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Mynock

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Posts posted by Mynock


  1. 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.


  2. 1 hour ago, killzone_kid said:


    This has been reported internally and attempt to fix this was made, however judging by the reports the fix wasn't successful. It doesn't seem to be quite straightforward 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.


  3. 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.


  4. 26 minutes ago, killzone_kid said:

    Try changing the UI size, Are you using small?

     

     

    That would be an annoying work around, but better than nothing, so I'll give it a go.

     

    25 minutes ago, Evil Organ said:

     

    I went a step further after this update and uninstalled Arma 3, then reinstalled it, maybe you could give that a try to see if it solves your issues....futile maybe, but worth a try.

    There's gotta be a reason why the latest update is working for some but not for others......:headscratch:

     

    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)


  5. 4 hours ago, Evil Organ said:

    Have you guys verified your game cache after the update? (always recommended in the SPOTREP after a large update)

    After yesterdays update I even performed a fresh install of Arma 3, and i'm not seeing any of the issues that are being posted around the forum presently. 

     

    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.

    • Like 1

  6. 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.


  7. 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?


  8. 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).


  9. 4 hours ago, jakeplissken said:

    I solved it. I tried a model from the Arma 3 samples and I got it to work. You need to properly specify the mission path.

     

    
    //spawn the lamp.
    _posnew17 = getpos oil2;
    _sol19 = createSimpleObject [(str missionConfigFile select [0, count str missionConfigFile - 15]) + "media\Test_lamp_01_off_F.p3d", _posnew17];
    _sol19 setPos [_posnew17 select 0, _posnew17 select 1, 4.0];

    This worked for me testing from EDEN. You just need to tweak the height of the object specified here.

     

    
    _sol19 setPos [_posnew17 select 0, _posnew17 select 1, 4.0];

    Give this a shot, it should work fine.

     

    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.


  10. 4 hours ago, jakeplissken said:

    Do it like this, but supply the full path to the p3d model in the mission folder.

     

    
    //spawn thing..
    _posnew4 = getpos junk9;
    _sol5 = createSimpleObject ["myFolder\myObject.p3d", _posnew4];
    _sol5 setPos [_posnew4 select 0, _posnew4 select 1, 1.0];

     

    This code might work. Name an object "junk9" where you want to spawn it. If you could send me the object I could try and debug this for you.

     

    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.

     

    4 hours ago, jakeplissken said:

     

    You cannot damage objects spawned with createsimpleobject, that is impossible.

     

    3 hours ago, theend3r said:

    You can place a dummy object inside and use event handlers.

     

    I've decided if createSimpleObject is all that will work to get it into the mission, I'll script the possible explosion manually.


  11. 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.


  12. 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.


  13. 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.


  14. 55 minutes ago, alex150201 said:

    Get some voice actors to say the same shit :)

    I've got a couple of dudes that might be willing to do voice acting for others.

     

    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.

    • Like 2

  15. 5 hours ago, domokun said:

    How about you share your work?

    It sounds like it took a lot of effort.

     

    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.

    • Like 4

  16. I remade Ghost Recon, Desert Siege, and Island Thunder. I'm sure everyone will like it when you do a public one.

     

    Doesn't take long since the missions are basic from the original; I spent maybe 4 months remaking all 31 mission with the original sounds and what-not. Only got a little tricky with making caves work and stuff, but eventually I figured it out, so it's all do-able for sure. Looking forward to playing your rendition.


  17. Awesome, thank you very much sir! I'll get to work on it soon, I figured it was going to be something relatively simple I just thought it better to ask first. I opened the JBOY_Dog folder and went "oooooohhhhhh god where do I even start" lol. It's amazing what you've done with this, looking forward to implementing this and some of your other scripts into some missions.

    • Like 1

  18. Finally getting around to trying to implement this script into a mission and had a question for you. What would be the simplest way to get an AI "handled" dog to attack the player or the player's group members? I've successfully added a dog to an enemy patrol, but if I shoot at them or even kill them, the dog just sticks near whoever the handler is, so I'd like to figure out how I can have the handler order the dog to attack whoever engages him. To be brutally honest (in a good way) this script is mega-complicated so I'm not too sure what exactly to change to make this happen. I've looked through the majority of the sqf's to see if I could figure it out but I'm a bit lost.

     

    This is on single player of course, so no need for an MP or Coop compatible solution.

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