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Dwarden

ARMA 2: Operation Arrowhead, version 1.57 - Patch released

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Hi there

I just noticed that the doTarget command in units initfield does not work, at least for me it does not work. Can anybody confirm this?

Thanks and Merry Christmas to all

kind regards

sounds like worth posting this into CIT, so it can be tracked/replicated and dealth with

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Don't know why you guys are crying about gun models, the issue where people lag is still here, it's plagued this game since Arma 1. Everyone in the server has low ping, yet people lag all over the place. Trying to shoot someone as they jitter all over the place is annoying.

Sometimes servers, especially servers running a bunch of scripts in a mission, will just be plan laggy. I can find two servers, both which I get relatively the same ping, and one can be much smoother and less laggy than the other all due to this very reason, because the one running the complex script/addon heavy mission may not quite be up to par to handle such thing with 20 or more people roaming about causing trouble in the meantime.

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... doTarget command in units initfield ...

sounds like worth posting this into CIT, so it can be tracked/replicated and dealth with

Did this even work at some point? I mean it's the units initfield and as such that code gets executed _before_ the game actually starts and therefore I could imagine very well, why this isn't working as expected. What if you wrap your doTarget-code in a code-block that gets spawned - immediately once the game has started?

_null = this spawn { _this doTarget theTarget; };

Does this work?

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Merry Christmas and happy new Year to everyone at BIS. From the Lead Designer to the sectretary at the Entrance! Get some Rest guys, you deserved it!

They do have a secretary at the entrance? bIS IF you really have, i wanna see a picture..and thx for patch..merry xmas

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did anyone checked if set obejec texture work ?

if yes send full code pls

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Alice module still fills up the .rpt file with missing sounds:

Cannot load sound 'ca\dubbing\global\radio\female02\ru\numbers\one2.wss'

Cannot load sound 'ca\dubbing\global\radio\female02\ru\report\movementto.wss'

Cannot load sound 'ca\dubbing\global\radio\female02\ru\numbers\two2.wss'

Cannot load sound 'ca\dubbing\global\radio\female02\ru\numbers\one2.wss'

Cannot load sound 'ca\dubbing\global\radio\female02\ru\report\movementto.wss'

Cannot load sound 'ca\dubbing\global\radio\female02\ru\numbers\two2.wss'

Cannot load sound 'ca\dubbing\global\radio\female01\ru\waiting.wss'

Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word ALICE_Scream_03

etc...

Edited by IceBreakr

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Did this even work at some point? I mean it's the units initfield and as such that code gets executed _before_ the game actually starts and therefore I could imagine very well, why this isn't working as expected. What if you wrap your doTarget-code in a code-block that gets spawned - immediately once the game has started?

_null = this spawn { _this doTarget theTarget; };

Does this work?

Hi ruebe

Thanks for the code, tested it but it won't work. The doTarget command worked in the units initfield before patch 1.57. I did some more testing but it remains broken for me. It would be great if someone could confirm this before I am opening a ticket at CIT.

Thanks

kind regards

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I have to say, ever since 1.55 I'm getting warping much worse. No one else will be seeing it. I understand AI does it worse than human players, but human players are jumping around at only 300m on the Cerberus5 server which runs great. I also have a great connection to it. Yes, I know my gfx card is old. I also defragged my drive.

Taliban dudes with turbans still have white (textureless) faces till they're really close.

ye a lot of people have this problem. ive had it since arma 1. never will be fixed.

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Alice module still fills up the .rpt file with missing sounds:

Cannot load sound 'ca\dubbing\global\radio\female02\ru\numbers\one2.wss'

Cannot load sound 'ca\dubbing\global\radio\female02\ru\report\movementto.wss'

Cannot load sound 'ca\dubbing\global\radio\female02\ru\numbers\two2.wss'

Cannot load sound 'ca\dubbing\global\radio\female02\ru\numbers\one2.wss'

Cannot load sound 'ca\dubbing\global\radio\female02\ru\report\movementto.wss'

Cannot load sound 'ca\dubbing\global\radio\female02\ru\numbers\two2.wss'

Cannot load sound 'ca\dubbing\global\radio\female01\ru\waiting.wss'

Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word ALICE_Scream_03

etc...

What island are you using? Is it Combined Operations? Do you know the demography (factions) of the towns?

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First off all, awsome work on patches BI, also great to see helis can again fly in hilly areas and no more rollercoaster beheaviour :yay:

A few bugs or issues, no big deal, can be worked around but id mention them anyway.

Appologise if this has been reported in previous posts.

Ive noticed 2 things when using transport unload wp with helis:

1: when having a group lead by AI moved inside AI heli with

{_x moveIncargo heliname} foreach units this

and group has no wp of its own, heli will not unload them, leader of group will tell group to disembark and group will reply with no can do, negative etc.

Heli will just hang in the air over the WP waiting for group to start disembark.

It makes no difference if you assignAsCArgo before moveinCArgo, also it does not matter if you use H for landing or no H.

If group has wp of its own, say a SAD wp anywhere, transport unload works with no issues.

this is not clear all the time after further testing, sometimes it works other times not, seems depending on area, not clear as to what kind of area,

2: using Transport unload wp for a heli with no invicible H or any kind H at wp location, heli seems to use the selectBestPlaces command and its focused on hills, while ignoring open areas and roads.

Also this ive noticed about heli beheaviour:

1: using flyinheight for heli will make heli stand still and climb to set height before moving on.

This is when starting first wp after flyinheight have been activated, and if transport unloading at a wp, once passengers is out, heli stands still and climbs to its set flyinheight before moving on, doesnt matter if careless or combat same result.

using no flyinheight command on heli still makes heli stand still and climb to its default flyinheight set by the game engine, before moving on.

So if i have a heli with flyinheight 250, and transport unload wp, once passengers is out, heli will stand still at pos and climb to 250 height and then move on to next wp.

Edited by Demonized

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First off all, awsome work on patches BI, also great to see helis can again fly in hilly areas and no more rollercoaster beheaviour :yay:

A few bugs or issues, no big deal, can be worked around but id mention them anyway.

Appologise if this has been reported in previous posts.

Ive noticed 2 things when using transport unload wp with helis:

(...)

Can you please make a CIT ticket with simple repro mission in Desert or Utes?

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also please always retry againts latest beta (76934 now) before posting on CIT

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Thanx for the patch!

Two things I've noticed:

1: if you have you group and yourself in a vehicle and crew of vehicle is a part of the group also, you loose the ability to look around when you change group's behaviour.

2: after the patch I have sky textures switching from Blue to Gray very noticeable on Takistan when zooming in (out).

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updated my previous post and posted CIT ticket as sugested by Fireball.

New observation relating to triggers.

I set a trigger with condition

alive player

repeating every 1 sec timeout.

with on activate

hint "still alive"

Now i expect to see this hint every 1 sec as long as i am alive.

Well it dont work. only see it one time.

Tried other trigger with bluefor present me is bluefor unit placed inside trigger area.

with hint and repeating 1 sec timeout.

expecting hint every 1 sec.

Does not work again, only 1st hint, then no more, if i now leave trigger area and come back in it fires again 1 time and showing hint, but only if i leave and come back to trigger.

This works several times, leave enter hint, leave enter hint etc..

Am i misunderstanding the use of repeating triggers or is this a bug?

Not tested with latest beta, only official patch no mods.

Edited by Demonized

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I set a trigger with condition

alive player

repeating every 1 sec timeout.

with on activate

hint "still alive"

Now i expect to see this hint every 1 sec as long as i am alive.

Well it dont work. only see it one time.

Tried other trigger with bluefor present me is bluefor unit placed inside trigger area.

with hint and repeating 1 sec timeout.

expecting hint every 1 sec.

Does not work again, only 1st hint, then no more, if i now leave trigger area and come back in it fires again 1 time and showing hint, but only if i leave and come back to trigger.

This works several times, leave enter hint, leave enter hint etc..

I think that setting the trigger to repeat means it will be activated every time it's border is crossed. :confused: So, if you walk through it, it's activated, and then, if you walk through it again it's activated.

You'd probably be better off executing a sleep and repeat command. :cool:

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What island are you using? Is it Combined Operations? Do you know the demography (factions) of the towns?

I'm using CIV & LIN folks on Lingor. Please test it out and please lemme know how to fix that if its a config issue a not an engine bug?

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I think that setting the trigger to repeat means it will be activated every time it's border is crossed. :confused: So, if you walk through it, it's activated, and then, if you walk through it again it's activated.

You'd probably be better off executing a sleep and repeat command. :cool:

Edit: its a bug no doubt in my mind, bluefor present on a repeating trigger should fire every time the time interval elapses.

Edited by Demonized

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Thank you for the patch!

Unfortunately, the 2 things I wanted most to be fixed weren't fixed. Version 1.57 still has at least the following issues:

1) Asus Xonar Essence STX Sample Rate problem with all radio communication. When sample rate is 44100 Hz, everything is normal, but when I try to increase sample rate, radio voices become almost unhearable @ 192000 Hz. For comparison vanilla Arma 2 never had this problem. Here is a demonstration:

2) The grenade throwing animation while moving forwards is still SEVERELY bugged. First the soldier makes the running throwing animation but the grenade never spawns from the hand and immediately after that the soldier stops and makes another stationary animation and this time a grenade actually appears.

Why do we need 2 throwing animations each time to throw only one grenade? Again the vanilla Arma 2 never had this problem.

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I didnt patch my game yet to 1.57 because Im not sure if I would get any performance improvment. Did you who already tested notice any improvment in FPS?

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Edit: its a bug no doubt in my mind, bluefor present on a repeating trigger should fire every time the time interval elapses.

You're just doing it wrong..

Although it would seem more logical it would work that way maybe it would break the whole idea of how triggers work, or something, as far as I can remember triggers have always worked like this :shrug:

Look in spoiler

In your mission init.sqf/sqs put something like

my_looping_trigger = true;

Then in your trigger condition:

alive player && my_looping_trigger

Then, in the on activation:

hint "still alive"; my_looping_trigger = false

Aaand in the on deactivation:

my_looping_trigger = true

Trigger obviously set to repeated, timeout on 1 second intervals.

Works for me..

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No one seems to have mentioned the fact that PMC Campaign is disabled with this patch - i.e. PMC Lite users no longer have access to the campaign.

I don't have a problem with this, but considering the uproar from those that bought PMC, they should feel a bit better now that the campaign doesn't ship for free!

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Thank you for the patch!

Unfortunately, the 2 things I wanted most to be fixed weren't fixed. Version 1.57 still has at least the following issues:

1) Asus Xonar Essence STX Sample Rate problem with all radio communication. When sample rate is 44100 Hz, everything is normal, but when I try to increase sample rate, radio voices become almost unhearable @ 192000 Hz. For comparison vanilla Arma 2 never had this problem. Here is a demonstration:

2) The grenade throwing animation while moving forwards is still SEVERELY bugged. First the soldier makes the running throwing animation but the grenade never spawns from the hand and immediately after that the soldier stops and makes another stationary animation and this time a grenade actually appears.

Why do we need 2 throwing animations each time to throw only one grenade? Again the vanilla Arma 2 never had this problem.

please follow the guideline here

http://forums.bistudio.com/showthread.php?t=102991

and make out of nr.1 new CIT ticket covering this bug

nr 2. is known and afaik there is already CIT ticket for it but you can post it anyway as comment to http://dev-heaven.net/issues/5479

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Thank you for the patch!

Unfortunately, the 2 things I wanted most to be fixed weren't fixed. Version 1.57 still has at least the following issues:

1) Asus Xonar Essence STX Sample Rate problem with all radio communication. When sample rate is 44100 Hz, everything is normal, but when I try to increase sample rate, radio voices become almost unhearable @ 192000 Hz. For comparison vanilla Arma 2 never had this problem. Here is a demonstration:

You should of provided a comparison with the CO+BAF with the 44100Hz as well since from ArmA2 to CO, the radio chatter changed (notice the less robotic voices). Knowing the Xonar line cards, if you haven't already, make sure that your motherboard bios/drivers are up to date as well as the Xonar drivers, which I'm sure you already have, but the cards have had some oddball issues in the past, and with specific motherboards in some cases cause bugs like surround sound channels swapping/rotating. I can't say for sure about this myself with my Xonar DX as I leave the radio chatter muted, and I won't have much time to test anything today after I make this post.

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@h -

Edit: If an activation is set to "repeatedly" the trigger first has to be 'deactivated' before it can fire again (e.g. if a unit activated the trigger by entering it, it will first have to leave it, before the trigger can become active again.)

>.< i will shut up now lol...

Edited by Demonized
edited text

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