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Mynock

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Everything posted by Mynock

  1. Welp, 32 bit crashes as well. Awesome. Can't wait for 1.70 so I can maybe play again... Crashes with mods and vanilla, so it's gotta be a game issue not a mod conflict since the update. All I got this time was the generic 0x000000FF - Unknown error code. Since it's always asked for as well, here's a link to the error file you can generate. No clue what I'm looking for in there to try and solve it. Probably just going to give up and play something else. It's getting old having to try to fix Arma every 3 months when an update comes out. https://drive.google.com/file/d/0B-n24CkJzFWBTlNDUHdwcmQwLTQ/view?usp=sharing
  2. Thanks. I'll just stay on 32-bit, not worth the hassle to run 64.
  3. "Total paging file size for all drives: 20335 MB" I'm using 64-bit Arma if that's the default from the launcher from Steam now. I'm assuming it is. Edit: I'm running 64 bit according to my task manager. This is ridiculous. Is there a way to switch it so the launcher runs 32 bit instead? I had no issues with 32-bit and I just want to play the game I paid for rather than diagnosing problems. My performance was good enough before on 32-bit. I know I can run the regular arma3.exe from the folder (I assume that's 32-bit), but because that just starts the game directly I can't load up any mods or anything.
  4. I don't know what that is or how to find it because I'm an ignorant American who knows nothing about computers.
  5. Mynock

    Trigger issue

    I know, I'm not saying making games work is easy or I have any idea about how anything works, it's just stupid that the error only occurs on a single UI size... like what the heck... seems really weird.
  6. Mynock

    Trigger issue

    KK comes through again. Switching to medium "fixes" it. How stupid... Welp I guess I'm back to the "looking through a tiny hole in the wall" editing process until it gets fixed in 1.70. For reference, 1920x1080p resolution, small size UI does not work, medium does, no clue about very small because I can't see anything in that size regardless so I can't run it that small.
  7. Mynock

    Trigger issue

    That would be an annoying work around, but better than nothing, so I'll give it a go. Sadly I am limited by my ISP for data because I am on a bulk account through a housing complex, so re-downloading 25GB would cost me 5x what the game is worth, especially after the update used the vast majority of my data for the month. (I'm limited to 12gb/month, after that I get charged for every 500mb I go over)
  8. Mynock

    Trigger issue

    I always verify my cache immediately after the update. You must be a lucky one not experiencing issues. I envy you. Edit: using the arrow keys doesn't work for me either, that was the first thing I tried after confirming the drop down didn't work.
  9. Mynock

    Trigger issue

    Can confirm, triggers are broken. They didn't hotfix the issue with not being able to use the task type dropdown menu after 1.66, so I'm not even going to bother getting my hopes up for a hotfix on this issue in 1.68.
  10. You'd figure after 2 years of playing Arma I wouldn't be this stupid still, but alas, I am a special breed of stupid... Usually I use the modules, but since the task types are broken in the editor, and I want child tasks for this mission, I've been making tasks with scripts instead using createSimpleTask. Why can't I figure out how to change the task to "succeeded" when a triggers conditions are met? I've tried setTaskState and BIS_fnc_taskSetState in the On Activation fields of triggers but neither do anything for me. I'm not using local variables for my tasks and this is for single player only. To make it crystal clear, in a script that runs from the init.sqf I have: tsk1 = player createSimpleTask ["myTask"]; tsk2 = player createSimpleTask ["myTask",tsk1]; and then in my trigger's on activation field I've tried for both parent and child tasks: ["tsk1", "Succeeded"] call BIS_fnc_taskSetState; or tsk1 setTaskState "Succeeded"; as examples (obviously if I only want the child task to complete I'd use tsk2 instead of tsk1). Why don't either of those work? Is it because it's from a trigger? Am I going to have to make like 25 mini-scripts for each tasks to get them to complete?
  11. I don't understand why it won't work from a trigger then if it works the way you posted it. Makes no sense and like I said I'm not using local variables in the script so it should work through a trigger in theory.
  12. That thread is sort of different from what I was asking about, that's why I didn't look in there. I'm not worried about the child tasks all completing with the parent, because I couldn't even get any of them to complete. Sure would have been nice to have seen in the biki that you can't complete createSimpleTasks with anything... Waste of time for me to write my entire script now. Have to essentially start over since the formatting is different and requires a lot more parameters. If only my 3 hours of stupidity could be refunded. Thanks for the help with what you wrote after the thread link, sorry to be such a retard.
  13. I didn't realize this was in the addon/mods section and not the editing section, so I'm sorry I posted a useless response since I didn't understand what exactly you wanted. Someone else probably knows better how to find what you're after.
  14. You could probably achieve this in the editor with some scripting and trickery of the AI. I'd have the AI pilot "land" on an invisible helipad placed in the air however high you need the helicopter to be, and use a script to change the wind direction so you can control which direction the helicopter faces more or less (I think the AI always tries to land into the wind, but I'm not positive on that).
  15. I cannot get the helicopter to land no matter what I try. Any other ideas would be appreciated but I'm pretty sure I'm going to have to just scrap this aspect from the mission entirely at this point. No mods running at all, 100% vanilla. Helicopter has a LOAD waypoint and is sync'd to a GET IN waypoint at the same location for the infantry. Helicopter's LOAD waypoint is on an in game LZ (LZ Baldy). Placed an invisible helipad at the location just to be sure. Put land script into the load waypoint heli1 land "land"; just to be sure. Set pilot to careless just to be sure. There is no enemy AI anywhere on the map by this point, so the helicopter is never under any sort of threat. Nothing. Still continues to hover above the LZ forever. Only thing I can think of is I have the helicopter drop off the units at the same LZ, so maybe the helicopter is getting confused somehow? Either that or having the GET IN waypoint be the only waypoint for the infantry is a problem because it gets "run over" by the infantry when they unload from the helicopter at the beginning of the mission. But I can't exactly move that waypoint across the map or it'll never work correctly I imagine. Mission goes like so: Starts with players in helicopter Helicopter moves to LZ Baldy and drops off team Helicopter takes off and goes to a loiter waypoint Team completes objectives and returns to LZ Trigger activates helicopters return to LZ Baldy Helicopter is then supposed to land, pick up team, and proceed out to sea where a mission end trigger fires Obviously if the stupid helicopter never lands to pick up the team, the mission never ends. It lands fine at the LZ when dropping off every single time, and that's without anything other than the TRANSPORT UNLOAD waypoint. I didn't have to force it to land or anything with the heli1 land "land"; command or anything. It only refuses to land on pickup and I've tried every single thing I've come across to fix it. I'm about 4 hours into trying to fix just this issue without any success, so please refrain from telling me to "just figure it out yourself" because I have tried for a long, long time. ---------- Post added at 02:02 ---------- Previous post was at 01:41 ---------- Tried moving the infantry's GET IN waypoint across the map. No change.
  16. Trying to do something I haven't done before. My googling has left me sort of confused and unable to get it working right as, for me, this is rather advanced (feel free to talk crap about how stupid I am). Basically I want to place a p3d model in a mission with createVehicle (I assume that's what I want to use, feel free to correct me if I'm totally wrong) that is not included in the vanilla game; aka it's custom. I have the p3d in my mission folder already, within another folder, so I've been trying to place it on an invisible helipad with myObject = "myFolder\myObject.p3d" createVehicle position myHelipad; I'm not getting any error messages, and I can't see the object... So I'm not really sure what I'm doing wrong without any error messages. I've also tried it with a marker instead of an invisible helipad without luck. Not really sure where to go from here.
  17. Ahh, yes it does work. I guess I was goofing up how I was trying to get the mission root file. Never done that before. I appreciate the assistance, thank you very much. Now to try and solve the new issue of it throwing a texture error and not being textured. I'll probably have to change the path it looks for the texture or something I'm assuming, although I've never messed with config.bin files before so this might take me a while. Unless anyone knows how to do it another way, I'm open to anything seeing as I have no clue and setObjectTexture doesn't seem to work for this (I tried it using the above string method to pull the mission root file and then linking to the various textures associated with the model, but no luck). I might try contacting the creator at this point to see if he has any suggestions, and to get permission to use it in this way.
  18. That's basically what I was trying previously, yours is slightly different looking so I'll try it later today. Because I ripped the model from a mod I'm hesitant to send it out since I don't own it; I'd have to contact the creator to get permission, just like I would have to do if I ever made this mission public. The mod is public, but because I'm circumventing the mod requirement for the mission I'd probably be breaching something if I shared the files or made the mission public. I've decided if createSimpleObject is all that will work to get it into the mission, I'll script the possible explosion manually.
  19. I can basically achieve the same results with createSimpleObject, as in I can make it so there are no error messages, but if it's even there, it's still invisible. The object is from a mod already, so I know the object works and stuff, I just don't want to run the whole mod for a single object if I can put it straight into the mission. But that might not be possible, and thus would ruin the shock value of having it in the mission in the first place, which ultimately make it pointless to use it lol. I actually have the entire mod in the mission folder itself, so I don't think it's due to missing a config file or whatever, because I unpacked the mod and stuck everything in the mission folder so I wouldn't break anything I want to use from said mod, but yeah I don't know what I'm doing obviously. Frustrating. But then again there are probably people laughing at me right now for being unable to figure it out and it's child's play to them.
  20. I see something on that page in the comments section about needing the mission root directory or something. I'll have to suffer through trying to figure that out I guess. But I'm assuming with createSimpleObject I can't make it explode, which is sort of important lol.
  21. Mynock

    Original Ghost Recon Campaign - Released!!

    I doubt they did, it was probably just a generic email they send to anyone they assume violates their property rights or whatever. Paperwork wasn't meant literally, because it was digital in the form of an email, again I don't always think before I type and could see how that could get misconstrued. I have a little collection of "haters" on Steam that follow my every move and harass me, down rate anything I put up within minutes of it being on the workshop, etc. so I think that had something to do with it too. Regardless I chose to just take it down because I got pissed someone reported me for something so insignificant, and now that it's been a while most of the missions need to be fixed anyway. The CUP terrains update from 1.1.0 to 1.2.0 took out a lot of objects and stuff I had relied on, so that broke some stuff, then the BI updates over the past however long it's been broke more stuff. The core of it still works, but there's lots of little errors and crap now and I haven't been bothered to mess with it since stuff started breaking. Again though we are getting away from the point of this thread. I doubt you'll have any issues like that because no one got on you about the Island Thunder stuff. Like I said if you need info on workarounds for certain missions let me know, the only thing is I might not know how to do it so it's coop compatible. I'd rather play yours than mine now anyway; mine didn't have some of the stuff you're thinking about adding in, I went bare bones, so yours sounds more in depth and better anyway.
  22. Mynock

    Original Ghost Recon Campaign - Released!!

    Work I'm not interested in doing anymore. I shouldn't have said anything because this is now taking away from lightspeed's thread. If he needs help I can tell him a few things I used as workarounds to problems he may encounter, but otherwise wait for his. I'm sure it will exceed anything I've done on my version. Edit: Mine also had zero possibility of COOP because of how I designed them, lightspeed's will, so that's already better.
  23. Mynock

    Original Ghost Recon Campaign - Released!!

    I did. It lasted less than 24 hours before some self righteous individual reported it on the workshop and I received lawsuit paperwork from Ubisoft because I used the original sound files in my remake. So I took it down and have been enjoying it for myself since.
  24. Mynock

    Original Ghost Recon Campaign - Released!!

    It was meant as a bit of encouragement, as in it can all be done reasonably well within Arma, not as an expectation that you should get it done immediately. Sorry you took it that way due to my lack of language skills, I'll show myself to the door.
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