Double Doppler posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I am curious to know if the laser designator red dot could be used on weapons as an aiming device. I have observed the Laser Designator classes, in the configs in weapons.pbo, and it seems that the laser designatior dot comes under ammunition class, but would it be possible to use this (or a technique similar) as well as loaded ammunition at the same time, for aiming purposes? I have seen a camera that uses a red dot, but that works in the same way as the laser designator, you fire to display the dot. -
How to Port 3ds Models into Arma 2?
Double Doppler replied to MrFata's topic in ARMA 2 & OA : MODELLING - (O2)
Hey, I also like to make roleplay/police models and equipment for Arma 2. I found these tutorials helped alot - they were originally designed for OFP but the ideas are essentially the same. Also, read the manuals for the tools - they help out alot too. Hope this clears your question. -
Are user-made animations (defined in the model .cfg) multiplayer compatible by default? Or do they have to be defined public?
-
Locality of animations
Double Doppler replied to Double Doppler's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
So you mean anything defined in the CPP is MP-global? (I'm new to configs, I previously had experience with SQF though)What I mean is pivot anims, hide anims, etc all in the model cfg - they are global by default? And what your saying is that user animation sources are global by default because they are in the .CPP? -
ArmA Addon request thread
Double Doppler replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
Do you mean the SMK Animations by any chance? BTW you posted in the Arma mod request not the Arma II one. -
Arma 3: Community wishes & ideas- NO DISCUSSION
Double Doppler replied to Maio's topic in ARMA 3 - GENERAL
I would like to see: Ported buildings and foliage from Arma 2 and OA included in A3 (if not used in Limnos still ported so we can use them in custom maps): Woodland foliage - pine trees, bushes, forests etc. Chernarus buildings - Town hall, flats, houses etc. Zargabad buildings - Mud huts, mosque, town hall etc. Map ports would not be needed as it would be too much trouble and we could just replicate them by using the above features and different ground textures. Or an inclusion on one of the first patches of these features would be nice. -
It would be nice if the config.cpp and model.cfg templates had good commenting to show what the perimeters really meant. For some reason not all lines were commented on the A2 sample configs. Agreed. A well documented, easy to understand manual would be nice, also. IMO there should be somewhat more professional support for SDK developers, with a more warming approach to people wanting to learn how the tools work and how to use them. I would like if there was full documentation released at the same time as the tools without the community having to work things out themselves like some cluedo puzzle. The documentation could be more improved, similar to the ones on tools like 3DS Max and Blender - they even have an example manual telling you how to use the features and what they do. Well written documentation is a must.
-
I have started on a new geometry for my model at the basic stage, in an external program. I exported it to .3ds format, imported it in Oxygen and ran the viewer. I noticed some wierd effect on the faces of my model - like holes, or slits as you might call them, interuppting with the dynamic shadow effect. Here are some pictures of it: http://desmond.imageshack.us/Himg819/scaled.php?server=819&filename=buldozer201206031749514.jpg&res=landing http://desmond.imageshack.us/Himg856/scaled.php?server=856&filename=buldozer201206031749559.jpg&res=landing The effect close up: http://img194.imageshack.us/img194/3269/buldozer201206031749591.jpg Why is this happening? What can I do to stop it? All helpful feedback appreciated.
-
ArmaScript not working with Notepad++
Double Doppler replied to xezon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think this belongs more in the "ARMA 2 & OA : Community Made Utilities" section. I recommend using the SQF Editor plugin for JDK, it has syntax highlighting, multiple file opening, project organization and much more. -
while and if statement failing
Double Doppler replied to [evo] dan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is "wait" a valid SQF command? I have never seen it used before. -
VILAS addons release thread
Double Doppler replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Vilas, what modelling software do you use to make these excellent, low poly vehicles? -
Could the user not downgrade the quality of the render to texture so that there would be less effects on performance? (like in most games)
-
What would be the best way to prepare a project in anticipation for Arma 3? If say, I was writing a mission, which factors would I have to bear in mind? And for addons, what is the best practice too keep them easy to port over Arma 3? I haven't been in touch with the Arma 3 news recently (since january) and I know that java will be used, but would this affect the OO language we currently use for dialogs in Arma 2? I would like to know what all the addon/mission makers are doing regarding Arma 3 at the moment, any helpful feedback would be appreciated.
-
The all new: Ask a moderator about the forum & rules
Double Doppler replied to Placebo's topic in OFFTOPIC
What if the thread has no replies, is not 3+ months old but is no longer in public view (has to be found on page 2)? Would creating a new thread be advisable, or bumping? -
The all new: Ask a moderator about the forum & rules
Double Doppler replied to Placebo's topic in OFFTOPIC
Hi, is bumping a thread allowed? -
Anyone on this?
-
I have been using O2 for quite some time now with some success, but I haven't found a good explanation about Sections. What are they? How are they related to model performance and what is the desired amount of sections in a model per role? My game's FPS is lower when I spawn numbers of my car as opposed to BIS stock ones. Its sections are around 30.
-
SetVariable
Double Doppler replied to Double Doppler's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So if I'm right, SetVariable in reality is an array containing nested arrays, with the values linked to the units name? (technically speaking). E.g. array = [["player",["variable1",value]],["antagonist",["variable1",value]]]; And I'm guessing you use "GetVariable" to retrieve the variable value (performs a loop on that array and finds the name string matching the one requesting, then returns the value). Correct me if I'm wrong. -
I have used many commands in arma2, but one I haven't used before is setVariable and getVariable. How do these actually work? I don't find the description in the BIKI deep enough, and I still don't get how they work. When it says "Set variable to given value in the variable space of given element", what is the variable space? Is an array automatically created by the command that is associated with the object, that contains all the setVariable values? Or is it something else? I still can't see clear on how this works. I noticed alot of mission editors are using this method as shortcuts to PV variables when assigning object-specific variables (object as in unit, or vehicle) but what are the up and down sides of these methods, and how do they operate? I would grateful as if someone was to inform me on this and clear things up a bit, even a more descriptive link would do.
-
What are sections?
Double Doppler replied to Double Doppler's topic in ARMA 2 & OA : MODELLING - (O2)
Thanks. Which feature affects FPS more: section count or texture size/density? -
Thanks. Now could someone please explain why the FPS rate increases higher in the viewports/game when I perform this operation? Sometimes no sections are changed, but I get a higher FPS rate (still, I have to move some faces to the top/bottom and reverse damaged ones).
-
When I messed around with sort faces on my model, it vastly increased the model's FPS ingame and in the O2 D3D Viewports. However some faces are reversed/ruined, and I have to go through the manual process of reversing them right side up again. What does this actually do? How does it do it and when should it be applied?
-
After working with super-shader materials, I noticed black pp-effect fog surrounding the shell of my model in the buldozer viewer. It disappears when I zoom in real close, and fades out when I zoom out far. Does anyone know what this is and why it is happening?