DesertEagle (DayZ)
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New Location - Aircraft carrier
DesertEagle (DayZ) replied to DesertEagle (DayZ)'s topic in DayZ Mod Suggestions
(facepalm) Maybe you try to open mission editor 1 time at least, newbie? Aircraft carrier is a part of Utes island by default, not Chernorussia. I think you should buy some brains. -
Here is my suggestion - create an Aircraft carrier far in the sea. Here is some pics http://imageshack.us/gal.php?id=q5WkxN3gx57oxaeTnKWWoauYppifp5idqZujzdvalQ It has a lot of inner space, varios levels, connected by ladders and so on. It can an "elite" location, as it can be reached only with heli (or boat, with additional scripting). Even if zombies can`t walk there, organized groups of players will be fighting for it.
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demo version of arma2 and arma2:OA?
DesertEagle (DayZ) replied to diceman112 (DayZ)'s topic in DayZ Mod Troubleshooting
You can`t combine them to make Combined Operation: demo :). So NO. -
AK-74 no doubt
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less likely to shoot female survivor?
DesertEagle (DayZ) replied to alchemy1002's topic in DayZ Mod General Discussion
lol, +1 Alex :) -
Flashlight + pistol symbiosis
DesertEagle (DayZ) replied to ChapYurin's topic in DayZ Mod Suggestions
I think it is too difficult to do, and devs will find more important thing to do. -
Any chance on the RH weapons?
DesertEagle (DayZ) replied to deathshead's topic in DayZ Mod General Discussion
Nonon, not Robert Hammer. His models, ported from Counter-Strike or whatever only looks like weapons they have copied from. Funny and ugly replica. If rocket will decide to add some weapons I would prefer to see vilas weapons at least. -
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Chernarus Free Zone Established[Norway 1]
DesertEagle (DayZ) replied to Tartantyco's topic in DayZ Mod General Discussion
I like the idea, either it will be fail or not - but it is something new :). But if it was supposed to be a trading area ( i don`t see any other interaction between players, where you need safety ) - it just doesn`t need to be SO large. 1 sq.km free zone + 0.5 sq. km exclusive (aprox) - it is too damn big. For safe interaction between players a small area, for example Construction Site building, Big Red Barn of even a market will be enough. And as you understand, to protect such small area will be way easier. So as a variant - as you want to control Stary anyway - you can make safe zone in the Red Barn or in the market. -
Chernarus Free Zone Established[Norway 1]
DesertEagle (DayZ) replied to Tartantyco's topic in DayZ Mod General Discussion
Don`t understand why do you need Novy Sobor. It hasn`t any good loot to enlarge protected area, while you are a small group. -
It is possible, but you need to swim in pond.
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Commandline parameters Add them after .exe file in command line example : ...arma2oa.exe -nosplash -showscriptErrors -exThreads=7 -exthreads=x is option to define extra threads. Example: -cpuCount=x - is option which allows define number of CPUs/cores available. (Note: I `ve heard that from OA cores are autodetected properly but never know what will arma do :) ) Example: -world=empty - if you want faster initial game loading. The game will be loaded with empty world. -maxMem = x Defines memory allocation limit to number (in MegaBytes). 256 is hard-coded minimum (anything lower falls backs to 256). 2047 is hard-coded maximum (anything higher falls back to 2047). Engine uses automatic values (512-1536 MB) w/o maxMem parameter. Example: Non-command line features ( see %userprofile%\Documents\ArmA 2 (expansion maybe)\arma2oa.cfg . All changes must be done and saved without running game) -AToC is a vegetation render, enabled by default ( working only when AA enabled in in-game settings ) By default it is set to 7 means it applied to all OA and A2 trees and grass. I would recommend you to use AToC = 6 ( only for trees ) becuase IMO grass doing significant performance drop. Or you can disable it by setting AToC = 0 and use usual vegetation. Postprocess Anti-Aliasing If enabling AA in in-game UI too much lower your FPS and you still want smooth picture, you can try these ( from 1.61 beta 89223 ): PPAA=x 0 - Disabled 1 - FXAA 2 - FXAA + sharp filter [4] (hard-coded strength of sharpen is now 0.15) 3 - SMAA PPAA_Level=x 0 - LOW 1 - MEDIUM 2 - HIGH 3 - ULTRA Example: Some advices 1. Check your 3D resolution, it is better to set it 100% if it is lower. 2 my friends that are not totally new in arma didn`t knew that and were play with 3D lower than 100 % ( usually happens when usilng general ( high, low, very low ) video settings. Use detailed. 2. If you wnat to raise your fps without getting all your graphic settings down - try to lower Object Detail. For me it causes the most fps drop( I have set it to very low, almost other settings - to very high )
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Yes, scrap them. If needed - there are hiddenSelections on Crew model can be used to change player into bandit
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Reason: For now I think half of the screen is occupied by chat spam and Debug monitor, that absolutely don`t needed all the time. Suggestion: I suggest to hide debug monitor and chat by following ways: - make debug not on hintSilent as it is now, but on tasks system : make 1 task called "Debug" and cycle "setSimpleTaskDescription". If one need to see debug he can just press Ctrl+J or see it on map - another way - assign button to toggle debug - assign a button to cycle "clearRadio" to clear the chat. Profit: Clear screen and more immersion! :)
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Reason: In some cases, when you facing player and you want to show him that you are firendly, it takes some time to write a message in a chat, plus there are a lot of spam messages of someby other talking/entering/leaving server and so on. While this time will flow, you can be attacked by zombies etc.. Suggestion: I suggest to add some "macros" fuction, that will be typing in a chat and giving visual hand signal by pressing 1 button. Profit: You don`t need to distract yourself for typing Message is in the direct channel so it will not spam other players on server and it is easier to spot as it has different color. Even if another player will not see the message in spam, he will see your hand signal. Code sample ( how I see it ): player playActionNow "GestureCeaseFire"; player kbtell [player,"text","text_1"]; Binded on one of ther UserAction buttons Result: