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Mynock

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Everything posted by Mynock

  1. Mynock

    Mynock's Missions

    If you find any modified versions of any of my missions floating around, please let me know. I'm already getting complaints and emails from people yelling at me because "co-op" doesn't work right for the Bariga mission... which means people are taking it, trying to modify it for co-op, and then redistributing it somewhere without my consent. So if anyone sees any of my missions floating around that have been modified please let me know, because to date, not a single person has asked me for permission to modify any of my missions. Thanks.
  2. Mynock

    My first Tac-Ops DLC Impression

    Other than having zero clue what to do or where to go at the beginning of LZ Nowhere which was frustrating for a bit until I got it fixed, I liked the DLC a lot. My only complaint/observation was
  3. Mynock

    Tac-Ops LZ Nowhere Question

    I always have to verify it because Arma never works right for me first try lol. Guess 1.78 was a special case where it took 2 tries .
  4. Mynock

    Tac-Ops LZ Nowhere Question

    Thanks wiki, turns out my game must have been jacked up because I tried that, nothing happened. Wiped the mission file and verified to cache to re-download it, did what you said again wiki, and now it works as you guys have all described. Weird...but typical for me after any update. I don't think I've ever had a single Arma 3 update work for me first time lol
  5. Mynock

    Tac-Ops LZ Nowhere Question

    I've wandered around quite a bit, I'm not getting the information you guys suggest I should. I already checked 3 of the suspected locations I think I'm supposed to go, but no luck yet. Maybe my game is broken. Going to try a cache verification and delete the mission save file to start over fresh just in case.
  6. I think you need to do it like this: [ /* 0 object */ _object, /* 1 action title */ "DOWNLOAD INFORMATION", /* 2 idle icon */ "wipe.paa", /* 3 progress icon */ "wipe.paa", /* 4 condition to show */ "true", /* 5 condition for action */ "true", /* 6 code executed on start */ {player switchMove "Acts_millerDisarming_deskCrouch_loop"}, /* 7 code executed per tick */ {["Computer", "Downloading in progress"] call BIS_fnc_showSubtitle}, /* 8 code executed on completion */ {null = [] execVM "briefingCrash.sqf";}, /* 9 code executed on interruption */ {player switchMove ""}, /* 10 arguments */ [], /* 11 action duration */ 10, /* 12 priority */ 0, /* 13 remove on completion */ false, /* 14 show unconscious */ false ] call bis_fnc_holdActionAdd; If switchMove isn't working, try playMove or playMoveNow. I've run into situations where only one of those 3 can be used for certain animations. If you want an example of one that worked for me, I used this in one of my recent missions to play an animation while the player is holding the action button: [ this, "Disable Gun", "\a3\ui_f\data\IGUI\Cfg\actions\repair_ca.paa", "\a3\ui_f\data\IGUI\Cfg\actions\repair_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {_caller playMove "Acts_carFixingWheel"}, {}, {mnk_aadisable1 = true}, {}, [], 15, 10, true, false ] call BIS_fnc_holdActionAdd; ^that one does not use anything to stop the animation because I was having issues getting the animations to transition smoothly upon interruption, so I abandoned giving the player the option of doing so because I didn't like the way it looked.
  7. Mynock

    Mynock's Missions

    Meh, just gets old after awhile ya know? But whatever, I'm over it for now. Yep, glad you enjoyed it on the first go-round, hopefully you like the slightly reworked version.
  8. Mynock

    Mynock's Missions

    Against my better judgement, I have chosen to re-release The Bariga Intervention publically. Bariga is a beautiful but resource intensive map, so adjust your settings accordingly. Having said that, I did what I could to make performance improvements through scripting changes, making more things into simple objects, reducing the number of enemy units, taking out a little bit of the variability, etc. I was unable to use the Hide Terrain Objects Module to any real effect because I've discovered if you use it over large areas, it breaks auto-saves and the game will hang forever on an auto-save and then crash due to millions of errors. This is on BIs end, nothing I can do about it, so I tried other methods to improve performance. At this point I think I've done what I can on my end to improve performance, the map is just full of clutter which makes it very detailed and realistic but at the expense of some frames. If I can stay above 30fps at the worst for certain moments but average more like 45 the entire mission with my 5 year old junk rig with a 770gtx and only 8gb of RAM on an old 3.0ghz i7 without adjusting anything from the settings I normally play at, I'm sure anyone can get good frames even if a small adjustment is required. I've also added a medic to the player's squad for gameplay reasons (in case you get shot up you're not screwed now). There is also now a proper feedback form to use. If you simply post a comment on the mission saying it "sux" I'll just delete it. Use the feedback form if you want me to take a claim seriously that it's a bad mission. Or better yet, use it to tell me you actually liked it and the hundred or so hours I invested were actually worth it to someone.
  9. Better watch out jeza, I spy a sniper carrying RPGs, it's only a matter of minutes before all of the mega-hardcore milsim boys show up to flame you ;)
  10. :covers mouth and giggles excitedly like an asian schoolgirl:
  11. @RabbitSniper digging the winter gear, but I'm assuming it's all private? Not seeing a mod in your list that has that stuff (except the snowshoes, those are from TRYK if I'm remembering correctly) edit: dangit, I don't know how to do the tagging thingy apparently. Hopefully he sees this.
  12. I don't know what's going on with this Malden Civil War, but I'm glad the photojournalists here are covering it so well.
  13. Mynock

    Autosave Game Hang

    I might be on to a solution now. Need to do a little more testing to verify, but I found a common theme that has to do with the new modules to hide terrain objects causing the autosave to hang. Assuming I can confirm it with more testing I'll submit a report or whatever to BI. I've been playing around with them in several missions, and then I'm assuming some of the new LoW campaign uses them, so that's why I think it's the common theme causing problems for me all of a sudden.
  14. Recently having an issue where any time my game tries to autosave (either in the editor or in a mission) it hangs forever, yet task manager still shows the game as responding. I've tried being patient, but 30min seems a little excessive at this point, that's the longest I've waited so far for the autosave to complete, but it won't. Happening consistently every time. Any suggestions? I've tried all the usual solutions. Defragged, verified the cache, rebooted, etc etc etc. Was working fine a few days ago, even after the LoW 1.76 update, then yesterday it started. If I force the application to close it doesn't throw anything since the task manager still shows it as "running" I only get the generic "exited in an unusual manner" windows message, not the Arma pop-up window that allows you to print a report. Edit: to be more specific and to avoid confusion, by autosave in the editor I mean while test playing a mission, not the editor doing the autosave function of the mission.sqm.
  15. Mynock

    Laws of War DLC Feedback

    I waited a while, but eventually gave up and moved to the point alone, however
  16. Mynock

    Laws of War DLC Feedback

    100% do not read this if you haven't played the campaign. You've been warned.
  17. Mynock

    Mynock's Missions

    I'll have to look into that. Thanks for the heads up. Haven't had any time since the new update to play with the editor yet.
  18. Mynock

    Laws of War DLC Feedback

    After completing the campaign, I quite enjoyed it other than my criticisms in the other thread regarding the required accuracy and sometimes dumb luck with the drone to get rid of AT mines. If there was a little more leeway in accuracy there by a meter or two I'd have zero criticisms; it was worth the price of admission for me. Curious what everyone else's "final decision" was, I won't say any more than that.
  19. Mynock

    Mynock's Missions

    I like it because it's easy to update missions. I don't like that everyone and their mom can just post up comments when there's no way to verify they even played the mission. Same with the voting. Like I said I don't make stuff to get 5 star ratings to increase my e-penis, but having people go out of their way to recruit their friends to mass downvote missions makes it seem kind of pointless to release any. Someone made the comment about having performance issues, and suddenly I had 14 new negative votes on the mission out of nowhere... Hate to be an eye for an eye guy but at that point I was like "k whatever enjoy not having access to it anymore" Once the bushes were fixed to a certain extent then people just complained about performance instead. The scripts running are very low impact, it's just a resource intensive map. If I can get 30-40fps on that map, anyone can, I have a really basic i7 (like 3 GHz basic...) and a 770 GTX and only 8gb of slow ass RAM... nothing fancy. Yet people won't spend 15 seconds adjusting their settings, but will spend 5 minutes to complain. I simply don't understand. If the performance is linked to something the mission creator did, like running thousands of looping scripts and stuff, then sure that's an issue you should tell them about in a respectful way. I don't mind criticisms of my work, but I do mind people that blame literally the game itself on me when I had nothing to do with whatever the problem was. Like @wiki said, people running additional mods for example who then complain the mission is broken. Well duh it's broken, why do you need zombies and life mods running for a military mission that specifically tells you not to run any additional mods? I think my only approach for releasing anything public from this point forward is to simply delete comments on SWS as they roll in. I don't like having to censor, but idiots follow idiots. One untrue negative comment and suddenly everyone believes there are major problems with the mission and then treats it as such without even trying it for themselves.
  20. Mynock

    Mynock's Missions

    I only pulled the bariga mission, the others are still there. The mass downvotes over the past 24 hours has made it clear "no one" likes it, so that's fine they can be without it then, no skin off my nose. Send me a PM if you want it buddy, I'll host it somewhere for private download. I don't make missions looking for "fame" or "recognition" I simply do it because I like it, but in return it would be nice to have my hundreds of hours of free time someone else is benefiting from at least a little bit respected...
  21. Mynock

    Mynock's Missions

    Here is a prime example of why I don't do many public missions anymore. If you want to know why mission creators are unmotivated, this is a perfect example. I do not make the map, it's out of my control, yet it gets blamed on me when people have map related issues, who then complain and slander my public work for illegitimate reasons. Back to private missions only. Edit: Now I get people complaining about performance when I literally have it clearly stated in the recommendations the map is heavy on performance so turn stuff down. If people can't spend 2 minutes reading I'm not willing to spend 200 hours making stuff for them. Plain and simple. Bariga is a good map. Something different from the norm which makes it special. Lunatic has done a good job with it, it's simply performance heavy. I think it's absolutely ridiculous how vast sections of the playerbase in Arma behave; the entitlement of people really bothers me to the point it makes me completely unmotivated to release anything publicly because I don't feel like being a damn babysitter to the mission comments. If you have a legitimate issue or complaint with a mission, so be it, but whining about every single little thing is ridiculous, especially when half the time it's on the players end anyway and has nothing to do with the mission itself. Anyway, /rant. Arma-on to those few decent people out there. I'll continue to do private stuff, or release public stuff but offer zero support. If anyone wants private access to The Bariga Intervention, I'm happy to provide it. I don't want it to go to waste. But it will not go back up publically any time soon.
  22. I realize it's not on dev branch anymore, buuuuut... In terms of the campaign, when it comes to the clearing of mines with the drone (hardly a spoiler I think considering it was advertised), it's beyond tedious and overly repetitive. I realize I'm hardly the best player, but spending 30min to clear one field because of how insanely accurate you're required to be is a little much. 1 of 4 on getting an AT mine to detonate with direct hits is kinda lame. Shut the campaign off at that point; I was enjoying up until then. I get the point, but it takes an eternity if you don't get lucky, and the fact there are so many AT mines requiring such a precise, direct hit... makes Assassin's Creed look like one of the least repetitive games of all time by comparison.
  23. I'm using a script that generates particles around the player's position during a mission to create an effect (not my script, it's one of goon's scripts). I want to use this script in the mission intro as well, but I can't figure out how to get the script to identify the camera as the "player" so that it'll spawn the particles around the camera. Currently as the camera moves (I am using @aliascartoons intro camera script) the particle effects are not spawned until the camera gets close enough to the player. This kills the effect I want and make it look stupid during the intro sequence. Any suggestions? I'm lost. Obviously I know I need to change the vehicle to whatever the camera is so the script will "follow" it, I'm not so stupid I don't know that, but how to get the script to follow the camera as an object is where I can't figure out what to do. The particle spawning scripts uses the following check at the beginning of its loop while {true} do { _obj = (vehicle player); _pos = getposASL _obj; I've tried changing the word "player" in that the things like "camera" and whatnot, but I can't get it working. After the camera is created in Alias' script, how can I go about naming it without messing up the camera script? _camera = "camera" camCreate (getpos _campos1); ^That is what is used in Alias' script to create the camera. Do I need to make an object that follows the camera somehow maybe? I tried that but I probably did it wrong because it didn't work. This is probably a really stupid question, so I apologize for my ignorance, but I can't seem to get the intro the way I'm hoping and, without the effect spawning the particles at all times moving with the camera, it's pretty useless in the video if they aren't created until the camera happens to get close enough to the player unit I placed down.
  24. Mynock

    Mynock's Missions

    Released The Bariga Intervention. Only took me a year to pump out something public. Expect an update to it eventually, I wouldn't say I'm 100% happy with every single thing in the mission. Please note my redistribution policy has changed. I'm no longer interested in having my missions hosted anywhere other than Steam Workshop, so please do not host the mission on your 3rd party website.
  25. I tried that but without luck. The setParticleCircle portion of the particle generation seems unresponsive to any value I change it to. In fact changing it to anything other than [0, [0,0,0]] breaks the script somehow and no particles are generated at all, but no script error messages are displayed, and as usual the Biki documentation is not helpful in explaining what happens exactly when you change the values. I can do a really ghetto workaround placing logics along the camera's path and running the script on each one's location, but holy framedrops Batman, I don't think anyone is going to want to watch an intro playing at 7 frames per second...
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