Jump to content

pvt. partz

Member
  • Content count

    622
  • Joined

  • Last visited

  • Medals

Community Reputation

131 Excellent

1 Follower

About pvt. partz

  • Rank
    Master Sergeant

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

1325 profile views
  1. Never saw this before...and a screeny doesn't show it. It's a radar window on the left and an audio Ui on the right. Then in the middle of the screen is a green arrow that bounces around in front of me. I tried to take a pic but the oddity doesn't show up
  2. mist, dust effects?

    Ahh, I did miss one! Thanks much.
  3. mist, dust effects?

    Sooo.... the only setting we have available is at the start of a mission. Is that correct? Is there any way to adjust fog settings as the mission progresses through time. which makes me also ask the same with the weather in general. I see that the, (example: 1800 setfog [0.02, 0.01, 0];) will tell the mission to set the exampled parameters at the 30 minute mark. How would one go about making the following effect? i.e: 7:00am completely overcast/rain/heavy fog 10:00am some clearing/lightfog/spotty rain 2:00pm clear 8:00pm clear/light ground fog Script? I have read and played around with countless trial and errors but might have missed something along the way.
  4. Authority 20 player coop.

    Hey Haz,.....don't you ever sleep !?!
  5. Authority 20 player coop.

    Hey guys I was wanting to ask you if you have any interest in making your Authority mission for SP? or if can be modded to do so. or maybe 2 player coop. It's a bit overwhelming with fewer players. I get dead a lot!
  6. [SP] Pilgrimage

    Destroying is always always the best option!
  7. [SP] Pilgrimage

    FF'sakes!
  8. Pilgrimage - Ported

    Yes, At 100% there is a possibility of 250 But only if the road intersections allow correct?
  9. ...well not so fast. I am continuing my mission and I'm just taking a wild guess that I might be at about the 40 or 50 hour mark. Game play is still OK as far as fps go. The old problem of selecting from the scroll wheel has those functions slowing to a crawl. ("same as in the past"). I'm going to just say that I do run quite a few mods, and the mission is very very long sometimes, depending on how successful I am with each go around, so these facts could very well add to, or may actually be most of the cause. The next time I play this mission I am going to keep all of my mods in place, same settings but remove VcomAI and just see how it goes.
  10. [SP] Pilgrimage

    No, it's an add-on I found for a scroll wheel action to lock or unlock vehicles. http://www.armaholic.com/page.php?id=333
  11. [SP] Pilgrimage

    Now if only I can remember to lock mine every time I leave it somewhere. Always seem to forget but so far I managed to keep it!
  12. [SP] Pilgrimage

    Ah, VComAI I will check this out and let you know. What a cool twist, AI stealing abandoned vehicles!
  13. [SP] Pilgrimage

    I want to expand on the issue of hovering aircraft and exploding vehicles. Since rsoftokz mentioned it and Rydygier weighed in on it, I realize that maybe there might be something to this. The only reason I haven't brought it up was because I use quite a few mods. So here is what I have seen just to add to the mix. Altis: Moving along I heard an explosion or two, Turned quickly to look, and saw a burning vehicle flying skyward to maybe 300 or 400 meters then crashing back to the ground. another time it was 2 or 3 vehicles. I have a question that comes to mind. Do abandoned vehicles only spawn at a given distance around the player? I realize that if you spend ff to acquire information about an abandoned vehicle it could be say 10 km away but does the vehicle in it's physical form actually spawn there or does it wait 'till the player gets closer? Another time I was traveling in my (spawn) boat and made my way to a pier in Kavala. I saw 2 jets at about 300 or 400 meters up but just stuck there. Yet another time I could see the faint marker that shows an abandoned vehicle. I could tell it was probably a boat and as I topped a hill to look down, I did see that it was a boat but it was in the water beside the pier, upside down and in the water. Lastly, Still talking about the marker that identifies an abandoned vehicle, I am now seeing this marker attached to an active vehicle,...in motion. I do want to mention that I have messed around and added a few vehicle patrols that follow a given route here and there. I wonder if these added patrols might be seen as something outside of your mission and gets labelled as abandoned.
  14. Whats up with the game ?

    I should have also added... "and are probably up to their necks with the next version of Arma".
  15. [MP][CTI-COOP] Liberation (continued)

    Is there a way to adjust density of AI ? (fewer occupied towns?) I play Sp so I want the island to be just a bit less occupied. Apologies if already discussed but there is a lot reading back there.
×