• ARMA Series (I, II, III) - It's like the 4th of July!
    1,001 replies, posted
[QUOTE=samuel2213;39871822]Wasteland Shenanigans [MEDIA]http://www.youtube.com/watch?v=by-OAQ4A6hQ[/MEDIA] [MEDIA]http://www.youtube.com/watch?v=vYDxufHps3M[/MEDIA][/QUOTE] and you wonder why i take other vehicles instead of getting in yours
This Alpha worth getting? :v: Also how will it run? Specs: i5 2500k @ 4.5ghz GTX 580 16gb ddr3
[QUOTE=Brandy92;39873584]This Alpha worth getting? :v: Also how will it run? Specs: i5 2500k @ 4.5ghz GTX 580 16gb ddr3[/QUOTE] idk [QUOTE=Mbbird;39872700]So uhh, for reference to those of you who might feel like Arma 3 has insulted your computer: My i5 came stock at 2.6ghz, which at high settings (so that it would use SOME of my GPU) gave my Arma ~30 FPS, and soon enough the slight memory leak would push the game slowly into the unplayable range of 15-20 FPS, if the mission itself didn't annihilate my performance from the get go. So I said screw it and overclocked to 4.0ghz, and loaded up a mission that previously would give me <10 FPS while sitting in base due to the amount of AI (I'd guess about 100). With the new overclock I was able to get 30-40 FPS constant, ~30 while doing low strafing runs over the main town, which is honestly still very low for what I'm giving it (4.0ghz quad, GTX 580, and 4GB of RAM). Other medium intensity missions give me anywhere from 45-60 FPS on high-ultra settings, where my GPU and CPU are used each to the greatest extent, for those of you not familiar with Arma's graphics settings. That's great, the game looks beautiful, but it's rather insane what achieving that stable FPS required. So don't feel bad if Arma 3 decides to pick on your computer and give you shitty frames. I hope this is all expected by BI and that they're actively working on various ways to optimize the game, because my god does it look beautiful but the hardware expectations right now are too damn high.[/QUOTE]
[QUOTE=JerryK;39872223] i know how to do an outbounds trigger, but is it possibel to disable the out of bounds trigger for the civilians once blufor/opfor reach a trigger near the civilians? [/QUOTE] i dont get it
he wants civs confined to an area until the other players arrive
name the trigger that confines the civs to e.g civTrigger have opfor/blufor triggers around that trigger, on activation [code] deleteVehicle civTrigger [/code]
[media]http://www.youtube.com/watch?v=K2UnmNYHhe4&list=UUXxMuNM0g5GjRpqojf7D5Xw&index=1[/media] Your asses are not safe
[QUOTE=DesolateGrun;39874211][media]http://www.youtube.com/watch?v=K2UnmNYHhe4&list=UUXxMuNM0g5GjRpqojf7D5Xw&index=1[/media] Your asses are not safe[/QUOTE] Explosions, people dying around, sirens. "Lalaaa lalalalaaaaa In the desert, you can't remember your name..."
[QUOTE=Makol;39872784]Seems like some TDM servers are starting to give teams colored hats so people can tell who is who.[/QUOTE] Was on a server earlier that did this, killed an enemy and took his hat, was incognito for a good 5 minutes with the enemy team before they realized something was up.
Yeah I wanted to that something like that once(uniform of enemy) and got shot because I was thinking 'is this mean/unfair'. I like the TDM servers though since there is lots of potential maps on such a small map already(small relative to main island), makes it fun.
I'm working on a co-op mission to defend the old outpost and I'm trying to figure out how to get the dynamic spawned to work in waves. Like they would go through the % spawn probabilities until a certain amount of soldiers spawn with a seek and destroy move order to the outpost and there would be a set limit on the waves. any ideas on how to do this?
The probability of presence is only done once, during mission load. If you want waves you'd need to use scripts
[QUOTE=Oicani Gonzales;39875198]wasteland 64players 30-50FPS stable the life[/QUOTE] lyfe~
Didn't someone post some tips a few pages back about squeezing out some extra fps?
[QUOTE=Sharkcheater;39872518]all well and good but is there a way to make no units spawn with NVGs[/QUOTE] yes this unassignItem "NVGoggles" this removeItem "NGGoggles" in the init field of whatever units you don't want to have NVGs
i need to give my explosive specialist an extra explosive charge, what is the name for the object? Also is there a list for all gear parts anywhere?
[QUOTE=Niklas;39875927]i need to give my explosive specialist an extra explosive charge, what is the name for the object? Also is there a list for all gear parts anywhere?[/QUOTE] This is the best list. [url]http://www.armaholic.com/forums.php?m=posts&id=138205[/url] But for more advanced stuff use this one. [url]http://browser.six-projects.net/cfg_weapons/classlist?version=67[/url] Reckon DemoCharge_Remote_Mag is what you're after.
DemoCharge_Remote_Mag is the normal explosive charge so this addMagazine "DemoCharge_Remote_Mag" as for classnames: [url]http://www.armaholic.com/forums.php?m=posts&q=20801&d=0[/url]
Playing around with imported ARMA 2 stuff into ARMA 3, it's odd how some planes stick to the runway and refuse to move under power, like the A-10, but the large-carrier-plane rolls along just fine.
[QUOTE=Hunterdnrc;39875591]Didn't someone post some tips a few pages back about squeezing out some extra fps?[/QUOTE] Here you go buddy! [url]http://facepunch.com/showthread.php?t=1252434&page=11[/url]
[QUOTE=Uesrname;39869164]I hate to bring this in here, but do any of you know anyone who is trading a copy of Arma 3 on Steam?[/QUOTE] Still looking, in case anybody knows anyone with it.
So, for those of us who just want to dick around in the editor, how do I spawn a crate with all the gear in the alpha in it?
so if I want to play some casual missions where should I go/who should I hit up [editline]11th March 2013[/editline] also what exactly does -high do
[url]http://www.armaholic.com/page.php?id=19192[/url] Mission is up on armaholic now. Random start locations, any problems let me know. Full CSAR co-op for 9 people, make sure the Squad leader position is full.
oh also are there any good SP missions floating around
[QUOTE=Taggart;39875727]yes this unassignItem "NVGoggles" this removeItem "NGGoggles" in the init field of whatever units you don't want to have NVGs[/QUOTE] If you want it to happen for ALL units, just do something like(in a unit init somewhere, or in a game logic module you use purely for init of things like this): [code]{_x unassignItem "NVGoggles";_x removeItem "NVGoggles";} foreach allUnits;[/code] (allUnits contains.. all units currently on the map in an array of objects) foreach simply loops over every unit and executes the code for _x (current unit the foreach loop is on) Granted, I don't know how it behaves if there item isn't there to be unassigned, but it should work. You could even easily make it only execute it for units of a certain side, like this for example: [code] { if (side _x == west) then { _x unassignItem "NVGoggles";_x removeItem "NVGoggles"; }; } foreach allUnits; [/code]
What is a wasteland server?
[QUOTE=proch;39876748]What is a wasteland server?[/QUOTE] Is that supposed to be some philosophical question?
i had an issue with one mission, where i unassigned and removed the NVGs from each unit, and when i tested it in the editor and in an empty local server, all the players didn't have NVGs but when someone hosted the mission, all the players had "NVGs" but the icon was blank and they didn't go in the NVG slots, they went in the binos slot, but still functioned
[QUOTE=proch;39876748]What is a wasteland server?[/QUOTE] Nothing but a miserable pile of vehicles, but enough talk, have at you!
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