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nimrod_z

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Everything posted by nimrod_z

  1. nimrod_z

    Arma 2/ OA food

    you could add more conditions to your script to see if item is in inventory then have an addaction to eatfood if it is, then delete item from in script.
  2. how about this script.... http://forums.bistudio.com/showthread.php?113434-CLY-Remove-Dead-script&highlight=execvm+after+respawn
  3. so i noticed today that when i downloaded the newest beta yesterday that there is a "banSecure" text doc in my arma 2 folder that was created yesterday (same day i installed beta). sorry if its a newb question but, any idea what this is ? i've had arma and oa installed on my pc for well over a year now and have never seen that banSecure doc before today.. i've never hosted a dedicated server and i havnt been online in about a week and a half.. maybe it's to do with the "secure id process" for last beta ?
  4. 30 fps will give me a headache quick.. :rolleyes: why not just use the regular control panel panel and under v-sync just select "adaptive half refresh rate" .. no need for the inspector at all.. and arma's engine is SOOOOOO un-optimized that it really doesnt matter what kind of cards you have, you may still get fps issues.. i have 2 gtx 680 sc's, i7 2600k @ 4.9, 16 gig of ram, wd "black" HDD, and if i dont use v-sync i get anywhere from 50 - 250 fps and lots o frame tearing. so i use v-sync in nvidia control panel with trip buffering for smoothest effect but even then get chugging on some maps.. cpu's are a more likely source of bottleneck then GPU in most cases..
  5. http://community.bistudio.com/wiki/createUnit its right inside there for ya..:)
  6. im still a rookie at scripting, but shouldnt your condition look more like ??
  7. my vehicle im using is named car and im activating this and other things thru a game logic. but even should still work in vehicle/units init field.. but things change with every beta so who knows.
  8. use your code in a trigger for animations. init of unit will not work.
  9. maybe im wrong but the only way ive got addaction to work with a condition is following the syntax thats stated in wiki. http://community.bistudio.com/wiki/addAction.. _fixleak=_unit addAction["Fix Fuel Leak","scripts\fuel_repair.sqf",[false],1,false,true,"","(_target distance _this) < 3"];
  10. well ok then :) all i saw was secure id process mentioned in beta log. saw nothing about banSecure.. i thought thats what it might have been, but the word "BAN" kinda had worried me so i thought i would ask.. i didnt even look in the read me for the beta.. :p
  11. how about and here is a link to a helo transport script script with that in it for u to check out. should take care of your issue. http://www.kylania.com/ex/?p=47
  12. nimrod_z

    is there a AI fix/mod?

    ai is defenitly getting better but it needs to WAY better for arma 3 . no point in having all those enterable buildings in arma 3 if ai wont use them as well.
  13. nimrod_z

    ACE for OA 1.13

    WOW... u guys are quick... thank u all for the great work u do...
  14. nimrod_z

    Arma 3 and SLI/Xfire?

    SLI may run just fine (as in does not hinder performance) but it doesnt help either. i have 2 evga - gtx680SC's and the game runs the same with sli disabled. there is a huge increase in performance when using the "WINXP" command but from what i understand it uses a different 3d engine (directx stuff) there for it shouldnt look as good but i see no difference what so ever in image quality. as far as nvidia/amd drivers go, it is both the game maker and the vid card company (nvidia/amd) that work together to increase or optimize performance. i have seen this with quite a few games. therefor i find it really hard to believe that there is not a significant increase in performance for multi gpu setups unless the engine is limited in some way (and nvidia or amd cant do anything more to improve it from there end). and arma is not the only company that sli/crossfire is useless for, there are some that even perform worse if muli gpu's are used.
  15. nimrod_z

    ACE for OA 1.13

    still getting errors. just just slightly different ones .
  16. nimrod_z

    ACE for OA 1.13

    anyone else getting a lot of "error in expression errors from a lot of the ace functions with newest beta (98443)? this is just from an a10 placed on shapur map shooting at enemy group on runway, thats it. just thought i'de ask before opening an issue ticket.
  17. sounds like u may need to change the settings in the LOS script itself. i had an issue like that as well till i realized the script was telling the ai different then what i was in the editor settings.. //ENEMY SIDE switch (side _unit) do { case east: { _unit setvariable ["tpwlos_enemyside",west]; }; case west: { _unit setvariable ["tpwlos_enemyside",east]; }; case resistance: { _unit setvariable ["tpwlos_enemyside",east]; }; };
  18. yep, i wasnt thinking straight when i typed that bit of mis-information..lol
  19. unfortunatly there isnt a lot of info about the game logic waypoints. it's basically just a way to make an optional action/event/whatever. u can group and sync triggers to logic waypoints to get the specific things depending on waypoint conditions. kind of think of it as a flow chart (did this happen? - go to this), did that happen? go to that),(did this, this, and this happen but not that?- go to this) and so on.. not sure if it would suit your needs, was just a question if it would help make thing easier for ya.
  20. the viewdistance is what kills performance (all cpu). i normally keep the view distance around 3000 and my cpu usage is 25-30 % . all the graphics options are all very high with the exception of DEFAULT for vid memory. i seem to be some of the few people that can usuall tell when a game is not running at least 60 fps, i will get a headache quick from that. luckily it doesnt happen that much even with arma because i have 2 EVGA gtx 680SC's, I7 2600k @4.9 and 16 gig of ram. that was a 1 time massive upgrade -- WAYYYYYYY to much money :p
  21. not sure what u may be looking for with that question. the trigger checks the CONDITION to see if it needs to activate. once activated it does what u tell it in ACTIVATION until u tell it otherwise. example: say u have a trig set up to detect opfor that when u get to another area u no longer need that trigger to detect enemy. u could setup another trigger that deletes the detected by trigger when units are in new area. just use a deleteVehicle command when players/unit is present in new area. just name triggers so u can delete by name. (example: deleteVehicle detect1) would be in the CONDITION of new trigger. does that help any ?
  22. ya know, i kinda have to agree with BlackMamb. it looks as if your taking the hard way about this. is it possible you could use the GAME LOGIC waypoints with the AND/OR conditions to meet your needs ? i have a few smaller missions that have a great deal of possible outcomes for the objective depending on what happens and its all done thru the game logic waypoint conditions that check then activate whats needed to. it would be a lot easier that way instead of creating everything thru 1 huge script.
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