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JOHN007

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About JOHN007

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  1. Thanks for the reply Dalber. I wonder if the issue was fixed with v1.63? I wish we could contact the devs here for some info on this. That would be brilliant if you could locate the scripts for the FLIR as I have no idea where they could be located? If it's fixed for v1.63 then I hope we can port over the scripts to v1.6 DVD that would be fantastic! There is hope here. Thanks again Dalber.
  2. Thanks for the reply Dalber. This is really strange as I've never seen this occur on other maps with ocean/water/rivers etc it only occurs with the Cherno map. I wonder if it could be a server configuration as I set maxmsgs to 6k which maybe too much, I dont have 6k messages on other maps, the game plays solid FPS with this setting. I need to replicate the issue again, see if there is any patrol boats nearby, I believe one of the Ai units is dismounting a patrol boat and bugging out on the water. Then again it maybe the server config or a script from adding patrol boats, the possibilities are endless here I have no idea at the moment. Wish us luck, thanks Dalber!
  3. Thanks for the reply Dalber and hope you are good. Can I ask what version of ARMA2 are you testing with? Do you have both ARMA2 and ARMA2 OA installed? We use the ARMA2 CO v1.6 DVD version. Really appreciate you testing this, I wonder if BIS actually fixed the issue on newer versions of ARMA2? This issue did occur for years on ARMA2 and ARMA3 and from what I've researched its been fixed on ARMA3. I wonder if we could somehow port over the FLIR/TWS scripts from the newer version of ARMA2 into ARMA2 CO v1.6? Can I ask do you have any idea where the scripts for the FLIR/TWS are located in ARMA2? If we use the Steam version of ARMA2 it breaks MSO and 99% of our mods which is such a shame. I can only hope we can port over the fixes. Thanks Dalber!
  4. Thanks for the reply Dalber and hope you are good. We use ARMA2 CO v1.6 DVD version with ACE2 and some other Ai mods, if memory serves me correctly this occurred when I started adding patrol boats to MSO and we have only seen this issue on the Cherno map, this is so strange but you mentioned it only occurred with ARMA2 standalone, isn't the Cherno map part of ARMA2 standalone? Maybe we need a newer version of the map seeing as we use v1.6? You might be onto something here, could I download ARMA2 from Steam and copy/paste the Cherno map from Steam to the DVD v1.6 directory? Going into test mode. Thanks Dalber!
  5. Hello ARMA community. A rare occurrence sometimes one AI enemy is just stood on top of the ocean? Here is a thread with basically the same issue with included screenshot, its the same. The Ai does not react at all to incoming fire, they just stand there on top of the water, they do not move at all, once shot they clip through the water and vanish? Its such a strange bug, does anyone have any idea why this occurs? I do have boats patrolling the waters, could an Ai jump out of a boat and bug out on the water? Here is a link to the issue. AI Dying In Water - Potential Bug - ARMA 2 & OA : MISSIONS - Editing & Scripting - Bohemia Interactive Forums SOS
  6. Hello ARMA community. We have had this issue for years now and would really like to fix this once and for all, I know not many players are on ARMA2 but its still a great simulator. Basically when you sight a TWS scope and then select the binocs/vector you get thermal imaging, or on another weapon ie acog scope. We thought it was a mod/addon causing this but it isn't the case its a BIS issue. Here are some threads with the issue, it also occurs with ARMA3 but the devs apparently fixed the issue, how did they fix this? ⚓ T75346 Thermal Imaging can be exploited to be available on any scoped weapon (bistudio.com) I think I found a bug that gives normal scopes thermal vision in arma 3... : r/arma (reddit.com) Also sometimes the TWS scope is turned off and has to be reactivated with 'N' which is unrealistic as you cannot operate a TWS scope turned off. SOS
  7. Hello ARMA veterans and hope you all good. This is regarding our custom dedicated server, 10 years of MSO development, after the great loss of community content, we would like to start up a Discord server, everyone is welcome to join. You require a legit... ARMA2 DVD ARMA2OA DVD or ARMA2CO DVD and ARMA2BAF DVD The fact that the Steam version of ARMA breaks 99% of all mods there's no reason to have the Steam version installed. I'm not sure how to promote the Discord server, it may not be a good idea to publically display the link so please leave a comment if you are interested or DM us on my account. Thankyou for your time and hope to speak soon.
  8. Update here. I've managed to track down the exact patch when the issue first occurs, Last working patch 1.60 89096 - WORKS - PATCH - [89086] Experimental: A different way to handle mouse steering is implemented for cars, tanks, boats and bikes. The patch in question and the reason the freelook lags out from the center look view. 1.60 89162 - BROKEN - PATCH - [89104] New: Implemented automatic looking intro turns when driving a car with a mouse. There is only one new feature in this patch - 'New: Implemented automatic looking intro turns when driving a car with a mouse.' So this feature is breaking the freelook. Problem is that the feature is baked into the exe and we have spent weeks trying to figure this out. What exactly is automatic looking intro turns? This is the link to the patch in question. https://forums.bohemia.net/forums/topic/124401-arma-2-oa-beta-build-89162-160-mp-compatible-build-post-160-release/ Users on this beta patch thread 89162 mention that 'autocenter should be optional' but unfortunately cannot find any info on this, never mind how to disable the feature. No-one on our server uses mouse to steer and I've mentioned the feature and no-one would use it either. Please help us ARMA veterans. Thankyou for your time and hope to speak soon.
  9. Hello and hope everyone is well. So we use a custom DVD patch with ARMA2 OA and REINFORCMENTS DVD, which is basically 1.60+ with no FREELOOK lag issues on that version. We have updated ARMA OA to attempt to fix some errors and every update, even the Steam version and all the beta updates suffer from this. No mods, 1 player spawn in the desert map in the Editor. Hold 'Alt' which is Freelook, move the cursor left/right/up/down it dosent matter, the movement lags away from the initial center look position. Try zooming in while using freelook, its absolutely awful, it only lags at the 'center look' position. Look at this thread from 2012, the same issue exactly. I have tried many theories, removing any TrackIR settings, resetting Deadzone, altering mouse smoothing and sensitivity with no luck? I must be making some mistake here I'm sure BIS devs wouldn't just leave this issue for 8+ years right? I found this bug within 5 seconds of testing and I simply cannot aim correctly with this lag everytime you freelook, what is going off here? Any help would be greatly appreciated as this occurs in vehicles and it looks like constant lag.
  10. JOHN007

    ARMA2 with VorpX

    Anybody?
  11. Hello and hope everyone is good. We have tried our very best to try and fix this but we really need your help right now regarding some slight issues with Vorpx. The main issue is the cursor which vanishes so you are stuck trying to navigate the UI, I literally cannot figure this out? Tried many theories including fullscreen/windowed modes, editing the Vorpx settings etc but no luck in rendering the cursor? The other slight issue is the HUD elements in the headset, the entire HUD needs scaling down, which I have managed to rescale the HUD for VR by editing the docs profile, but the config resets when restarting Arma? Any help would be greatly appreciated right now. Thankyou for your time and hope to speak soon.
  12. JOHN007

    Need help installing mod

    Hello. Do you have the required addons for the mod? - East Weapon Pack - West weapons pack
  13. Hello, hope everyone is doing great. May I ask is it possible to prevent the shadow LOD switching resolutions on geometry objects? (High/Very High) Basically we have always used the 'normal' settings for the shadows, its not the best rendering but the map shadows don't switch resolutions, unfortunately some new maps ie, Fallujah and Sahrani, if you have 'normal' shadow settings, the shadows render through the buildings, its hard to explain but you would literally see shadows floating vertically in front of objects. So fixing this issue is to set the shadows to either 'high' or 'very high', but this creates a LOD switch which looks horrendous, you see lines on the ground as the resolution increases. This link describes the shadow rendering techniques in more detail but no luck in trying to attempt to lock the LOD. The theory is to somehow try and lock the resolution to 1 only, which would render the shadows unified across the whole scene, the problem here is I agree that tracking is difficult when you see these bloody lines rendering on the ground and also shadows are switching resolutions ( Flickering also) as you move forward. Any help would be greatly appreciated, I believe this fix would make ARMA look spectacular. Thankyou for your time and hope to speak soon.
  14. Hello Opusfmspol good to hear from you, thankyou for the reply. Sorry I should have wrote the steps taken. Yes indeed already placed a Sahrani civilian on the map, which has the included addon in the mission.sqf, even if we load up the Sahrani map, place a civ, Blufor unit as player and load a standard 'Civilian Expansion Module' (Which should be Takistan civs) it will load up the Cherno faction? Even if I place down a Takistan civilian it will still refuse to load the faction. If we load up for example the brilliant Lingor Island and again just place a civ, player and standard 'Civilian Module' the map loads up the Lingor civilian faction. So I tried to replicate the Lingor faction name into the script instead of the Sahrani civs and still no luck? It still loads up Cherno civs? We literally cannot make the map spawn any other civilian faction apart from the Chernarus faction. How strange? Even tried this also, which is another Sahrani Civilian faction with included vehicles. http://www.armaholic.com/page.php?id=13900 Could it be some type of parameter set in the map itself? Could it be that the Sahrani Civilian faction needs to be Alice2 compatible? I cant see the map creators releasing such a brilliant map with included civilians and the map loads up the cherno faction? We have searched high and low for any video showing a civilian ingame, but every video we see has cherno civs? Managed to get blufor/opfor frigates to dynamically spawn which is absolutely brilliant, even got the IL76 flying around, its such a great map. Thankyou for your time and hope to speak soon.
  15. Hello. We have tried to dynamically spawn Sahrani Civilians on the brilliant SMD Sahrani map but for some strange reason, it will only spawn Chernarus Civilians? Normally you can change the civilian faction to whichever you wish by editing the module, we can successfully change the civ faction for other maps but this one seems to be locked with Cherno civs? It looks really bad seeing people wearing coats and wooly hats in a jungle. switch toLower(worldName) do { case "smd_sahrani_a2": { BIS_alice_mainscope setvariable ["trafficDistance",1200]; // default 500 BIS_alice_mainscope setvariable ["spawnDistance",800]; // default 400 BIS_alice_mainscope setvariable ["ALICE_townsize",800]; // default 266.667 BIS_alice_mainscope setVariable ["civilianCount","round (2 * (sqrt %1))"]; // default round (4 * (sqrt %1)) // Add some rare english speaking civilians to the mix BIS_alice_mainscope setVariable ["townsFaction",["KPFS_SARA_CIV","sah_civilian_faction"]]; }; }; We tried to find any video online showing Sahrani Civilians on the map but all we can find is again, Cherno civs? This is a link to the map which is absolutely brilliant. http://www.armaholic.com/page.php?id=22209# Any help would be greatly appreciated as this map is excellent, just needs that finishing touch with the civilians. Thankyou for your time and hope to speak soon.
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