• ARMA Series (I, II, III) - It's like the 4th of July!
    1,001 replies, posted
well I had mine set to 8 by mistake and I'm not sure if there was any difference in performance
I like how I can run this game equally if not better than ArmA 2 at 1080p ultra. I'll wait for the big island though.
do you have to have a space in between the cpucount and the equals sign? like "-cpucount = 4" or -cpucount= 4"?
[QUOTE=Kai-ryuu;39887519]do you have to have a space in between the cpucount and the equals sign? like "-cpucount = 4" or -cpucount= 4"?[/QUOTE] -cpucount=4 No spaces. [editline]12th March 2013[/editline] [QUOTE=Cuel;39887367]SITREP #002 [url]http://alpha.arma3.com/sitrep-002[/url][/QUOTE] Looks like they haven't directly addressed the problems with multiplayer, though.
I encountered a hacker [media]http://www.youtube.com/watch?v=pV7GYtC_RRM[/media]
What is this cpucount shit people are talking about. plz tell me how to do it, I'd like some more FPS.
[QUOTE=zupadupazupadude;39887793]What is this cpucount shit people are talking about. plz tell me how to do it, I'd like some more FPS.[/QUOTE] Set your launch properties to "-cpucount=number_of_cores_your_cpu_has".
[QUOTE=Swebonny;39887798]Set your launch properties to "-cpucount=number_of_cores_your_cpu_has".[/QUOTE] Ah, right.
arma devs humor [quote] the fancy bubble effect is done by having effectFly set to AmmoUnderwater, [B]you'll try it to modify it to work even on ground and we all know it[/B][/quote]
I'll have another go at scripting sometime soon. The last time I failed miserably at writing what I wanted to do. I wanted to have Me and a soldier and two civilians standing around, and have the soldier shoot the other civilian as soon as I shoot the first one. Could anyone explain how such a script should be done? I'd really appreciate it :) Also I remember lots of terms I read up but couldn't understand a word.
[QUOTE=proch;39887980]I'll have another go at scripting sometime soon. The last time I failed miserably at writing what I wanted to do. I wanted to have Me and a soldier and two civilians standing around, and have the soldier shoot the other civilian as soon as I shoot the first one. Could anyone explain how such a script should be done? I'd really appreciate it :) Also I remember lots of terms I read up but couldn't understand a word.[/QUOTE] _whoeverthefuck !isAlive And then there was some init line that set the relationship between groups, uhnn. Let me see if I can find it. [editline]12th March 2013[/editline] I don't know if this is deprecated or not, but, whoeverthefuck(thecivilian) addRating -10000; [editline]12th March 2013[/editline] Basically, make a trigger, make the condition so that it is triggered when the first civilian is killed [code]_Civ1 !isAlive[/code], on action it'll make the second one hostile and the AI will kill it [code]_Civ2 addRating -10000[/code]. [editline]12th March 2013[/editline] I wonder if setVelocity works on ragdolls.
_var is the notation for local variables in a single script. var (e.g. civ1 civ2) should be used instead.
[QUOTE=HellSoldier;39888573]_var is for private variables in a single script. var (e.g. civ1 civ2) should be used instead.[/QUOTE] I thought it was something exclusive to ArmA 3, but I've not gone too far into scripting besides some simple .sqs stuff way back.
[QUOTE=U.S.S.R;39888619]I thought it was something exclusive to ArmA 3, but I've not gone too far into scripting besides some simple .sqs stuff way back.[/QUOTE] it's standard programming conventions
[QUOTE=U.S.S.R;39888619]I thought it was something exclusive to ArmA 3, but I've not gone too far into scripting besides some simple .sqs stuff way back.[/QUOTE] You may want to consider relearning scripting as sqs is basically all but useful now that sqf exists. [editline]12th March 2013[/editline] Going to add to the OP some people to contact for scripting help.
I am quite perplexed my 6 player coop mission is almost ready, tasks are set up, patrols, triggers, and responding units are set, all the shit works except one thing: the exfiltration task I've tried syncing it to both the triggers for killing the targets and the task states for the tasks to complete, and in both cases, it is still created on mission start and not after the tasks are completed/targets destroyed (same thing basically) how I fix this
[QUOTE=Swebonny;39887306]Holy shit that -cpucount= X boosted my FPS from like 20-25 to 60 in MP. Sick.[/QUOTE] whats the cpucount for a i7 2600k
[QUOTE=Fippe;39886056]yeah, exactly what I was talking about way too much ground friction also, it seems to treat Ka60 as if it had skids instead of wheels[/QUOTE] It would be cool if ARMA could determine what type of landing gear you had and what terrain you were landing on. Allowing a bit of "skidding" or rolling. Example; Skids doing a speedy landing on grass, dirt and so on = You can slide for a bit without flipping forward Wheeled landing gear doing a speedy landing on grass, dirt and so on = Maybe not as far as skids. Skids doing a speedy landing on concrete or other "hard" surfaces = You barely slide or you flip depending on the speed. Wheeled landing gear doing a speedy landing concrete or other "hard" surfaces = You can roll for ages.
[QUOTE=Turing;39888761]whats the cpucount for a i7 2600k[/QUOTE] 4, try it.
[QUOTE=Biscuit-Boy;39887219]It's missing parts, pieces are incorrectly scaled, lacks detail both in model and in texture (specifically lack of apparent depth). Basically it lacks the polish and finesse of the professionally produced Arma 3 models and textures, which I realize it shouldn't need to live up to.[/QUOTE] If you followed the link the guy said they're a work in progress.
[QUOTE=U.S.S.R;39888357]_whoeverthefuck !isAlive And then there was some init line that set the relationship between groups, uhnn. Let me see if I can find it. [editline]12th March 2013[/editline] I don't know if this is deprecated or not, but, whoeverthefuck(thecivilian) addRating -10000; [editline]12th March 2013[/editline] Basically, make a trigger, make the condition so that it is triggered when the first civilian is killed [code]_Civ1 !isAlive[/code], on action it'll make the second one hostile and the AI will kill it [code]_Civ2 addRating -10000[/code]. [editline]12th March 2013[/editline] I wonder if setVelocity works on ragdolls.[/QUOTE] I was fairly close then, that's a motivator. Thanks!
[QUOTE=HellSoldier;39888646]You may want to consider relearning scripting as sqs is basically all but useful now that sqf exists. [editline]12th March 2013[/editline] Going to add to the OP some people to contact for scripting help.[/QUOTE] I've been doing stuff in Expression 2 lately as some sort of practice so later I can more easily acquaint myself with something like lua and then move on to other high level languages, but E2 doesn't really even come close to even resembling a real language and I've been slacking off. It'd be better to learn using mission scripts, right?
[QUOTE=proch;39887980]I'll have another go at scripting sometime soon. The last time I failed miserably at writing what I wanted to do. I wanted to have Me and a soldier and two civilians standing around, and have the soldier shoot the other civilian as soon as I shoot the first one. Could anyone explain how such a script should be done? I'd really appreciate it :) Also I remember lots of terms I read up but couldn't understand a word.[/QUOTE] name your civs and the other guy drop a trigger, condition: [code] !alive civ1 [/code] on act: [code] yourGuy doTarget civ2; yourGuy doFire civ2; [/code] addRating will also work, it basically switches the civs side to "ENEMY" Remember this when killing civilians. As it'll sometimes cause your friendlies to shoot you (AI) or make them unable to enter your vehicle (players) [QUOTE=U.S.S.R;39888357]_whoeverthefuck !isAlive [code]_Civ1 !isAlive[/code].[/QUOTE] this is not even a command
[QUOTE=Cuel;39888907] this is not even a command[/QUOTE] It worked in Flashpoint if I remember correctly.
dragon rising?
[QUOTE=Cuel;39888970]dragon rising?[/QUOTE] Cold War Crisis. I could be wrong.
You can check here [url]http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2[/url] and [url]https://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List[/url] for available commands
[QUOTE=Dominic0904;39888785]It would be cool if ARMA could determine what type of landing gear you had and what terrain you were landing on. Allowing a bit of "skidding" or rolling. Example; Skids doing a speedy landing on grass, dirt and so on = You can slide for a bit without flipping forward Wheeled landing gear doing a speedy landing on grass, dirt and so on = Maybe not as far as skids. Skids doing a speedy landing on concrete or other "hard" surfaces = You barely slide or you flip depending on the speed. Wheeled landing gear doing a speedy landing concrete or other "hard" surfaces = You can roll for ages.[/QUOTE] This this this this this aaaaaa I hope BI has this in mind. They seen to be taking helis seriously, what with including the TKOH flight model and all. It would only make sense. Also physx?
the only google results were for dragon rising
[QUOTE=Cuel;39888982]the only google results were for dragon rising[/QUOTE] Maybe I confused the two. I haven't played either in a long time.
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