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Mynock

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Everything posted by Mynock

  1. Mynock

    Ergon County

    Think we might be getting close to having snow maps surpass desert maps now Will check it out.
  2. For the past couple of days my game can go about 15-20 minutes before it locks up or crashes completely, and because I have zero luck, Arma is not producing any reports or information messages as to the reason it's happening, so I really have nothing to go off of. Everything was working fine before 1.68, but since the update my game will consistently lock up or crash every single time I play, no matter what I'm doing with the game (editor, playing a mission, messing around in the virtual arsenal, etc). I only have 8GB of RAM on Win7, is this no longer enough to play Arma since the 64 bit update? Am I SOL now? Is it time to retire the game, or is there some way I can fix this without buying more memory I don't have slots for? Yes I have verified my game cache since the update, 3 times in fact.
  3. Would cursorTarget be of any use to you in this situation? Something scripted to the effect of say... waitUntil {player cursorTarget == myHangingObject}; newObjective = true; and then in your trigger set the condition as newObjective and set the trigger activation to pop the new objective? I suppose you could put the cursorTarget command right into the trigger's condition field as well if you want to go even simpler, but I don't know all of the conditions you're try to achieve, if you want a slight delay to the player has to actually look at the object for more than a split second, etc.
  4. This thread keeps getting dragged up every few months, better add what my solution was so people stop PM'ing me thinking I can solve it for them... Patience was my solution. I had to wait until 1.72 was released before I could reliably play the game. 1.68 I couldn't play period, 1.70 I could play a little bit if I got lucky, but 95% of the time it would crash right away during any in-game activity. Every other fix that was recommended to me didn't work. Something about 1.68 and 1.70 didn't agree with my computer and I never uncovered a cause. I just had to wait it out. A good solution? Nope. A solution I'm satisfied with? Not at all, I couldn't play for like 4 months. But I can play now for whatever reason. Every update now is a flip of the coin in my mind. Either it'll improve the game or I won't be able to play it anymore.
  5. Thanks for the information. Hope I didn't cause you any trouble; I wasn't after a complete rework but I appreciate you taking the time to do so.
  6. I'm having this error as well. Followed the instructions provided. 1.74 stable, running 3 RHS mods (USAF, AFRF, GREF), CUP map mods (including CWA maps), and Bariga terrain. Using the following in the init.sqf file: _init = [] execVM "scripts\GOM_fnc_foggyBreath.sqf"; _breath = [] spawn GOM_fnc_visibleBreathInit; GOM_fnc_temperature = -3; And yes, the scripts\ portion is intentional. I like to organize my mission files. What am I doing wrong? If I comment out the _breath = [] spawn GOM_fnc_visibleBreathInit; line I can get rid of the error, but then I don't see anything in the mission for breath, so clearly that line is needed somehow, but unless I comment it out it throws the error of being an undefined variable. I don't want to go messing with anything else because it's not my script therefore I cannot legally modify it, and I wouldn't really know where to modify it anyway seeing as I didn't write it and would need to figure out line-by-line what it's doing.
  7. Mynock

    Laws of War DLC Assets

    I've seen this in real life though. It's done so that if you see the vehicle coming in your rear view mirror you can read it.
  8. Mynock

    What Makes a Good Arma Campaign?

    You must be significantly more talented than me at the game then. Like XerXesCZ said, it's not unplayable, but it's not easy for me either. I'm pretty bad, but I'm sure others are worse than me, perhaps that's where the comments about difficulty are coming from. Also, keep in mind the Steam Summer Sale just happened, so a lot of new people are likely just getting around to trying out user made stuff now and modifications, so inexperience combined with a campaign that gives the player a lot of stuff to keep track of (commanding infantry and commanding a vehicle at the same time is a chore, especially when new to Arma and the controls) may be influencing people's comments. Edit: Keep in mind nothing I have made is any good. These are my opinions. Every mission I've ever made is basically trash, so my opinions shouldn't carry any weight really.
  9. Mynock

    What Makes a Good Arma Campaign?

    Lexx if you're getting people saying your campaign is too hard my guess would be it's because the majority of players don't play in vehicle roles often if ever, so it becomes an extremely steep learning curve immediately. Also... That's as far as I've made it. But I'll say it's already borderline too hard for someone like me, even using "proper" tactics and playing very methodically.
  10. Mynock

    What Makes a Good Arma Campaign?

    I'm not saying make it too easy. But if 98% of players can't finish the mission first or second, maybe third try, chances are you'll get those comments about "360 no scope AI." On the flip side, I make missions because I enjoy making them, and have learned to give 0 effs about what people think of them because I've found a vast majority of the Arma playbase to be hypocritical, so I'm not after SWS ratings and praise from internet people for anything I make. Different motives for the creator = different designs for missions/campaigns.
  11. Mynock

    What Makes a Good Arma Campaign?

    Another thing I thought of actually related to mission design, is what type of mission it is too. If I'm assaulting a town or something in the middle of an ongoing war campaign and bright afternoon sunshine, yeah it's going to be harder because the enemy should know I'm coming. If it's a super sneaky black ops mega-beard operating operator operation in the pitch black dark against a bunch of farmers not expecting me using 50 year old weapons against me, with all of 'Murica's military might, I better steamroll that mission first try or I'm going to think it's a little goofy. Edit: Or another example, if it's an ambush mission lets say, maybe set the enemy AI skill to be quite poor, and then use a trigger or event handler to delay bumping up their skill until after maybe 20-30sec into the ambush. That would simulate some confusion of the enemy upon the ambush. If I rocket a truck and the enemy AI jump out, ID my location in 0.5 seconds, and return highly accurate fire, I'm going to be like wtf and quit the mission...
  12. Mynock

    What Makes a Good Arma Campaign?

    As someone who sucks at the game... Difficulty becomes an issue when I go to serious effort to put myself at a tactical advantage and still get wasted by the AI easily. If I'm running across an open field into the fire of 8 static positions, sure, I deserve to die. But if it's night, the enemy has no NVGs, it's foggy, I sneak around to flank, and a guy spins around 300m from me and pops off 3 shots and kills me, I'm going to be pretty disappointed and likely won't touch the campaign or mission again. Basically, give me a realistic chance to complete a task first or second try, and I'll enjoy it. If I do something stupid then fine I didn't deserve to complete it first try, but if it's starting to feel overly difficult trying to complete a task "properly" then I'm going to shut the game off. I imagine most people are similar to me in the fact that, I don't want to replay the same segment of a mission 10+ times because I keep dying for two reasons: 1 it's frustrating as a casual player, 2 it gets boring quick doing the same thing that many times in a row only to not be able to progress. Another thing I think helps in single player is to give the player good teammates. Doesn't mean they need to be in god mode, but adjust some of their stuff with setSkill that will assist the player, like spotting distance and time, that way the player at least knows there's enemies about and makes the AI teammates actually feel important to the player like they're watching his/her back. Only other thing I can think of is, remind players somehow they can change their difficulty settings to custom and turn the AI all the way down, which as far as I can tell works independently of the mission, so it can help. Edit: Also, don't overestimate easiness of a mission being an attraction. For some reason the easiest mission I ever made is my most popular; however, it was designed with casual players in mind as well looking for a quick 30min mission.
  13. I dug this out of the Night Showcase mission a long time ago. You'll have to modify it for your purposes, but it should get you started. Basically spins the boat in place to whatever direction you want it to leave to. If you want to see it in action, go play the Night Showcase again and watch the boat after you're dropped on shore. //The wanted direction private "_wantedDirection"; _wantedDirection = [_boat, _finalDestination] call BIS_fnc_dirTo; //Make sure we have the direction is > 0 if (_wantedDirection < 0) then { _wantedDirection = _wantedDirection + 360; }; //Make sure the direction is between 0-360 if (_wantedDirection > 360) then { _wantedDirection = _wantedDirection % 360; }; //Loop that handles boat direction //While boat is not facing the direction we want it to, we set it's direction manually //This is a robust work around the problem with the AI being unable to reverse/turn around when near the coast while { round(getDir _boat) > round(_wantedDirection) || round (getDir _boat) < round(_wantedDirection) } do { if (getDir _boat > _wantedDirection) then { _boat setDir (getDir _boat - 0.5); } else { _boat setDir (getDir _boat + 0.5); }; sleep 0.025; };
  14. Mynock

    Laws of War DLC Assets

    The lifers are going to love this....
  15. I really like this one. Realistic situation, makes me wonder if they're going to fix the jam or not, and why they even picked up the AK in the first place.
  16. Mynock

    Editing a mission end

    No. I'd recommend looking up tutorials on youtube. There are a lot of them that show you how to do many things in the editor, and while some videos are older and use the 2D editor, anything scripting related is still going to be viable 99% of the time. You will learn a lot from them.
  17. Mynock

    Editing a mission end

    If it's a single player mission, give your boat a variable name like myBoat and in the Condition field of the trigger put player in myBoat; Now the trigger will activate when the player gets in the boat.
  18. Mynock

    Editing a mission end

    Yes, put that bit in your description.ext file. As for how to use it in the editor, whatever trigger you're using to end the mission, in the On Activation field put ["End1"] call BIS_fnc_endMission; If you want to control additional parameters of that, look at the biki page for the function as you can control things like the fade out style, whether music is played or not, etc.
  19. I have 6 game logics placed in my mission. I want to randomly select one of these using BIS_fnc_selectRandom. I have put the names of all of the game logics into an array for the function to select from, yet it always selects logic5 no matter what. I've tested the mission 20 times now and it always picks logic5 for the location of the item I want placed there. The following is the snippet from the script, I want to use BIS_fnc_selectRandom to avoid having to write 6 if/then statements with a random number to pick a random location. What am I doing wrong? _loc = [logic1, logic2, logic3, logic4, logic5, logic6] call BIS_fnc_selectRandom; myObject setPos (getPos _loc); As you can see, I have all 6 logics in the array, all of which are named. I have double checked everything, yet 20 times in a row it has selected logic5, that's too convenient and the chances of that happening are slim to none, so something is wrong. I'm not receiving any script errors.
  20. I could, but logics are significantly faster for me. But if that's the wrong way to do it then I need to consider redoing this mission from scratch because I'm sure I did a lot of others things the wrong way then too.
  21. I'm not trying to reinvent the wheel, I'm simply ignorant to the thousands of ways to do anything in this game. I'm also not sure if this will work for me seeing as not every location is on the ground, some are on second or third floors of buildings, which is why I prefer to use logics so I can place them in the 3d editor more easily at the appropriate height vs a marker, but if this is still the wrong way to do it then I will change it to markers. selectRandom is working better, still certainly prefers logic5 for some reason, but at least now it's picking other locations within a few tries vs 20 all at the same location. Very strange why the fnc doesn't work correctly for some unknown reason to me.
  22. I was dumb for assuming BIS_fnc_selectRandom was the only solution because I see a lot of people using it for randomly generated missions, so I figured that was what I should use also instead of investigating further to see if there were other, better things to use. Now I'm willing to bet during mission initialization that bit of code is hanging up causing it to always select the same spot because apparently that's a really slow command, therefore I could have solved my own problem had I been smart enough to investigate other scripting commands, but instead I'm an idiot and assumed that one would work because it works for other people.
  23. I have no clue what you're getting at with that, unless you're just confirming that yes there is a chance a bunch of random things could all be the same. I'm not looking to make a loot script, but thanks for the information.
  24. I'll give selectRandom a try, thanks for confirming I'm an idiot for not knowing there's some sort of difference between the two.
  25. Ok, thanks gents. Will continue to enjoy everyone's work over in the other thread until a need comes up for me, then I'll start PM'ing.
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