Retired Arma 2 thread
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Fettled v1.27 and stuck it on the server. No new addons included and still not got around to putting vehicle ammo in just yet (maybe tomorrow). Changes seem to be minor tweaks to patrol spawns and some fixes for ACE, but we're not using ACE so meh.
To clarify: you don't need to change anything client side to join. The new mission will synch automagically when you join the server.
There's also a completely unfettled Ruski version on there. In Communist ArmA2, missions fettle you.
Not gonna fuck about with Mando for regular 5punky games - it's cool but adds an element of complexity to missile firing that might scare average 5punkers. Same deal for ACE. Maybe we'll run up a second server with these (and the Wargasm map, which looks awesome if a little scary)
To clarify: you don't need to change anything client side to join. The new mission will synch automagically when you join the server.
There's also a completely unfettled Ruski version on there. In Communist ArmA2, missions fettle you.
Not gonna fuck about with Mando for regular 5punky games - it's cool but adds an element of complexity to missile firing that might scare average 5punkers. Same deal for ACE. Maybe we'll run up a second server with these (and the Wargasm map, which looks awesome if a little scary)
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Dr. kitteny berk
- Morbo

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is pretty good, makes the NVGs a lot less unpleasant to wear, just throw the .pbo in your @5punk\addons or @5punkoptL\addons folder
is pretty good, makes the NVGs a lot less unpleasant to wear, just throw the .pbo in your @5punk\addons or @5punkoptL\addons folder
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Dr. kitteny berk
- Morbo

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As I mentioned last night
I'm thinking removal of __AddToExtraVec(_vehicle) will stop vehicles despawning after the sidemission is complete, double edged sword, obviously, as missions that get ninja'd will present a lasting threat.
I'm wondering if there's a similar thing for patrol vehicles too, as those despawn after about 20 minutes if you rob them
Which seems to live towards the end of the side missions like so:TFM wrote:__AddToExtraVec(ddvec)
Macro
Will add ddvec to extra_mission_vehicle_remover_array which will remove all extra mission vehicles after the mission
is finished. You have to include x_macros.sqf for that (#include "x_macros.sqf")
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[snip]
if (isServer) then {
__Poss
_vehicle = "Land_telek1" createvehicle (_poss);
_vehicle setVectorUp [0,0,1];
#ifndef __TT__
[_vehicle] execFSM "fsms\XCheckSMHardTarget.fsm";
#else
[_vehicle] execFSM "fsms\XCheckSMHardTargetTT.fsm";
#endif
sleep 3.21;
["specops", 1, "basic", 2, _poss,50,true] spawn XCreateInf;
__AddToExtraVec(_vehicle)
};
if (true) exitWith {};I'm wondering if there's a similar thing for patrol vehicles too, as those despawn after about 20 minutes if you rob them
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bomberesque
- Optimus Prime

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gonna give this a go, but is it just me or is the contrast and brightness on NVGs borked to hell and back? I understand (and rather like) that they take time to adjust when you're looking around and get a lit area in your FOV but while the intent is there it doesn't seem to .... well .... work very well and often last week I found I went for long periods all but blind and no apparent reason.Dr. kitteny berk wrote:http://www.armaholic.com/page.php?id=6123
is pretty good, makes the NVGs a lot less unpleasant to wear, just throw the .pbo in your @5punk\addons or @5punkoptL\addons folder
Or perhaps that was the beerz
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Dr. kitteny berk
- Morbo

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Unfortunately that's because they're modelled on the real thing, but are rather better because there are fewer light sources in game.bomberesque wrote: is it just me or is the contrast and brightness on NVGs borked to hell and back?
And Berk: if you want to go through all 50 side missions removing that line, feel free
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Dr. kitteny berk
- Morbo

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that addon appears to be pretty decent, removes all the HDR stuff from the NVGs, so you get a fairly consistent brightness, still blinded if you stare at illum flares through a cloud, but if you look away, you can see again.
that addon appears to be pretty decent, removes all the HDR stuff from the NVGs, so you get a fairly consistent brightness, still blinded if you stare at illum flares through a cloud, but if you look away, you can see again.
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Dr. kitteny berk
- Morbo

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Dr. kitteny berk
- Morbo

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Dr. kitteny berk
- Morbo

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Dr. kitteny berk
- Morbo

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Dr. kitteny berk
- Morbo

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Possibly, maybe.friznit wrote:Incidentally, I noticed there's a -maxmem command line param. Would this prevent the game chewing up your entire RAM until it assplodes?
I'm running
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-winxp -maxmem=2047 -nosplash -mod=@5punk;@5punkoptL-winxp = multiGPU support in Fista/7
-maxmem = most memory allowed to use, 2047 is hardcoded max (possibly stops it running out of memory, or might just cause problems, suck it and see.
-nosplash = no splash screens, faster loading.
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Dr. kitteny berk
- Morbo

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That was an epic one, Made good progress, and game stability appears to have returned, which is nice.
Gvozdno: Captured, Resistance present, 2 BMPs and many doods.
Krasnostav: Captured, Safe.
Berezino Harbour: Mostly clear, radio tower down. Requires clean up and camps captured, Left unfinished for easier staging for Berezino proper.
Broke Toys: (in base, CBA to fix them myself)
2x AH64
1x AV-8
1x Kiowa
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Sheriff Fatman
- Optimus Prime

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Dr. kitteny berk
- Morbo

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Dr. kitteny berk
- Morbo

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