ARMA Series (I, II, III) - It's like the 4th of July!
1,001 replies, posted
[QUOTE=nutcake;39878202]Here, have this:
[url]http://www.mediafire.com/?mjry8jpg5gfo4z2[/url]
1 hour of MrDemonic and I talking while he is completely wasted, playing DayZ.
Enjoy, you cunts.[/QUOTE]
i remember being shot by a mrdemonic on the fp server
same guy?
I feel like the only person who almost exclusively plays in the editor.
Every multiplayer match feels like an information overload trying to get in line with everybody else and I get too confused and end up getting shot.
[QUOTE=U.S.S.R;39880841]I feel like the only person who almost exclusively plays in the editor.
[/QUOTE]
In ArmA 1 and ArmA 2 I probably spent 80% of my time playing around in the editor, I'll probably be doing the same thing in ArmA 3.
[media]http://www.youtube.com/watch?v=dXw1ZA39jbY[/media]
2:08 is the best part of helicopters in arma 3
I loved arma 2's editor, and I had a addon allowing for like every object in the game to be used in the editor. Made the most rediculous mission ever, created my own huge city, in the winter with actual snow everywhere. Crazy as hell.
Just created a mission where a person is on a mortar and the other is in a radius(Which they can't leave, because they'll die/lose) and within that radius is a trigger to kill the mortar controller. Basically:
BluFor finds trigger kills OpFor
OpFor shoots Mortars like hell into general area to try to kill the enemy and win.
:v:
Is there a official FP server up? If so, is someone going to post the info for it anywhere or is it gonna stick to PMs? I just got it today and am just blown away by the graphics and gameplay.
Edit:
Also any tips for adjusting the settings? It's only using 20% of my GPU at the moment and running at a constant 16-25 FPS (expected since its a Alpha though and I hear MP runs much better).
Anyone know the difference between base, firebase, and sector base in the Site module?
And what placement radius is supposed to do in the module.
I'm trying to make an enemy/civilian inhabited village where most of the OpFor are hidden away in homes, but I don't want to overdo it.
[editline]12th March 2013[/editline]
[QUOTE=IM BATMAN;39881664]Is there a official FP server up? If so, is someone going to post the info for it anywhere or is it gonna stick to PMs? I just got it today and am just blown away by the graphics and gameplay.
Edit:
Also any tips for adjusting the settings? It's only using 20% of my GPU at the moment and running at a constant 16-25 FPS (expected since its a Alpha though and I hear MP runs much better).[/QUOTE]
Multiplayer actually runs worse and I'm pretty sure there's a memory leak there.
Anyway, turn the graphics up to at least high so it'll have to utilize more of your GPU power.
[QUOTE=U.S.S.R;39881705]Anyone know the difference between base, firebase, and sector base in the Site module?
And what placement radius is supposed to do in the module.
I'm trying to make an enemy/civilian inhabited village where most of the OpFor are hidden away in homes, but I don't want to overdo it.
[editline]12th March 2013[/editline]
Multiplayer actually runs worse.
Anyway, turn the graphics up to at least high so it'll have to utilize more of your GPU power.[/QUOTE]
It's actually on the highest it can go. Its a EVGA GTX 660 2GB and I have a 3.4GHZ AMD X4 procesor so it might just be the CPU/GPU combo.
[QUOTE=IM BATMAN;39881734]It's actually on the highest it can go. Its a EVGA GTX 660 2GB and I have a 3.4GHZ AMD X4 procesor so it might just be the CPU/GPU combo.[/QUOTE]
Did you put -cpucount= and -high in the launch options, then?
That should help a lot.
[editline]12th March 2013[/editline]
So does -noSplash and -maxmem whateveryoursystemRAMisaslongasit'sabove4GB.
Working on a mission where you have to stay on a road and have to be above a certain speed to survive, basically 2 players are trying to kill each other
[QUOTE=U.S.S.R;39881762]Did you put -cpucount= and -high in the launch options, then?
That should help a lot.
[editline]12th March 2013[/editline]
So does -noSplash and -maxmem whateveryoursystemRAMisaslongasit'sabove4GB.[/QUOTE]
None of these help for me, the only thing that might help is -high but other than that -nosplash just removes the splash screens, -maxmem probably isn't needed and -cpu count is automatically detected anyways.
[QUOTE=wombo;39881837]None of these help for me, the only thing that might help is -high but other than that -nosplash just removes the splash screens, -maxmem probably isn't needed and -cpu count is automatically detected anyways.[/QUOTE]
It isn't automatically detected for everyone. That and -high are what made it possible for me to play multiplayer (the framerate was low on every server, regardless of the mission or the amount of time played until I put in the launch options).
-maxmem helps people who have RAM to spare for the game to use, though no one like me who only has ~3GB.
[editline]12th March 2013[/editline]
All of these can help for some people, but will have no affect for others.
[QUOTE=U.S.S.R;39881885]It isn't automatically detected for everyone. That and -high are what made it possible for me to play multiplayer (the framerate was low on every server, regardless of the mission or the amount of time played until I put in the launch options).
-maxmem helps people who have RAM to spare for the game to use, though no one like me who only has ~3GB.
[editline]12th March 2013[/editline]
All of these can help for some people, but will have no affect for others.[/QUOTE]
I guess I'm one of the lucky ones who don't have to tinker around much.
[QUOTE=wombo;39881929]I guess I'm one of the lucky ones who don't have to tinker around much.[/QUOTE]
What are your specs?
How do you call a script at the start and constantly throughout the mission?
[QUOTE=jrj996;39881974]How do you call a script at the start and constantly throughout the mission?[/QUOTE]
Trigger, repeated, present, this exec?
[editline]12th March 2013[/editline]
I only used scripts in Flashpoint, I don't even remember how that stuff works anymore.
I think I figured it out, scripts seem to be called constantly either way?
[code]
{
if (_x distance trigg > 300) and (_Race) then
{
if(speed _x < 40) then {
_x setDamage 1
};
if(!isOnRoad _x) then {
_x setDamage 1
};
};
} forEach allUnits
[/code]
Am I doing this right?
[QUOTE=jrj996;39882080]I think I figured it out, scripts seem to be called constantly either way?
[code]
{
if (_x distance trigg > 300) and (_Race) then
{
if(speed _x < 40) then {
_x setDamage 1
};
if(!isOnRoad _x) then {
_x setDamage 1
};
};
} forEach allUnits
[/code]
Am I doing this right?[/QUOTE]
If you put true in the condition the script will be called every .5 seconds forever.
[QUOTE=MadPro119;39882109]If you put true in the condition the script will be called every .5 seconds forever.[/QUOTE]
It doesn't seem to be calling the script...
[QUOTE=jrj996;39882080]I think I figured it out, scripts seem to be called constantly either way?
[code]
{
if (_x distance trigg > 300) and (_Race) then
{
if(speed _x < 40) then {
_x setDamage 1
};
if(!isOnRoad _x) then {
_x setDamage 1
};
};
} forEach allUnits
[/code]
Am I doing this right?[/QUOTE]
I don't know how scripting in ArmA works but I think you should make it that if you leave the trigger zone and race is 1 then a secondary variable is 1, and in the statements below, it'd be like, if speed and secondary variable is 1 then damage is 1, and so on. Like this,
[code]
if (_x distance trigg > 300) and (_Race) then {_Alt}
if (speed _x < 40) and (_Alt) then {_x setDamage 1}
[/code]
That's how it works in E2, anyway, but E2 is only a mock language, don't know about ArmA.
[code]
while {true} do {
// code
sleep 1;
};
[/code]
Nothing is getting called :/
[img]http://cloud-2.steampowered.com/ugc/558716941423274103/86B827C5F7A71FD5F8829B13E9B98CDEFAFF02D6/1024x768.resizedimage[/img]
[code]
while {true} do {
{
if (_x distance trigg > 300) and (_Race) then
{
if(speed _x < 40) then {
_x setDamage 1
};
if(!isOnRoad _x) then {
_x setDamage 1
};
};
} forEach allUnits
hint "Fuck.";
};
[/code]
you don't exec a .sqf file, that's only for .sqs files which are rarely used and deprecated
on act:
[code]
0 = [player] execVM "myscript.sqf";
[/code]
Tho I'd recommend running scripts from the init.sqf, makes it a lot easier.
init.sqf always runs, you don't need to run it from a trigger.
And use a sleep in the while loop, it gets checked multiple times per frame. Your game is going to crash most likely.
[QUOTE=Cuel;39882293]you don't exec a .sqf file, that's only for .sqs files which are rarely used and deprecated
on act:
[code]
0 = [player] execVM "myscript.sqf";
[/code]
Tho I'd recommend running scripts from the init.sqf, makes it a lot easier.
init.sqf always runs, you don't need to run it from a trigger.
And use a sleep in the while loop, it gets checked multiple times per frame. Your game is going to crash most likely.[/QUOTE]
this is exactly what I have:
[code]
while {true} do {
{
if (_x distance trigg > 300) then
{
if(speed _x < 40) then {
_x setDamage 1
};
if(!isOnRoad _x) then {
_x setDamage 1
};
};
hint format ["Distance from Trig: %1", _x distance trigg];
} forEach allUnits
sleep 1;
};
[/code]
Not getting anything out of it, nothing... not even the hint.
Sorry to be one of those people, But do you THINK this would play Arma 3 on medium settings?
[IMG]https://dl.dropbox.com/u/59389727/Computer%20Builds/241.PNG[/IMG]
[QUOTE=Blockhead;39882601]Sorry to be one of those people, But do you THINK this would play Arma 3 on medium settings?
[/QUOTE]
I think you'll need a stronger PSU, in the 550-700 watt range. Otherwise, it's fine
Not for a 7770.
You can go ultra with that.
[editline]12th March 2013[/editline]
It doesn't take much to be able to go very high and ultra with only very minor hiccups that may or may not be due to the optimization issues.
I DID IT!
[editline]11th March 2013[/editline]
Its good.
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