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CJoke

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Everything posted by CJoke

  1. tested the 0.93 few minutes ago, I get a error: "Cannot open object ca\water\zodiac.p3d" Do I need a additional mod that contain the zodiac.p3d?
  2. CJoke

    Star Wars: Episode 7

    star wars 6 allready looks like a movie from disney, there is only one difference between lucas and disney, in disney films they allways sing some songs... so i am strained what song darth vader will sing in star wars 7...
  3. what is "obj_5" ? if it is a marker it should be: getMarkerPos "obj_5" if it is a object it should be: getPos obj_5 -afaik ---------- Post added at 16:47 ---------- Previous post was at 16:45 ---------- but it should work like waitUntil{sleep 1;condition};
  4. if there are a dx10 for 8.1, try to put a dx10 dll in the steamfolder or in gamefolder http://forums.bistudio.com/showthread.php?147703-Forcing-DX10-instead-of-DX11
  5. when you say 64x64, I assume there is only the cstar in your bitmap and no camo texture background? setObjectTexture don't add textures to the vehicle, setObjectTexture change the whole texture. you need a 1024x1024 or 2048x2048 camo-texture and a paintprogramm to make a vehicletextures with flagsigns or other stickers.
  6. CJoke

    FPS fix?

    thats make sence, because there is no other game like arma. ;)
  7. CJoke

    FPS fix?

    with this mashine you can't get more fps with terrain ulltra, pip on, maxed out vd etc I think there will be no fix for you, because "you want ultra" is no issue that everyone have. try overclock to 4,5+, buy a titan and a fast ssd I get 60fps in empty areas with 3.0Ghz, all settings to standard. ;)
  8. CJoke

    FPS fix?

    there is a FPS that everyone have?
  9. imho waituntil asks 100s times a second for the condition, and that sleep command slows the things down.
  10. try waituntil{sleep 2;tskobj_1};
  11. CJoke

    Flashbang

    same here (with dev-branch, play/scenario), happen after I hit myself with my own flashbang
  12. i didn't found a way to the relative path too. To play sounds in 3d, I place a civ-ai and use the say command with that ai.
  13. the ppEffect WetDistortion is broken in latest dev-branch version code: _ppGrain = ppEffectCreate ["WetDistortion", 305]; _ppGrain ppEffectAdjust [1, [0,1], [1,2,5,2], [1,1,1,3], [2,2,5,6]]; _ppGrain ppEffectEnable true; in main-branch the effect is visible 360° around the player, in dev-branch it is only visible 180° around the player. If the player look to east the effect is visible, but if he turn to west the effect stops. edit: fixed today
  14. CJoke

    Napoleonic Mod 0.1 Alpha

    great! I allready use the musket in my mission.
  15. it is allready fixed in dev-branch
  16. CJoke

    Where is the Game?

    Since Alpha, I am nobody. ;)
  17. not only simple light shafts, the sun does much more crazy things: picture-database: sun, lights, halos and much more
  18. if you use setdamage, you should return 0 to disable the arma-internal handledamage processing unit addEventHandler ["HandleDamage", {(_this Select 0) setDamage 0.5;0}];
  19. CJoke

    ArmA III is a good game!

    I like the daily dev-branch updates, never saw that before in another game. And I like the open structure for modding and scripting, that open the game in every direction from real-simulation to the funniest-action-arcade. I like when new scriptcommands added, and this happen quite often. I like games with a huge modder&scripter community. Most people who complain don't know anything about the evolution of gamedeveloping. Many years ago, back in C64-times, a single person was able to create a 40,-$ game in a week from scratch. But game developing get more and more complicated, today you need a huge team, huge money, huge hardware and even more time to create a 80,-$ game. Especially the creation of game-content will take more and more time, because the content get more and more details from version to version. It is a evolution. And it is a simple math: in new games you need the ~double time to create the same amount of content you had in the old version before. Arma is not the real mainstream like CoD or BF, and BHI is a little bit smaller then EA and the others... just remember Ubi begun develop FARCRY3 5(!) years ago... and whats FarCry3 today? 8hours fun like a movie... and only a few mods... playing it again is like to watch the same movie again... and whats Arma? endless fun in endless variations with endless mods... I love Arma3, I love what BHI is dooing for people who like to script and mod games.
  20. i use a a way older Intel Core 2 Quad Q6600, it is a 2.4GHz but overclocked to 3GHz 6GB DDR2 Dualchannel RadeonHD7800 game on SSD-Drive Arma3GrafixSettings set to standard at all, PiP disabled, ViewDistance 1600m, FullAA: disabled, PPAA: SMAAUltra and no lowFPS at all... (dev-branch) SP in kavala with a few ai and vehicles ~25FPS = imho playable SP countryside with 40+ ai-enemies/animals/vehicles ~30FPS for me it is enough fps to not upgrade the hardware. with a pc like this you can't get 50+ FPS in kavala or even play every available mission on steam. A scripted sp-mission with flexible and counted script-spawned enemies, script-deleted deadbodys and dynamic created/deleted triggers is way better then a mission with 75+ editor placed enemies/vehicles and even more triggers&gamelogics, because they eat your FPS while they waiting for you. all enemies should have a killed-event with a 'enablesimulation false' command, and all those things etc. with standard grafix and good made missions, there is no problem to use a old pc for arma 3. and the MP-lowFPS problem is made serverside... just don't join servers with 80+ people online...
  21. is there a difference between main-branch and dev-branch?
  22. imho it is the right mousebutton to end the camera mode
  23. BIS_fnc_ambientAnim got some changes The "SIT"-anim is removed, but the new anims "SIT1", "SIT_U1","SIT_U2" or "SIT_U3" don't work at all. "SIT_SAD1" works, but AI is misplaced under the chair. pic
  24. BIS_fnc_ambientAnim looks like broken since latest devbuild on friday. In my mission the ai don't sit down in chairs and in toiletbox anymore. [ai_jason,"SIT","NONE"] call BIS_fnc_ambientAnim; -> result: ai is attached to the object, gamelogic is created, but no animswitch.
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