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wawa

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Everything posted by wawa

  1. wawa

    No Women=Disturbing

    Go look yourself a big dildo mod somewhere on armaholic so you can enjoy Atlis more.
  2. There is a virus on the forums that looks to be called Infractions... mostly everyone has it now.
  3. wawa

    No Women=Disturbing

    The Islands of Atlis and Stratis are gay! I think I've seen a rainbow but never a woman!
  4. I'll just raise a practical question, what do we do now that we have the full ArmA 3 Release? This is what happened when I opened ArmA 3 FULL for the first time. I shit you not! Launches ArmA 3 I'm HAPPY TO SEE THE LOGO THE RELEASE LOG SAYS ARMA 3 RELEASED I open the editor, nothing is there but a big island. I place a few units and waypoints on a map, a little magic but nothing special yet. I forgot, I don't professionally script in ArmA 3 I guess I'm the only one here that can't. I'll look at the community uploads, wait I had this stuff in the Beta. Look in the ammo crates for new weapons, wait there isn't anything new here. I'll go join a community of organized players, they don't even know how to shoot half the weapons in the first place. I'll probably just close ArmA 3 and head over to the forums to enjoy a little flaming for my $50-$60 purchase. Good Game!
  5. .It is Constructive Criticism, they seriously need to think about what all this Thread Author said. It's what happened and what ain't going to happen for their product... the point is well made friend!
  6. Wait DM says there is more content, but five months ago people are complaining that there was going to be more content. And transition from Alpha to Beta only added a few more things. And here we are, deadline met for like the 3rd time straight... no new content. And virtually everyone is feeling like there isn't any work being done on the actually game itself, if this was all about their engine I'd say everything improved. But essentially, there have been people in the community to release more weapons in a single mod than what ArmA 3 had in each ammo box for each faction. There really is a reason to be angry DM, if you're not feeling the sadness you're obviously too concentrated on something that ain't there. Please don't insult moderators.
  7. They must had forgot they were making ArmA 3 :confused: ---------- Post added at 15:44 ---------- Previous post was at 15:44 ---------- Go somewhere else, he is a bit right if you ask me.
  8. That is what is wrong man, it in fact discourages mod teams from forming because of the lacking available material and the requirement of a complete overhaul in material. Sad story guys...
  9. Let's say, that ArmA 3 took some HUGE Engine progression. But the game flopped so steep into the deep end of the pool, that it drowned. There is not a lot of real life correlation going on in ArmA 3, most of ArmA 3's material looks similar to the Marines in the Halo series. Super Goggles in helmets, weird body armor... weird shaped vehicles. Everything that isn't normal, is in ArmA 3. There is no M16 so far, no Kolashnikov, no Bizon, no simple RPG, no AT4, no normal Abrams, T70's, T80's, T90's, RPK's, MP5's, M4's, Standard PISTOLS or STANDARD RIFLES. Nothing is standard, that is what kills me guys! They dumped out so many favorite vehicles and weapons that the game just dropped it's own purpose. Who is to say the game simulates anything at all, its sort of just a game now. People from real military played ArmA 2 because they loved all of the simulation around experienced equipment. Well this is how I feel after being around this material in ArmA 1 and ArmA 2. BLEH! Please don't send me love mail because I don't like things so far, but this is what ArmA 3 looks like to me. http://www.arma3.demisia.com/images/Arma3_images_from_game004.jpg http://img100.imageshack.us/img100/9223/scorpion5sn.png http://gamer.portail.free.fr/mid/p1010/arma3_sketch_opfor_helmet.jpg http://images.wikia.com/halo/images/archive/1/1a/20070320025721!Marines_on_the_Battlefield.jpg http://halo.bungie.org/images/halopcgamer1.jpg http://img.gawkerassets.com/img/18hguss1u81oggif/original.gif Who is to say Halo is a bad game, but just because it is on a big battlefield doesn't make it an ArmA. This is the reason, I don't know what to do with ArmA 3.
  10. wawa

    ACE for OA 1.13

    I haven't found anything related to this subject, so I am opening this topic before ArmA 3 is released in September. What are the plans for ACE Development, I've heard rumors of them being unmotivated to release a large content pack. Does anyone miss playing with popular equipment??? I've been wondering about this since the Alpha, but never asked. It would seem that if people just randomly released contents in different mods, that it would never be used online. This tells me that someone is going to have to put together a large project or an overhaul for this matter. If there is anyone wanting to do this, let me know... I might be able to assist you. I just sort of miss everything the old ArmA games had, but of course I love ArmA 3 too. If there is anything in store for advanced simulation, don't be shy and share with us My steam is SW33TF34R, add me if you're interested in this topic.
  11. I haven't found anything related to this subject, so I am opening this topic before ArmA 3 is released in September. What are the plans for ACE Development, I've heard rumors of them being unmotivated to release a large content pack. Does anyone miss playing with popular equipment??? I've been wondering about this since the Alpha, but never asked. It would seem that if people just randomly released contents in different mods, that it would never be used online. This tells me that someone is going to have to put together a large project or an overhaul for this matter. If there is anyone wanting to do this, let me know... I might be able to assist you. I just sort of miss everything the old ArmA games had, but of course I love ArmA 3 too. If there is anything in store for advanced simulation, don't be shy and share with us :) My steam is SW33TF34R, add me if you're interested in this topic.
  12. What is the possibility of seeing some popular modern material in ArmA 3 Full Release? Of course, more than half of the community are heavily reliant on the original equipment like HUMVEE's... M16, M4's, AK's, RPG's, AT4's, M2's, Abrams... is this only going to be fantasy? If people release mods, how will servers account to having their clients\players having each individual mod to play with. This makes me feel very uncomfortable knowing that everything isn't included into the game, does anyone get what I'm saying? It is hard to rely on ACE DEV Team for everything, because they show lack of interest too. As there is no prior material to work off of...
  13. NOTE: This Experiment is ONLY for those with 4 Physical and 4 Virtual Core PC's, if you have a total of 8 cores and your CPU is an i7... I recommend you at least try this. It will fix performance to complete smooth on any graphical setting... So guys, I have ArmA 2 CO and ArmA 3. And one day I decided to open ArmA 2 CO and play with ACE Mod, because I miss the old stuff. Well, the game ran absolutely horrible on almost every mission... I got jerkiness while I was aiming around and shooting at people... and the scopes were very choppy. I finally decided to just experiment with ways of fixing my Performance. Well, I decided to set ArmA's startup parameters to... NoFilePatching, NoSplash, SkipIntro, cpuCount=8, world=empty, maxMem=8192. Now this is important, but not as important as the next step I am about to explain to you. Start ArmA 2 or ArmA 3 and change your graphical settings straight to max... everything. Then minimize the game, and CTRL+ALT+Delete to bring up your Task Manager. NOW!!! Right Click on the ArmA 2 or ArmA 3 process, and make sure that ONLY THE LAST FOUR CORES ARE SELECTED. These are your Virtual Cores, what this means is that ArmA will only use your virtual cores and not your Physical. Then Right Click on the ArmA process and make sure the Priority is on Normal. Close Task Manager, go into the game... and play a mission. You should, theoretically get 100% smooth performance... now before i was getting horrible performance. But with these settings, I can max ArmA out on a outdated Graphics Card. GOOD LUCK TO EVERYONE!!! NOTE MUST READ: YOU HAVE TO DO THIS EVERY TIME YOU RESTART ARMA!!! UNLESS YOU USE A AFFINITY SAVER. Add me on Steam for HELP! SW33TF34R MY COMPUTER! i7 2700k 8-Cores (4Physical\4Virtual), @3.8ghz+ ATI Radeon 6950 2GB DDR5 16GB @1600mhz RazorTeeth Memory 850Watt PSU (Corsair) 85GB Solid State HardDrive Lotsa Fans and a Cooler Master Case!!! :yay::yay:
  14. wawa

    SpeedOfSound Mod (Beta)

    Hey Bigpickle, I need advise for my sound mod... I can't figure out what file format and settings I need to use to convert to wss. Nothing seems to work in the game, any suggestions?!? :confused:
  15. wawa

    JSRS2.0 WIP Thread

    oh, i meant like... do you use .wav 16bit stereo etc... I convert my wav files to wss and not work...
  16. wawa

    JSRS2.0 WIP Thread

    Hey Jarhead, what settings do you use to port to wss... I cannot figure out the sound types to create Audio mods... it never plays any noise for me :\
  17. I recommend forcing everything but Core One and Two, that was my current best setup for ArmA 3. But for ArmA 2, I only use virtuals...
  18. I might want to update this thread, I think that every core runs ArmA 3 well except the first two cores in the list. Those first two cores are the most common to be overloaded with CPU Usage. As most processes utilize Dual Core rather than Quad Core and above... unless updated. ArmA 3 may run better if you disable the first two and use everything else. It seems to increase the performance even more than it did before... I now have 56FPS Max with everything up at it's top settings. And it appears that the stress on the first two cores may be causing the struggle to run ArmA 3 on Ultra settings, I'm astounded actually. So this isn't really about just the virtual cores now, but the CPU Usage of the first two. I recommend people do this instead of just the virtual cores, it seems to had fixed absolutely everything for me. I couldn't run this game on medium until now rofl!
  19. It seems to give me 40 FPS on complete max, like all of the settings even view distance. If the View Distance is completely up 100% it is only dropped like 2 frames xD IDK, it seems as if Virtual Cores may be better for video games... that also is what I am assuming. But my Graphics card is fairly... old compared to a lot of these other guys. ---------- Post added at 18:31 ---------- Previous post was at 18:28 ---------- Probably so! If it doesn't, then it has something to do with your GFX Card being powerful enough to handle the visuals. But I think ARMA doesn't fully support quad core and above as much as it needs. So if you just use your Virtual Cores, it may run better... I actually found this works better for ArmA 2 more than ArmA 3. But it gave me the ability to unlock greater detail and performance in both.
  20. Ah yes, I used some of it as reference before... but then I thought to myself about just using an existing chopper with a name. Useful code though, it is basically what I am doing!
  21. Hi, so this issue I am having is for creating multiple markers on the Mission... using the name's of each marker and assigning two individual SQF files for either Extraction or Insertion. But long story short, I want to make a currently placed Black Hawk on the mission provide either Extraction or Insertion by Radio Commands. So, I set up a Black Hawk with the label "BH01". This was named in order to call the associated in-game object with a variable called _BH01 in a SQF file. So after doing this, I wanted to set a waypoint for _BH01 to go to a Marker named "BHWP1", which is stored into a variable called _BHWP1... and then I placed a trigger with Radio Alpha and in the INIT field, I carefully placed nul = [bH01] ExecVM "Scripts\Extract.sqf". But, I never could get the SQF code to compile without errors in the debug, so I thought I would drop by here and get some additional support. If anyone who understands the ArmA 2 script language, post me the accurate way of going about coding a Waypoint for an Existing unit in the game. It would be not only helpful to my mission, but educational for future reference in scripting. I have some experience with other scripting languages, Unreal Script v1.0... Quake... C++ and some HTML\CSS. //Object = vehicle "unitName" <-- ??? _start = getMarkerPos "BHWP1"; // Find the Marker, can be used for extraction\insertion _end = getMarkerPos "BHWP2"; // location of drop off. _BH01 = vehicle "BH01"; _BH01 setBehaviour "CARELESS"; _BHWP1 addWaypoint [_start, 0]; _BHWP1 setwaypointtype "TR Unload"; /* waitUntil{{_x in transporthelo} count units group _unit == 0}; Sleep 3; _BHWP2 = _bhGroup addWaypoint [_end, 0]; _BHWP2 setwaypointtype "MOVE"; _BHWP2 setwaypointstatements ["True", ""]; */ I know I've jumped on the boat a little late here, but I want to get a little experienced with A2 Code so I can possible start producing some Weapons and other mods into ArmA.
  22. Yeah, I thought of this actually... it would work fine in a mission. I just figured the the idea of using Marker labels as waypoints could be a little more powerful... but I am still not getting the code right. Though, I was assuming the names\labels for the objects in the game were callable in the SQF. I think I had it all wrong xD But still, I am looking for some reference to this... it would take days of trial and error if not. ---------- Post added at 19:10 ---------- Previous post was at 19:08 ---------- Thankyou for giving me some code :) I have a Tutorial on ArmA SQF Script atm, but I am still using bad parameters and that takes basic index knowledge. It will come with experience!
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