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strannix

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Everything posted by strannix

  1. Hi there, I've spent the last 4 hours searching for a solution with no avail, please help. I am trying to get a group of 5 Neoprene Opfor bombers to drop LOM 250G bombs on a target, have removed all other ammunition from the planes and attempted various different attack way points. (Destroy, Seek & Destory, Guard, Fire Mission) The area to be bombed has a few Cheetahs without any missiles in them, not sure if this is causing them to take evasive action and i've set the waypoint as careless to add. Open to any suggestions! - Strannix
  2. strannix

    Chopper Engine On Help

    I've managed to get it to fly a litter closer to the time the transport helicopter departs by using a trigger with "player action["engineOn", Name]" on activation for the 'Join' waypoint. Not as good as I would like it, would be nice if it was more synchronized, planned on having x2 escort helicopters but hey ho... http://tinypic.com/r/2vmf3hl/9
  3. Hello, Trying to get a chopper to start it's engine but stay on the helipad until the 'Join' way point has been synchronized with a 'Get In' waypoint on another helicopter. Essentially im trying to get the escort attack helicopter to lift off at the same time as the transport helo. At current it starts it's engines after the transport helo is airborne with the trans helo waiting in mid air for the ATK helo to catch up. Using the Engine On Command seems to force the chopper to hover mid air until it's 'Join' waypoint has synchronized. Amateur developer here, have been stuck on this one for a while, your help would be greatly appreciated. - Strannix
  4. Hi, How do you set a an AI's gun stance to elevated? I'm also trying to get a handgun to holster being the only weapon on an AI Unit. Many thanks for replies in advance! - Strannix EDIT: set handgunoffstand this; Pretty thoughtful it's along the lines of this ^^
  5. Hi, How do I turn on collision lights on a Player controlled aircraft in mission editor? This works fine for switching on lights/collision lights on vehicles/planes when grounded, does not work for Aircraft in the air. null=[] spawn { while {true} do { player action ["lightOn", AA1]; sleep 0.01};}; - Strannix
  6. strannix

    ARMA 3 RAM Performance

    Sup, Would 32GB of DDR4 RAM make any difference to my custom mission performance? Current CPU: 4790K @ 4.4Ghz GPU: Asus 6950 RAM: 6GB DDR3 PSU: Jeantech 850w - Col. Strannix
  7. strannix

    ARMA 3 RAM Performance

    I've never used RAM drive and have a Samsung 850 120GB Evo however my steam library runs off a 1TB WD HDD. I've made some pretty densely populated custom missions and would like to know how to better run them. Assuming what loopdk said that Arma 3 only utilizes a certain amount of RAM, DDR4 timings should bridge the gap to make some difference.
  8. strannix

    Add continuous sound to object

    Anyone know how to do this for a weapon on a vehicle? Need a sound to play everytime the trigger is pressed on an aircraft.
  9. Hi Is there a way to play a custom sound when a missile is fired from an Aircraft? I have some recordings of the different missile ID's they shout over the radio to HQ when using either AIM9 or 120. IE "Fox 3". Im guessing it can be achieved from within the editor? Or perhaps the actual missile firing sounds would need to be edited. - Strannix
  10. Hi Im having problems linking the afterburner to my joystick. I assigned the mentioned key in the first post (User Action 3) but no avail. Have also tried seagull fast forward and the other known ones. If anyone knows because I am designing a mission and have chosen this mod to feature as the interception craft.
  11. I have like a seriously cool Almyra Airbase, no mods needed. Best Arma 3 Base imo.....
  12. strannix

    Radio chat

    Awesome game....
  13. strannix

    Intro?

    Record and format the file?
  14. Hi Does anyone know how to use this script? "runwayLights.sqf" I've tried using the exe, im guessing you place them down individually on each sphere using the correct synax. ArmaHolic Page /* ( USE for # ) 1 = Yellow Navigation Light --- "Land_NavigLight" 2 = White Edge Light --- "Land_runway_edgelight" 2.1= Red Edge Light --- "Land_Flush_Light_red_F" 2.2 = Green Edge Light --- "Land_Flush_Light_green_F" 2.3 = Blue Edge Light --- "Land_runway_edgelight_blue_F" 2.4 = Yellow Edge Light --- "Land_Flush_Light_yellow_F" 3 = 3 Nav Lights --- "Land_NavigLight_3_F" NOTES: ->(r,g,b,y) or (.1,.2,.3,.4) <- USE A "SPHERE 25mm" AS YOUR OBJECT THIS WILL BE MORE CONVIENENT Then other objects but its not required. */ //Object arrays _Light = _this select 0; _LightType = _this select 1; _LightDir = direction _Light; _lightPos = getPos _Light; //Deletes said object deleteVehicle _Light; //This creates the lights if (_LightType == 1) then { _Light = createVehicle ["Land_NavigLight", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 2) then { _Light = createVehicle ["Land_runway_edgelight", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 2.1) then { _Light = createVehicle ["Land_Flush_Light_red_F", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 2.2) then { _Light = createVehicle ["Land_Flush_Light_green_F", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 2.3) then { _Light = createVehicle ["Land_runway_edgelight_blue_F", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 2.4) then { _Light = createVehicle ["Land_Flush_Light_yellow_F", _lightPos, [], 0, "CAN_COLLIDE"]; }; if (_LightType == 3) then { _Light = createVehicle ["Land_NavigLight_3_F", _lightPos, [], 0, "CAN_COLLIDE"]; }; //Sets light params from object _Light setDir _LightDir; _Light setPos _lightPos;
  15. It is in the original script, trying to get it to work on the Almyra runway. - Strannix Update: It's working now!... Thnx!
  16. Hi I recently upgraded my computer in order to get a better ARMA Experience, right now I'm not really noticing much difference upgrading from a dualcore to a quad, can someone help/guide me on what settings to enable/disable? System Specs: CPU Model: Intel i7-4790K 4.0Ghz (Stock Clock) Graphics Card: Asus 6950 Direct CU II 2GB Motherboard: Gigabyte Z97X G3 Ram: Corsair 6GB Storage: Solid State Drive Samsung 120GB Power Supply: Jeantech 800w Storm Operating System: Win7 (64-Bit) Settings Config General Sampling: 100% Texture: High Objects: High Terrain: High Shadow: High Particles: high Cloud: High PIP: High HDR: Standard Dynamic Lights: High Settings Display & AA/PP Ao: SSAO Standard Caustics: Enabled Vsync: Enabled FSAA: x4 ATOC: All Trees + Grass PPAA: FXAA Standard ANISO Filtering: Standard ARMA 3 Steam Launcher Config CPU Count on 4 and Exthreads on 7. Frame rate indicator keeps giving me 30-40FPS with some drops to 15 at times and the processor is only ever under around 20-50% load with three cores. How much difference am I going to see by overclocking my CPU to 4.8Ghz? can ARMA take advantage of a six core cpu? -Strannix
  17. GPU-Z Stats (Max) On OP: Phoenix Dolly 5+3 SP+MP 8p Hostage Scenario GPU usage: 1963mb Core Clock: 725Mhz Mem Clock: 1250Mhz Temp: 53c Here's the mission SQF: http://pastebin.com/sef5cvaD MODS Needed: African Conflict + Nato & Russians Weapons Pack C130 FA18 USS Nimitz I do plan to make a none modded version of the mission with the exception of the AF mod, spent allot of time making this and its not to bad if you can get it to load. My comp runs it at the frames mentioned. I need to try this, will check out. I got the Aplofrohn Brocken 2 but im new to overclocking. :rolleyes: Only really upgrade when the times requires it, but ill invest in some new memory sticks soon for dual channel efficiency. Right now I might as well just have 2GB rather than 3.
  18. Draw distance 2500 and object distance 1500, still only getting around 25-30fps with drops. Im thoughtful about upgrading my GPU but im afraid it wont make any difference to getting better performance in ARMA.
  19. Hi, I have problem with the load waypoint function. It seems that the waypoint is completed to quickly before my units even get in the car, thus the vehicle starts moving to its destination too early. When tested with units on the ground it works fine. My squad is being transported to the car by a helicopter that completes the waypoints to quickly. I tried using a -0.5 completion radius but no luck. This thread contains a syntax solution to the problem, upon trying this the car just sits there when we have loaded. Any help on this problem would be greatly appreciated. - Strannix
  20. It works, except it wasn't quite the result I expected and does indeed list all of the objects in the game world map. What im looking for is so that game map looks like mission editor map with all object placed down, mainly so that players have an idea of whats stationed around them when they enter the game world.
  21. Hi Trying to get a diver team to eject from a boat into the water, Ive tried using the way point commands but no luck. The boat will go to the shoreline to before it unloads its passengers. I have an eject SQF but it only works in vehicles that already has a driver in them. My boat is operated by the team leader, thus in the editor it has been placed empty until the squad gets to it.
  22. I ran the above code in a sqf with the group leaders init but no luck. Need to get all military hardware on the island as revealed in a units map.
  23. strannix

    Diver Boat Eject

    Is this a group syntax? Boat = Boat Diverteam = Sealteam _Boat action ["Eject", Boat _Sealteam]; sleep 1; foreach units sealteam; I tried putting that in a trigger and waypoint "Onact". Didn't seem to work. I have very little knowledge on understanding how to write arma syntax. Should I make part of this an sqf or put it in the missions sqm?
  24. Yeah, E.G... I placed an empty plane, I would like it to show in the games map that there is a plane there.
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