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Posts posted by YanYatCheng
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still unsolved.
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1 hour ago, stanhope said:There's an error in the script TV\Youtube\Scripts\action1.sqf contains:
tv setobjecttextureglobal [0,"TV\Youtube\Videos\action1.ogv"]; ["TV\Youtube\Videos\action1.ogv",[10,10]] spawn bis_fnc_playvideo; [/code] tv say3D 'bip';
that [/code] needs to be removed.
That error message is removed, but the video is still corrupted
I've downloaded a ogv player and the video seems fine with the provided one
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9 hours ago, stanhope said:Could you share the code you're using? It looks like you've copied some BB code from the error message.
The code can be downloaded from the armaholic link, there's a bunch of scripts and files.
And the same error code appears even when the video playes normally. So I guess there's nothing to do with that.
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-SOLVED-
I'd like to play a video on a screen in editor, I've searched for multiple sources and solutions and failed to make it work so far, so please don't reply "there's alot of tutorial if you just google it"
I've tried to use scripts from:
https://www.youtube.com/watch?v=Gewndfow7lk&ab_channel=KillzoneKid
https://www.youtube.com/watch?v=Oypa1peiBYQ&ab_channel=ArturMerc
but everytime I've tried to load I get a DirectX11 E_INVALIDARG crash instantly.
Until I try this, and very old script:
https://www.armaholic.com/page.php?id=29895
I've managed to play the sound with the video, but the video is corrupted like this below:
The script have 3 ogv files for example, every one works as intended, but when I replace any ogv files with the video I want to use (ogv of course), the video corrupts, but will still play and you can see something moving in the video.
Anyone know how to fix this? or have a better way to play a video in game?
Thanks in advance.
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what type of ship will the next one be?
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there's a few important parts missing:
-Funnel
-Main mast
-engine control room
also, most merchant ships have 1 engine only, rooms are also too small.
there also shouldn't be any access under main deck to the bulk carrier's cargo hold.
and yes, that guy was right, textures are bad. you can see through walls and doors.
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Disclaimer: I've never learn stuff about IT and server, so please excuse my ignorance about this subject.
My team has recently setup a new server in China, Guangzhou. Since we have multiple player living outside the firewall, we decide to setup two internet for our server: a international line to HongKong and a normal internet line.
But our server cannot run two line at the same time, running the HK line will cause intense desync/high ping issue to users inside the firewall. But running the mainland line will cause intense desync for me only (living in HK).
It's weird that I have 27 ping with no package loss when pinging the server but still suffer intense rubber-banding/desync.
Also, when the server enables connection with both line (different IP), everyone can only find and connect to the HK line IP.
p.s. I have a friend also from HK with the same internet provider, optical fiber 1000m, but without any desync issue. A member from Canada also report there's no desync issues on his side
p.p.s. My internet is a 1000m optical fiber internet, with a LAN line connecting directing to my computer, my computer works fine with a stable 30FPS@max settings
p.p.p.s. Our server is owned and setup by one of our member.
Question1: how to setup a server that can connect with both line (HK intl&mainland)(player can connect to the same server via two IP address)
Question2: how to I stop this desync issue?
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anyone having problems recruiting insurgents?
I used them a few time and now it stuck at 1 insurgent available for me to call in, I've tried sleeping a few nights off but it never replanished
the "recruiting" feature also doesn't work
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Missing Man Formation
ArmA3 Milsim community Air Combat Command performing missing man formation flypass in honor of the artists and directors of Kyoto Animation.
https://en.wikipedia.org/wiki/Kyoto_Animation_arson_attack
Mod: Firewill AWS, FIR A-10, FIR F-16
Photo from: ChiefDBA314
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How to make a already "OP" missile more "OP"
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there are bugs with Mavericks:
- Only AGM-65D/Gs can be selected to fire
- Mavs missing target very frequently
- Mav model with CCD seeker (IRL) will not lock on "cold" target
also, CCIP gun pipper does not compensate for bullet drop
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On 2019/1/18 at 12:45 AM, Dragon_GER said:Is there any realisem patch available for the planes? Landing a F-16 with 120 km/h doesn't feel too good :D
Somehow it feels like km'h is interpreted as knots.
go play the latest F/A-18E/F mod instead
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From a place you will not see, comes a sound you will not hear.
Holdover 2-point-4, wind, left point-3. Send it.
Addons: SPS equipment, SPS AI AXMC
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Snow Wings
Addon Used: RSKL Eurofighter (ArmA2 mod), Winter Chernarus
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Pugachev's Cobra
ADDONS USED: Su-35 Flanker E
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I just got info that F/A-181 Land to carrier Arrest Max Allowed Speed = 275kmh
When Jet DLC first release, the landing speed for a correct AoA with full flaps landing config is around 210kmh,
but after one or two updates, the landing speed changed to 275kmh ± 5kmh (in game data says 265kmh
on speed = 275kmh
AoA too high (too slow) = 270kmh or below
AoA too low (too fast) = 280kmh or higher
So, with the wire snap speed at 275+, and a correct landing speed at 275kmh ± 5kmh, you will have a big chance of getting a wire snap even landing in a perfect way, which I tested it for a long time and have years of carrier landing experience in ArmA3.
Can any devs answer this question: Is the setting intended or just someone forget to change the data?
Before update:
After update:
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I've been using .300WM from RHS with Advanced Ballistic for a while with the help of ballistic table and now decide to move on to ballistic computer. Unfortunately, there isn't a right ammo for me to choose with default .300WM setup, so I need to setup all the data by myself from the start.
So far I've got the C1 data and other stuff, but I am now stuck on calculating drag and the computer never calculates the right data.
Is there any sniper expert that can help me with setting up AtragMX?
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On 2018/2/13 at 9:05 AM, _Time_To_Die_ said:2 Questions, 1. Is the E/A-35 Storm a real thing? I heard about a electronic warfare F-35 but is it actually planned and to even have that name? 2. Is there any chance for a alpha/beta version to come out or a preview video showing off all this mod has to offer?
no, F-35 have integrated EW sensors and jammers, their AN/APG-81 radar can also use as a burn-through jammer.
as the E/A thing, Hornets are named F/A is because they are a combined model of A-18 and F-18. Even the current jet Growler use EA-18G instead of E/A-18G because of reasons
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They need to fix old stuff before making more new stuff.
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If you are using ACE:
Set vanilla zeroing to 100
Check your ballistic computer or range table. Your angle of adjustment will be in MRAD (AKA mil.), use page up/page down to adjust your ACE zeroing.
(ignore the "-" in the range table)
Done
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I was playing around with artillery support for my mission in editor.
place down everything need:
>myself with a laser designator
>synced to "support requester"
>synced to "support provider"
>synced to M109A6 artillery by RHS
requested a GPS guided round on a building:
missed by 20-50 meters
requested a Laser Guided round on the same target, lasing it with laser designator
>tried painting on top of the building
>tried painting on the wall facing the incoming direction
missed again
is that just game value setting error or something wrong with the game logic??
I've tried with the vanilla artillery and same thing happen
(I am using ACE mod)
I've read some info about the real guided round and it's really accurate with spread around 5 meters, was I expecting too much on ArmA?
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3 hours ago, RoF said:Try setting sat map to 1m/px.
An you do know your map is only going to be 4km in size right? Just making sure, as people get confused with cell size etc...
thanks, no error on generating layers, thankyou very much
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Fail to play video on monitor
in ARMA 3 - TROUBLESHOOTING
Posted
Thankyou very much, it works perfectly.