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Everything posted by OMAC
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Awesome. Very doubtful then that suppressive fire will make it into 1.58, I suspect. No rush, better to get it right. But it certainly is a feature that I want in stable ASAP! ;)
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Fantastic! Reminds me of Iron Front with Russian soldiers riding on the T-34s!
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Good point.
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In case some don't know, another way to order suppressive fire is to select units, hold down Alt, then move cursor to point/target you want to suppress, select if you want to units to watch or suppress using mouse wheel, then click middle mouse button. B)
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Good question. I used just Regroup command to stop suppressive fire, but another method is needed, as you may not want all units to return to formation after they stop suppressive fire. One could also just order those units, who may be out of formation in a different position, to just Stop after you order them to regroup. I didn't try the 2-1 method.
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The new suppressive fire works great. There is a placeholder "missing st." (?) text under icons of friendly squadmates who are engaging in suppressive fire. Will it eventually read "Suppress" or something? I hope this makes it into 1.58! Having enemy AI suppress you even when out of LoS will make the game much more brutal. Hopefully AI squad leaders will also have the capability to order their squads to suppress the enemy.
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Thank you for benchmarking. The more people who post issues with the 364 series drivers on the GeForce forums the better. https://forums.geforce.com/default/topic/927078/geforce-drivers/official-364-72-game-ready-whql-display-driver-feedback-thread-released-3-28-16-/
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I'm looking forward to them. :) I'm thinking of porting a Zargabad-based campaign over from A2.
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Are Takistani civilians on the front burner, back burner, or currently off the stove? ;)
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A2/A2:OA beta CorePatch 01.03.2016
OMAC replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Yes, using current A2 and OA betas, the angles for the Jackal commander MG seem fine to me, and I cannot see any significant difference from original BAF Jackal. Angles for commander MG on HMMWV SOV also seem fine. -
I agree also.
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Community Upgrade Project - CUP Terrains
OMAC replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://dev.cup-arma3.org/T1320 If the Summer Chernarus is the one originally made by kju, he provided the A2 version to me years ago right after he made it. I remarked then about the remaining red trees, and I think I remember him saying that there was no corresponding summer version of them in the ACR summer terrains, so he couldn't think of a summer tree to use as a replacement. A2 Summer Pack has green-leaved versions of all trees and bushes. -
Community Upgrade Project - CUP Terrains
OMAC replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Since Summer Chernarus first came out years ago, there is one type of tree with bright red leaves that stands out like a sore thumb. Could it be replaced with another type of tree with green leaves? Or is it supposed to represent a diseased tree or Crimson King Maple Tree that has red leaves all year? -
On Win 10 x64 with a GTX 680 4GB card, the last two NVIDIA WHQL drivers (364.51 and 364.72) kill FPS rate for Arma 3 RC and make the game unstable. I didn't notice any graphical glitches, however. Both 361.91 and 362.00 are fine.
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You could try this mod, which is recommended when using RHS assets with vanilla and other assets. Beware that it is only a partial, WIP "solution:" http://www.armaholic.com/page.php?id=24451 https://forums.bistudio.com/topic/161885-real-armor-mod/page-17#entry2917497
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Make sure you run Auto-detect in video settings after installing new driver, and see if that affects your low fps issue.
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I just installed the brand-new 364.72, and it seems to run fine so far. NVIDIA corrected some problems in the last driver that were causing low FPS in some games. Wrong. That driver killed my FPS rate again. I'll return to 362.00 this time.
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Live feeds, including Live Feed effects ([] call BIS_fnc_liveFeedEffects;), work perfectly via scripting using 1.58 RC. However, I cannot get the Other/Live Feed - Effects module to work in Eden. In Eden, after starting the Live Feed - Init module via a radio trigger, the Effects module always throws this error: private ["_mode"]; _mode = _this param [0, 0, [0]]; if (_mode > 2) exitWi> 7:57:05 Error position: <param [0, 0, [0]]; if (_mode > 2) exitWi> 7:57:05 Error Type String, expected Number 7:57:05 File A3\functions_f\GUI\fn_liveFeedEffects.sqf, line 15 onto screen and into rpt. Perhaps I am using the module incorrectly (e.g. syncing it to wrong object or module), but cannot find instructions as to how to use it in the editor. I have tried syncing it to nearly everything, or not syncing it, and it won't work, always throwing error.
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Looks great, especially the two grays. You could reduce the saturation on the brown and green a bit, and increase the proportion of green relative to brown, given the abundant green vegetation on Sahrani. You could add another shade of darker green as well.
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On Win 10 x64, I suddenly had terrible FPS rates with my NVIDIA GTX 680 and 364.51 drivers. Others report lots of problems with that driver. https://forums.geforce.com/default/topic/921332/geforce-drivers/official-364-51-game-ready-whql-display-driver-feedback-thread-released-3-10-16-updated/58/ I reverted to 361.91 and frame rates were back to normal. 362.00 drivers may also be ok, but I'm not sure about that.
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Hi, Please add flag markers for various CUP factions (Takistan, ChDKZ, Russia, NAPA, SLA, etc.) so that they show up in Eden. They appear in 2d editor (which will soon be gone), but not Eden. Already flag objects ("props") exist, but not markers, as far as I can tell. Thank you in advance. http://dev.cup-arma3.org/T1308
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After using Eden heavily over the last several days to make a mission, I must say that it so brilliantly conceived and executed that it is clearly an Arma revolution. As I first got into it, I thought it was awesome, especially for making fortifications and placing units in buildings, but I wondered... damn, I wish there was a quick way to connect placed units to Virtual Arsenal to make custom loadouts. That would be fantastic, I thought. Then I right-clicked and saw the little "Arsenal" icon. :D Oh yeah. :bigglasses: Just the little graphical representations of weapons and ammo make the whole thing worth it. And the search option for units/objects! I do sometimes get flaky things happen when I click Spectate in SP, like I'm suddenly in stratosphere looking down. Other times it works great. I must be doing something wrong.
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Using RC, I cannot get addRating command to work at all in triggers (e.g. "player addRating 1000;"), in that the rating on debriefing screen will never show the added value. I also have been completely unsuccessful in getting the "Object Modifiers / Add Rating / Score" module to work in Eden editor. Perhaps the issue is related to poor/non-existent instructions on how to use the module, and I am thus not using it properly. However, others have had similar trouble getting the module to work: https://forums.bistudio.com/topic/141427-add-ratingscore-module/ I am using BIS_fnc_endMission for debriefing. I strongly feel that a graphical tutorial (with examples from Eden) on how to use the (awesome) new task-related modules should be added to Biki. The current Task Overhaul provides a good reason to tackle such a tutorial. On the other hand, perhaps such a tutorial exists and I have missed it. Most likely one could find such things on YouTube, but it belongs in Biki.
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I've been using 1.58 RC for a day or so with no issues. Then a Steam update to the RC (~250 MB?) was downloaded a few hours ago (mid-afternoon US GMT -7 23/3/16), and I started getting this error on screen (and in rpt) when using Eden editor. The error occurs extremely often. Happens in vanilla and with CUP+CBA loaded. diag_codePerformance [compile _testCode, _params, _wantedCycl> 17:48:19 Error position: <[compile _testCode, _params, _wantedCycl> 17:48:19 Error Missing ; 17:48:19 File A3\functions_f\Debug\fn_codePerformance.sqf, line 28 17:48:19 Error in expression <[displayNull]] ];
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I'm sure you are correct about the cost. You get what you pay for. End Game obviously has little long-term value. But SP scenarios, like those BI used to make years ago, don't have to be lengthy, just fun. A good idea and briefing can go a long way. Why not release an official BI SP (+/- coop) mission pack, as myself and others have suggested many times? If true, that is a terrible shame. But BI has their legacy of campaigns and scenarios back to OFP to consider, and I hope they continue that great tradition. I think an A3 version of Warfare would be cool also, as long as it is playable in SP and MP.