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geezer

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Everything posted by geezer

  1. geezer

    A quantum leap - Arma 4

    (Reposted a more acceptable thread) I don't think the current modified version of the Far Cry engine that is being used in Star Citizen has an official name yet but it seems to have all the requirements that a ARMA 4 engine is looking for. Modified for huge areas (Talking star system size with full transition from planet surface, to space, to planet surface, more than ARMA needs). Advanced AI system (No doubt not up to ARMA standards but can be worked on) Incredible animation system (Scale-able facial animations as the finest point). Awesome light source system (More than one sun is impressive) Point of source projectile mapping (With true 1st and 3rd person view system). Multi crewed vehicles etc (With vehicle within vehicle capability (more brilliant than you might think)). Awesome net code (as yet not seen in its fullest state). Ability to create a persistent universe (opportunity to run long wars, possibly stretching for months or years). We haven't even seen what this modified engine can really do yet but it seems like a real contender for a ARMA 4 engine to me (or maybe 5 if Bi is already committed to 4). So many () i apolagise. Well, check the engine out and see what you think. I'm not real techy and I'm sure there are many more elements to the engine that have merit.
  2. I don't think the current modified version of the Far Cry engine that is being used in Star Citizen has an official name yet but it seems to have all the requirements that a ARMA 4 engine is looking for. Modified for huge areas (Talking star system size with full transition from planet surface, to space, to planet surface, more than ARMA needs). Advanced AI system (No doubt not up to ARMA standards but can be worked on) Incredible animation system (Scale-able facial animations as the finest point). Awesome light source system (More than one sun is impressive) Point of source projectile mapping (With true 1st and 3rd person view system). Multi crewed vehicles etc (With vehicle within vehicle capability (more brilliant than you might think)). Awesome net code (as yet not seen in its fullest state). Ability to create a persistent universe (opportunity to run long wars, possibly stretching for months or years). We haven't even seen what this modified engine can really do yet but it seems like a real contender for a ARMA 4 engine to me (or maybe 5 if Bi is already committed to 4). So many () i apolagise. Well, check the engine out and see what you think. I'm not real techy and I'm sure there are many more elements to the engine that have merit.
  3. geezer

    Oculus Rift & Arma 3?

    Towards the end of the second page you will find all you need
  4. geezer

    Oculus Rift & Arma 3?

    Well i thought it was the resolution of the HMD but it seems that each eye does in fact render at 1080x1200. I think the problem is that there is no Anti Aliasing when using the Rift causing the image to have jaggy edges which is amplified by the fact that the screens are so close to your eyes that the pixels are more noticeable (a lot like running in a lower resolution).
  5. geezer

    Oculus Rift & Arma 3?

    As Incontinentia says ARMA runs fine in VR at FPS lower than 90... For me the trouble is that the lowered resolution seems to affect ARMA much more than other games i have "hacked" with Vorp X. For some reason ARMA seems to suffer from a lack of graphical fidelity much more so than other games. I cant put my finger on what it is, but its certainly not the lower FPS.
  6. geezer

    This game is too hard :(

    I believe higher ranked soldiers have better spotting skills. A fairer test would be the same two riflemen but with optics
  7. geezer

    Vcom AI V2.0 - AI Overhaul

    Thanks so much for the update Genesis. $10 in your Paypal as promised ;)
  8. Wow awesome mod thank you so much. I once looked at trying to fix Wind Walkers AI Menu but quickly realised i dont have the smarts lol. Thanks again.
  9. geezer

    Vcom AI V2.0 - AI Overhaul

    I prefer Vcom in general and especially as it also comes as a script i can put into my missions
  10. geezer

    Vcom AI V2.0 - AI Overhaul

    Hi genesis love your work thought id let you know about this bug. I made a mission that ends with two helicopters flying in to pick up the players. This works fine until i enable the Vcomai script at which point they seem to fight over the landing pads and end up crashing into each other. without the script running they fly to there predesignated pads in an orderly fashion.
  11. geezer

    Vcom AI V2.0 - AI Overhaul

    Hey genesis92x I for one will throw $10 (AU) in your paypal if you update this mod... i appreciate it that much :)
  12. Nope the steam version of Spyder addons throws the same error... Oh well just gotta wait i guess :unsure:
  13. It looks like there a is a nine day older version of Spyders mod... pre the fix to Civinteract_ I wonder if he broke something in the last update?
  14. Thanks for the tips jassida... i tried to re download Spyders mod (version-30.12.2015) from pws and then again from Armaholic then from his DropBox... but still getting the same error?
  15. I keep getting fn_arp_setobjecttexture.sqf not found and spyderaddons_civinteractmodule no longer exists and the game crashes after 10 minutes
  16. geezer

    Vcom AI V2.0 - AI Overhaul

    Can anyone tell me if its possible to turn off this script mid mission? Im trying to fly two evac choppers in at the end of my mission but Vcom is messsing with them. despite putting this setVariable ["VCOM_NOPATHING_Unit",1,false]; in both choppers ini but they just wont land right. If i dont run Vcom they behave perfectly but when running the Vcom script i can only fly in one chopper as bringing in two confuses them and they go awol. So if i could switch the script with a trigger off just before i call for evac i would be very happy I tried putting this in my init.sqf [] execVM "VCOMAI\init.sqf"; my_script = [] execVM "VCOMAI\init.sqf"; and then this terminate my_script; in my trigger but it doesnt work. Anyone have any idea?
  17. geezer

    Vcom AI V2.0 - AI Overhaul

    Would so love an update to this awesome script :wub:
  18. So im using custom loadouts in the init lines of each individual soldier (i know its not ideal). when i run the mission in multiplayer everything is fine except for the 2 hand grenades... they show in my inventory but are not selectable or throwable (they dont show in my hud) same for all my squad. Now if i take 1 grenade from a crate i suddenly have 3 grenades, they show in my hud, are throwable and strangely my whole squad now has 3 grenades. Any ideas as to whats going on here? Thanks, Geezer
  19. So for anyone interested i finally found this bit of code you can drop in to your group leaders ini blue1 = group this; {[blue1, (_x select 1)] setWaypointVisible false; } foreach waypoints blue1; It will cause no waypoints will show up in SP or MP. repeat for each group changing the group name eg blue2, blue3 etc Thanks to all for your help :)
  20. Ah thanks... have a great holiday
  21. Davidoss how did you get my init post to format like that?
  22. yeah im kinda new to all this... i guess i should script it? Yes thats my unit Init :unsure:
  23. (group this) setGroupId ["Assault squad Alpha"]; this setVariable ["NOAI",1,false]; removeallweapons unit1; removeallassigneditems unit1; removeBackpack unit1; removeVest unit1; removeUniform unit1; removeGoggles unit1; unit1 addWeapon "ItemMap"; unit1 addWeapon "ItemWatch"; unit1 addWeapon "ItemCompass"; unit1 addWeapon "ItemGPS"; unit1 addWeapon "NVGoggles_INDEP"; unit1 addWeapon "Binocular"; unit1 addBackpack "B_TacticalPack_blk"; (backpackContainer unit1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag_Tracer",1]; (backpackContainer unit1) addmagazinecargoGlobal ["3Rnd_HE_Grenade_shell",1]; unit1 addWeapon "arifle_MX_GL_F"; removeBackpack unit1; unit1 addPrimaryWeaponItem "acc_pointer_IR"; unit1 addPrimaryWeaponItem "muzzle_snds_H"; unit1 addPrimaryWeaponItem "optic_Hamr"; unit1 addBackpack "B_TacticalPack_blk"; removeBackpack unit1; unit1 addBackpack "B_TacticalPack_blk"; (backpackContainer unit1) addmagazinecargoGlobal ["16Rnd_9x21_Mag",2]; unit1 addWeapon "hgun_P07_snds_F"; removeBackpack unit1; unit1 addBackpack "B_AssaultPack_rgr"; clearItemCargoGlobal (backpackContainer unit1); clearMagazineCargoGlobal (backpackContainer unit1); clearWeaponCargoGlobal (backpackContainer unit1); unit1 addVest "V_PlateCarrierGL_rgr"; clearItemCargoGlobal (vestContainer unit1); clearMagazineCargoGlobal (vestContainer unit1); clearWeaponCargoGlobal (vestContainer unit1); (vestContainer unit1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",5]; (vestContainer unit1) addmagazinecargoGlobal ["1Rnd_SmokeGreen_Grenade_shell",1]; (vestContainer unit1) addmagazinecargoGlobal ["16Rnd_9x21_Mag",2]; (vestContainer unit1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag_Tracer",4]; (vestContainer unit1) addmagazinecargoGlobal ["1Rnd_SmokeRed_Grenade_shell",1]; (vestContainer unit1) addmagazinecargoGlobal ["3Rnd_HE_Grenade_shell",2]; unit1 forceAddUniform "U_B_CombatUniform_mcam_tshirt"; clearItemCargoGlobal (uniformContainer unit1); clearMagazineCargoGlobal (uniformContainer unit1); clearWeaponCargoGlobal (uniformContainer unit1); (uniformContainer unit1) additemcargoGlobal ["FirstAidKit",1]; unit1 addItemToUniform "HandGrenade"; unit1 addItemToUniform "HandGrenade"; unit1 addItemToUniform "Chemlight_green"; unit1 addItemToUniform "Chemlight_green"; unit1 addItemToUniform "SmokeShell"; unit1 addItemToUniform "SmokeShell"; unit1 addWeapon "ItemRadio"; unit1 selectWeapon (primaryWeapon unit1); (backpackContainer unit1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag_Tracer",0]; (backpackContainer unit1) additemcargoGlobal ["FirstAidKit",0];
  24. geezer

    Hide waypoints

    I couldnt get either of these to work but im not very skilled at script so maybe im putting the argument in the wrong place?
  25. I have searched for a solution to this but found nothing that works. How do i hide waypoints in a multiplayer mission? I have tried [group player, currentWaypoint (group player)] setWaypointVisible false; and it works fine in the editor but once i create a coop mission it no longer works. any ideas?
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