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Everything posted by JOHN007

  1. 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.
  2. 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.
  3. 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.
  4. JOHN007

    ARMA2 with VorpX

  5. JOHN007

    Need help installing mod

    Hello. Do you have the required addons for the mod? - East Weapon Pack - West weapons pack
  6. 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.
  7. 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.
  8. 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.
  9. Hello, May I ask what is your CPU fan brand? If you have a decent CPU fan, I would suggest in overclocking the CPU to 3GHZ. You could find a cheap Socket 775 CPU fan on Ebay, a duel fan design. Arma 2 is a CPU intensive application.
  10. Hello opusfmspol hope you are good. Absolutely bloody brilliant Captain! 6 years tried to fix this issue! We Arma veterans owe you a beer sir! This is beyond World Class! Its setup perfect, if the squad leader falls unconscious the whole screen including the HUD elements vanish, all you literally see is a black screen, nothing else, you have to prey that your medic attends to you. its bloody intense, and If you survived you will wake up, with all HUD elements in place. Fantastic! The best of all, the campaign continues, the server would have broke at that point. Happy Holidays from myself and the Arma veterans! Thanks again for your time and expertise on this server breaking issue, hope to speak soon.
  11. Hello. Basically when the squad leader is killed, the position is given to the next rank. How do you prevent this from happening may I ask? The only script I can find online is for Arma3 but it does sometimes work correctly but on some maps ie Cherno, the Arma3 script dosen't work at all. I have found no information regarding a script for Arma2 which keeps the squad leaders position? Here is the Arma3 script that is implemented at the moment. if (hasInterface) then // Normal player { CurrentGroup = group player; IsGroupLeader = false; if (leader CurrentGroup == leader player) then { IsGroupLeader = true; }; player addEventHandler ["Respawn", { if (IsGroupLeader) then //Reset Group Leader { CurrentGroup = group player; {[_x] joinSilent player} forEach (units CurrentGroup); CurrentGroup selectLeader player; }; }]; }; This is placed into the main Init.sqf Thankyou for your time and hope to speak soon.
  12. Hello, I would suggest following this guide to optimize Arma as much as possible with the unit specs. http://www.armaholic.com/forums.php?m=posts&q=6713 I would set your graphics options all to the lowest settings with those specs, also set your resolution to the lowest possible, maybe 1024x768, FPS lag spikes will kill you in action no doubt. Hope this helps.
  13. Hello opusfmspol thankyou for the reply. This is outstanding! Brilliant stuff as always! Thankyou very much for helping us Arma 2 veterans, I salute you sir! Going to review all segments now, hopefully get a much better understanding of CBA parameters, which always defeat me In the end, going to test out the new script, its looks god damn magnificent Captain! Epic as always! I'll post back ASAP. Thanks again, hope to speak soon.
  14. Hello opusfmspol hope you are good thankyou for the reply. This is great news! Sorry for the late reply, how on earth did you find the parameters? Epic stuff as always! I'm looking at the code now and I wouldn't even know how to convert this to be called from the main init script? This is beyond my capabilities with Arma scripting, CBA is on another level. Could that be possible may I ask? So we could have this script be called from the missions init file? Somehow implement the "ace_sys_wounds_selleader" script with the (leader CurrentGroup == leader player) parameters, would that be the correct method may I ask? I honestly wish I could code this right now, CBA has defeated me. I feel that we are so close now, if this could be implanted into a working script this would be the ultimate fix for ace. Thankyou very much for your time and expertise, hope to speak soon.
  15. Hello and thankyou for the detailed reply much appreciated. I have tried to find any other information regarding these parameters before replying but no luck I'm afraid. I wouldn't know how to edit the script, this is complicated indeed. Do you know anyone with CBA and ACE experience with editing these scripts? I believe you have found the section 100%, but who actually wrote ACE wounds? Maybe we could contact the author because we are editing this work. We need those parameters. So close now!
  16. Hello and thankyou for the reply. This is complicated indeed, may I ask how exactly did you implement this code? I included the parameters but no effect, but it may not be configured correctly I'm not sure? This is called from the main init.sqf if (!isServer) then // params ["_unit", "ace_sys_wounds_uncon"]; private ["_unit", "ace_sys_wounds_uncon"]; _unit = _this select 0; ace_sys_wounds_uncon = _this select 1; From further testing, example the squad leader can see the units on the bottom of the screen and can select them with F1 F2. If the squad leader is unconscious, (Unit1) Instantly the role is passed to the next rank (Unit2) On Unit2 screen on the UI, I can see that only Unit2 is present? As soon as the squad leader dies from an unconscious state, Unit2 can now see Unit1 and Unit2 at the bottom of the screen? Its difficult to explain, its like I need to find the parameters in the default Arma2 PBO's but I haven't got a clue where the configs are for respawning players. I don't understand why there is no information regarding this? Plenty of posts requesting help in preventing this role switch, but no solution for Arma2. I believe we just need the correct strings, but finding them is difficult. Thankyou for your time and hope to speak soon.
  17. Hello and thankyou for the reply. So I unpacked the Ace_Wounds PBO and found some interesting class/base strings. I don't see any standard A2/OA strings in any of the config files but I have found new strings that maybe could be allocated to the script? Blackoutall.sqf //#define DEBUG_MODE_FULL #include "script_component.hpp" private ["_unit", "_time", "_st", "_check", "_iss", "_fsm", "_xdam", "_isp", "_bdam", "_ndam"]; PARAMS_2(_unit,_time); if (!local _unit) exitWith {}; _isp = isPlayer _unit; _st = _unit getVariable "ace_w_state"; if (isNil "_st") then {_unit setVariable ["ace_w_state", 0]}; if (isNil "ace_sys_wounds_enabled") then { if (isNil {_unit getVariable "ace_w_carry"}) then {_unit setVariable ["ace_w_carry", objNull]}; if (vehicle _unit == _unit) then { [_unit, 100] call FUNC(animator2); }; _unit setVariable [QGVAR(uncon), true]; _unit setVariable ["ace_w_unconlen", time + _time]; // bleeding and pain if (_isp) then { [true] spawn FUNC(blackoutp); } else { [_unit,true] spawn FUNC(blackoutai); }; Blackoutai.sqf #include "script_component.hpp" private ["_grpunit", "_isLeader", "_uncontime", "_bleed", "_pain", "_doex", "_uconl", "_carrier", "_grp"]; PARAMS_2(_unit,_knockout); if (!local _unit) exitWith {}; if (isPlayer _unit) exitWith {}; _unit setVariable ["ace_w_wakeup",1]; _unit setVariable ["BIS_IS_inAgony",true]; //_unit setUnconscious true; _grp = group _unit; _isLeader = (_unit == leader _grp); if (_isLeader) then { _newl = objNull; { private "_isu"; _isu = _x call FUNC(isUncon); if (_x != _unit && !_isu && alive _x) exitWith {_newl = _x} } forEach units _grp; [QGVAR(selLeader), [_grp, _newl]] call CBA_fnc_globalEvent; {if (_x != _unit && alive _x) then {_x doFollow _newl}} forEach units _grp; }; {_unit disableAI _x} forEach ["TARGET","AUTOTARGET","MOVE"]; // Drop out of static weapons if (vehicle _unit isKindOf "StaticWeapon") then { _unit action ["eject", vehicle _unit]; }; // Fall down from ladders if (animationState _unit in ["ladderriflestatic","laddercivilstatic"]) then { _unit action ["ladderOff", (nearestBuilding _unit)]; // Unit perhaps falls to death so we can exit script here anyway // Cancel last move order otherwise it attempts to climb up ladder again on waking up, when probably going unconscious again (loop) // if (currentCommand _unit == "MOVE") then { }; // Order it to wait }; Blackoutp.sqf // #define DEBUG_MODE_FULL #include "script_component.hpp" #define _state_blackingOut 801 private ["_knockout", "_dialog", "_grpunit", "_isLeader", "_uncontime", "_normtime", "_awaketime", "_bleed", "_pain", "_endtime", "_doex", "_uconl", "_carrier", "_grp"]; if (player getVariable ["ace_w_bout", false]) exitWith {}; player setVariable ["ace_w_bout",true]; player setVariable ["ace_w_wakeup",1]; //player setVariable ["BIS_IS_inAgony",true]; enableRadio false; //player setUnconscious true; PARAMS_1(_knockout); _dialog = false; _grp = group player; _isLeader = (player == leader _grp); if (_isLeader) then { _newl = objNull; { private "_isu"; _isu = _x call FUNC(isUncon); if (_x != player && !_isu && alive _x) exitWith {_newl = _x} } forEach units _grp; if (!isNull _newl) then { [QGVAR(selLeader), [_grp, _newl]] call CBA_fnc_globalEvent; {if (_x != player && alive _x) then {_x doFollow _newl}} forEach units _grp; }; }; Playeractions.sqf // #define DEBUG_MODE_FULL #include "script_component.hpp" // Self action, in light blue and most negative value #define ACE_TEXT_LIGHTBLUE(Text) ("<t color='#0303ff'>" + ##Text + "</t>") #define __STOPBLEED ACE_TEXT_LIGHTBLUE(localize "STR_ACE_UA_STOPBLEED") #define __USEMORPHI ACE_TEXT_LIGHTBLUE(localize "STR_ACE_UA_USEMORPHI") #define __USEEPI ACE_TEXT_LIGHTBLUE(localize "STR_ACE_UA_USEEPI") #define _state_blackingOut 801 // semi-lucid private ["_exitloop","_pain_action","_epi_action","_epi_and_morph"]; sleep 5; if (isNil "ace_sys_wounds_enabled") exitWith {}; _nearMedicFacility = [player] call FUNC(nearMedicalFacility); _epi_and_morph = if (!isNil "ace_sys_wounds_medics_only") then { if ([player] call FUNC(isMedic) || _nearMedicFacility) then { true } else { false } } else { true }; while {true} do { _bandage_action = -9999; _pain_action = -9999; _epi_action = -9999; waitUntil {alive player}; sleep 1; while {true} do { if (alive player && !(player call FUNC(isUncon))) then { // bandage if ((player getVariable "ace_w_bleed") > 0 && _bandage_action == -9999) then { if (BND in magazines player) then { _bandage_action = player addAction [__STOPBLEED, QPATHTO_F(stopBleeding), BND,-1]; }; } else { if ((player getVariable "ace_w_bleed") == 0 && _bandage_action != -9999) then { player removeAction _bandage_action; _bandage_action = -9999; }; }; if (_epi_and_morph) then { // morphine if ((player getVariable "ace_w_pain") > 0 && _pain_action == -9999) then { if (MOR in magazines player) then { _pain_action = player addAction [__USEMORPHI, QPATHTO_F(stopPain),"",-1]; }; } else { if ((player getVariable "ace_w_pain") == 0 && _pain_action != -9999) then { player removeAction _pain_action; _pain_action = -9999; }; }; // epi if ((player getVariable "ace_w_state") >= _state_blackingOut && _epi_action == -9999) then { if (EPI in magazines player) then { _epi_action = player addAction [__USEEPI, QPATHTO_F(useEpi),"",-1]; }; } else { if ((player getVariable "ace_w_state") < _state_blackingOut && _epi_action != -9999) then { player removeAction _epi_action; _epi_action = -9999; }; }; }; }; // remove all actions if ((player call FUNC(isUncon)) || !alive player) exitWith { if (_bandage_action != -9999) then { player removeAction _bandage_action; }; if (_epi_and_morph) then { if (_pain_action != -9999) then { player removeAction _pain_action; }; if (_epi_action != -9999) then { player removeAction _epi_action; }; }; }; sleep 0.5; }; }; Somewhere in the code, is the main parameter for what looks like Ace has named Blackout' for the unconscious state. First I will try the new script you have provided, thankyou very much for the update on A3 parameters, I guess they would need to be edited for A2. Its a shame because the Ace Dev website has closed. Vital information on that site. Thanks for your time and hope to speak soon.
  18. Hello thankyou for the reply. Over at Armaholic, a user has provided a great script, it works for Arma 2. player addEventHandler ["Respawn", { params ["_unit", "_corpse"]; (group _unit) setGroupOwner (owner _unit); // not needed I don't think... just in case group isn't local (group _unit) selectLeader _unit; // group has to be local, Wiki says... }]; The script works 99% but its much better than the original script. May I ask do you know the base/class name for the ACE unconscious state? This is what happens. If the Squad leader is killed instantly, he stays as squad leader, no problem there. The problem is when you get shot and you fall unconscious, you instantly lose squad leader status,(Goes to next rank) If you are revived without dying, you will get back your squad leader status. If you die while been unconscious, you don't get back the squad leader status? Its just a guess, but I'm sure it would be included in the params ["_unit", "_corpse"]; section? I believe that's the last piece of the puzzle, the Ace unconscious state has to be included. Thankyou for your time and hope to speak soon.
  19. Update here. Unfortunately removing the F_40_White brightness/intensity values makes no difference I'm afraid. Also I have just Arma 2 OA with no Ace or other mods and from my testing with 3 PC's you can see Z-fighting bugs with the chaff countermeasures. For example load up the standard Desert map, set the time to 20:30, and fly over to the centre of the map while ejecting countermeasures and you can see the bugs, with nightvision active. Without nightvision you cant really see the terrain bug. May I ask can anyone verify this please if they got some spare time. I honestly believe we need the actual classname of the chaff projectile so we can add it to the config and edit the values. What is the classname for this projectile may I ask? Thankyou again and hope to speak soon.
  20. Hello Goliath thankyou for the reply. I had some problems on the unit so I had to reinstall, absolute nightmare. Now I have Arma online so I will edit the config ASAP. Just wondering from looking at the config from yourself that there are entries for brightness/intensity for the F_40_White, I replicated your settings into the Ace config. So may I ask which values are actually used here if I have brightness/intensity on both Flarecore and flarebase sections? So the theory is to have one set of brightness and intensity values across all flares? Would that be correct? Thankyou again for your brilliant config, hope to speak soon.
  21. Hello Goliath86. After much searching online found a few baseclass names for chaff magazines, adding the 60, 120 and 240 capacity mags to the config. Unfortunately I may have made an error, replicating the working config, or maybe the baseclass names are incorrect, I believe I need to find the actual bassclass of the projectile instead of the magazine classname? I'm not quite sure. // Generated by unRap v1.06 by Kegetys class CfgAmmo { class FlareCore; // External class reference class FlareBase : FlareCore { brightness = 200; size = 0.71; intensity = 1000000; ACE_Simulation = "shotFlare"; }; class F_40mm_White : FlareBase { soundFly[] = {"\x\ace\addons\sys_flares\sound\flare.ogg", 0.1, 1}; ace_sys_flares_SLOW = 1; ace_sys_flares_DAY = 1; ace_sys_flares_DESCEND = -2; ace_sys_flares_COLOR[] = {0.9, 0.9, 0.9, 0}; timeToLive = 90; brightness = 100; intensity = 5; }; class 60Rnd_CMFlare_Chaff_Magazine : F_40mm_White { ace_sys_flares_Color[] = {0.9, 0.9, 0.9, 0}; }; class 120Rnd_CMFlare_Chaff_Magazine : F_40mm_White { ace_sys_flares_Color[] = {0.9, 0.9, 0.9, 0}; }; class 240Rnd_CMFlare_Chaff_Magazine : F_40mm_White { ace_sys_flares_Color[] = {0.9, 0.9, 0.9, 0}; }; class F_40mm_Green : F_40mm_White { ace_sys_flares_Color[] = {0.05, 0.9, 0.05, 0}; }; class F_40mm_Red : F_40mm_White { ace_sys_flares_COLOR[] = {0.9, 0.05, 0.05, 0}; }; class F_40mm_Yellow : F_40mm_White { ace_sys_flares_COLOR[] = {0.9, 0.9, 0.05, 0}; }; Trying to find the Classname of the chaff projectile from the 240Rnd_CMFlare_Chaff_Magazine'' is difficult, could I ask the BIS Devs if they could help us here? Were just requesting a classname, should be reasonable enough right? Dwarden could you point us in the right direction here please? Thankyou for your time and hope to speak soon.
  22. Hello goliath86 thankyou for the reply much appreciated. The config 100% fixes the flares!! Thankyou ever so much for helping us! How did you fix this bug?? You are a Genius. I've noticed you mentioned that I posted a config for the countermeasures? The reason I ask is because unfortunately the aircraft countermeasures still cause the z fighting bugs even though the flares from example an m203 work correctly. Its really strange but I cannot find the post for the countermeasures? Do you know where/what the baseclass name is for the countermeasures? If we could replicate your settings I'm sure it would work. Thankyou again for your time and expertise Arma looks outstanding at nighttime now!! I SALUTE YOU SIR!!
  23. Hello Goliath thankyou for the reply. Would you kindly provide the config parameters please for the dedicated Arma 2 community. This bug is killing us. SOS.
  24. Hello Opusfmspol sorry for the late reply, I have tried other scripts but failed, so it seems that this one is the best one at the moment, I'll follow your instructions and hopefully fix the lag issue. Would you recommend editing the script in anyway? Could it be altered somehow? Or in your opinion is the 'waituntil' parameter actually fixing this issue in the first place? Thankyou very much for your expertise and hope to speak soon.
  25. Hello opusfmspol thankyou very much for the reply much appreciated. I understand, there is no information regarding this issue with Arma2, there are similar posts stating the same, there's no way. I've spent years on and off trying to fix this. Last night I bashed my head against the wall so hard something clicked. This is the diagnostic. Instead of respawning at the base when killed, I implemented a custom revive framework, this works. 3 revives and your kicked from the server, it works correctly with Ace wounds also which is brilliant. The script originally posted does actually work correctly, but only on some maps, so it does 99.9% work after much testing. Unfortunately some maps don't work, but I have a theory, the maps that don't work have custom units for players. The units have the Squad leader, Medic and Engineer parameters setup correctly also. So it may be that modded units don't work correctly with the script, but guess what? The other night I found a thread in the bloody Steam forums for Arma3, followed the instructions writing the script into the main Init sqf but still no luck, until I executed the scipt with execVM. Its bloody worked! There is one problem here, the new script caused some serious FPS issues/lag? May I ask if you could have a look at this script before I follow your instructions which I am eternally grateful for, maybe this script could be altered slightly? 1. Give your squad leader the variable name "OurSquadLeader" 2. Create .sqf script if (isServer) then { CheckGroupLeader = { waitUntil { (leader group OurSquadLeader) != OurSquadLeader) && (alive OurSquadLeader) }; {[_x] joinSilent OurSquadLeader)} forEach units group OurSquadLeader; [] spawn CheckGroupLeader; }; [] spawn CheckGroupLeader; }; 3. Call script from main Init.sqf This works correctly but causes serious lag issues? I haven't got the slightest clue as to why either? If we could fix this issue for the Arma2 community than we have a 1st fully working script for this problem. Thankyou very much for your time and hope to speak soon.