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buster0083

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Everything posted by buster0083

  1. Vehicles look pretty but I'll wait til regular Track IR programming is restored to dive deep into them ;)
  2. Since the last dev branch update I've got a major Track IR issue. The control config for it has changed around a bit, but nothing I did in re-allocating Track IR controls restored free look as it's previously used. If I map Track IR (using the Track IR xxx Rot assignmet) to "Head left, head right, head up" nothing happens; if I map Track IR to "Look Left, Right, Up, Down analog" the up and down axes work fine but looking left and right causes the character to rapidly swivel right and left. I'll sort out a video cap if the above doesn't make sense but it's getting late and my capture software isn't playing nice so I'll leave it at that for now
  3. I've just run the same mission again and lights are back - must have been momentary
  4. Does Agia Marina have a blackout for anyone else? No lights on in the town after the most recent update
  5. buster0083

    Why no NVG in Night showcase?

    I think the key thing to remember is that the mission is titled "Night Showcase", not "Night Tactics and Equipment Showcase". It's a tech demo for the lighting engine and all the prettiness that goes with it. The editor is right there to make realistically equipped night missions.
  6. buster0083

    Choose 4 scopes you'd like to see in Arma 3?

    Schmidt and Bender 3-12x50 PM II/LP
  7. buster0083

    Runway Missing?

    Yeah I see the patches in the runway too
  8. Thanks! My mistake was trying to find it from a helo
  9. Forgive my lack of observational skills but do you have a grid ref? I've never noticed it and now I can't find it!
  10. 29th April version: 50-60FPS in the middle of Agia Marina in day down to 40-50 at night, sometimes down to 30 - big improvement on the last release. NVGs don't seem to reduce my frame rate now. Flying a helo through the town at night now comes down to low 20s, with 19FPS once or twice. Could be better, but yesterday that number was in single digits, so hugely improved. The NVG bug I reported with the colour of the lighthouse light is fixed. Thanks for the continuing work guys
  11. More than likely the Track IR "controller" in A3 has been disabled. Haven't had it happen in A3 yet but I used to get a bit of that here and there in A2. Go into "Options" >> "Controls" >> then at the top is a "Controller" tab. Click it, and you'll see any control peripherals you may have, including Track IR. It will probably be greyed out like the inputs. Select it, click Enable and you should be back in business. If you've already tried the above then I'm out of ideas I'm afraid :)
  12. buster0083

    Close Air Support - Day 1

    I've had the same error as those above - I'm running the current dev build, what about you guys? I'll get around to rolling back to the stable Alpha build and try that at some point.
  13. buster0083

    Getting Huge drip in FPS at night

    It's from the most recent Dev Branch update. Most people seem to be affected. Fair bit of discussion at the end of this thread: http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion
  14. Two further things with the new lighting. 1 - I seem to get less frames per second while wearing NVGs. Haven't tested extensively but looks to be 20-30% worse off with NVGs on 2 - The light coming from the lighthouse near the firing range is still a yellow (ie, not green) point of light while wearing NVGs on my rig: See below
  15. That's interesting, and I can report the same. At 3:15am on the editor default date, it's still pretty dark, street lights are lit, and I'm getting no hit on performance.
  16. The most recent lighting tweaks have done wonders for the streetlights and ambient light - night time looks wonderful! The only thing is, I've seen a 50% FPS drop night vs day in the same mission now. Anyone else experiencing that?
  17. I've made a simple mission for a player to fly an AH-9 in support of troops defending Camp Maxwell against AI. Scripted in a custom key to drop smoke grenades so I could mark enemy positions in the trees for me to fire at on the next run. Is there a way to have friendly AI open up on those smoke marks as well? Cheers
  18. buster0083

    Can't use [BACKSPACE] or [DELETE] keys

    I've had that one intermittently - close and reopen fixes it but I've only had it once or twice so haven't opened a ticket.
  19. buster0083

    Russians

    Brilliant, thank you!
  20. buster0083

    Russians

    Just rolled back to the non-dev build and still have the same issue - the SVU appears if I spawn a Russian Marksman, but if I try and add it to another soldier using " this addWeapon "SUD_SVU107_A3" ", etc, it returns the same error. Anything else you might suggest? :)
  21. buster0083

    Russians

    Love your work, guys, and so fast! One problem I'm having though, is I can't spawn the SVU 107 - returns a "no entry" error. The mod seems to be working fine, everything else loads, just not that rifle. Any suggestions? To clarify, it loads under a Marksman class soldier being placed on the map; it just seems the classname is not correct.
  22. Pardon me raising a thread from the dead, but still struggling with this one. As a bit of a mix and match of all the suggestions, I'm using this script: while {true} do { waitUntil {currentWeapon Resis != ""}; Resis setCaptive 0; sleep 0.1; waitUntil {currentWeapon Resis == ""}; Resis setCaptive 1; sleep 0.5; }; The trouble seems to be I can't get the check to loop. If I spawn the player with no weapon and "waitUntil {currentWeapon Resis == ""}; Resis setCaptive 1;" it works fine; same goes if I do it the other way with a weapon. But using the above to try and have a continuing check doesn't seem to work. Any pointers on what I'm doing wrong?
  23. I'm working on a resistance-esque mission and have started the player as a Civilian rather than de-equipping a BLUFOR soldier and having OPFOR shoot on sight. What I'd ideally like to do would be to have the AI open fire if they see a weapon, but I could settle for a trigger that makes them unfriendly to me as soon as I open fire. As it stands, they still don't respond. Could anyone offer a suggestion? It would be preferable if the AI wouldn't hose down AI civilians after they turn hostile to the Civilian player but that's not crucial. Thanks
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