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gnrnr

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Everything posted by gnrnr

  1. gnrnr

    Installed ACE , can't join ****

    What have you tried to do? Have you been able to download the files? The initial interface of the six-updater is a bit tricky, but once setup up it is foolproof. Maybe I can help you with getting it downloaded.
  2. gnrnr

    Installed ACE , can't join ****

    Though it would appear that a lot of the newcomers are not aware of its existence. I'm wondering if that sort of information needs to be more prominent here though? Having said that i dont know how we could make it easier to find.
  3. gnrnr

    Installed ACE , can't join ****

    Is it just me or are a lot of people out there ignorant of "mod folders" and how to set them up? I just notice that the OP only seems to have recently discovered the adding of the info to the target line and was also concerned with mods not playing nicely together. If they are all being dumped into the addons directory this make a lot of sense. Do we need to add a more promenant sticky somewhere that explains how to either create and setup modfolders or how and where to download tools like yom's auto sync'r. No way should servers distribute the mods. bad enough as it is playing on dial up without that to go through everytime.
  4. This will probably be the dumbest question ever, but is it possible to run the dedicated server and the game on the same PC at the same time? I can get the server running ok, and then run the game, but If I try and connect to the server, the game crashes and i get a windows error of some kind. Any tips as to what I can try. Ther eserver config files etc seem to be ok, I think it is more a windows related issue with acessign files twice or something. Thanks.
  5. gnrnr

    Evo~Blue V3.x

    Egg, Just tried to download the .pbo and it doesn't seem to be there. The weapon mod downloaded fine.
  6. Big assumption there (still on dial up here as broadband is not available). Funny enough I never buy downloads.
  7. gnrnr

    Buy the game?

    Kaestner, The multiplayer seems to be fairly bug free. I dont think there are major bugs that will prevent you from playing in the current patch (1.04). Other may disagree, but there really aren't any bugs right now that make it unplayable. As far as player number sare concerned, it is dependant on server and mission file. I've seen some for 128 players. I also rarely see more than 30 players on any public servers, but clan servers can be higher. No map/field restrictions. you can even walk off map and still have terrain, just no trees or buildings. The map is about 20km^2. Many different player modes. CTI, Warfare, DM, etc... As far as action goes, that is really dependant on the mission you are playing. Some missions require team mates to revive you if hit, others, you need to wait for finish of misison, others are respawn. Depends entirely on misison maker. Tactics will improve the game for you, but you ca still run and kill so to speak. Most public servers have these kinds of missions, but it is better to work within a team, more immersive etc... Don't know about the foreign server side of things, but i do not know of any restrictions. Hope this helps, but may be a bit too fanboy. I've been playing since ARMA 1and like the game a lot. Regards Gnrnr
  8. gnrnr

    Patch 1.04 suggestions

    Fix the vertical descent rate for all helos when using the keyboard. The helos take forever to descend and the slightest lift to reduce speed, causes the helo to rise. Make the helos control more like arma 1 for helo descent.
  9. Did you go into the briefing room next to the main deck?
  10. You must be near a city. Only dial up here :(
  11. gnrnr

    Need help with editing warfare

    the _d is the description or text that appears in the menu to purchase the unit. normally the names are looke dup in the base arma list, but you can easily replace with "AT soldier" etc within the [] brackets. The only way i know how to find out a unit name is to create a basic mission in the editor and load the units into it that you want. save this file and them open its mission.sqm file. the units pre-positioned on the map will be in there. As for the other stuff, beyond my very limited abilities. Regards Gnrnr
  12. Hi all, I am getting the following error report in my arma.rpt file: Error in expression <if ((Count _targets) == 0) then {Goto "MoveTo> Error position: <Count _targets) == 0) then {Goto "MoveTo> Error count: Type Number, expected Array,Config entry My understanding is that _targets was unable to be "Count"ed as it was a number not an array. The script before this location reads: if ((TypeName _targets) != "ARRAY") then {[Format["%1Targets are not an array", _sideText]] Call TRACE; goto "MoveToLocation"}; Again, as i understand this, if _targets is not an array (eg number) the script should go to the moveToLocation within the script. This should mean that the Count _targets should never have been encountered. Have I done something wrong? The code in question is within an *.sqs file. I posted this earlier into the wrong group. @SNKMAN The error is appearing in the Advanced_updateSquad.sqs file. i'll not post it here as it is over 700 lines. I've been editing the SelectTarget script section as this has been where the errors are occuring. #SelectTarget ; Move to enemy target that is the closest to the team. if ((Count _enemyTargets) == 0) then {Goto "MoveToLocation"}; _location = [_leader, (_enemyTargets + [_location])] Call GetNearest; ; If we are a heavy team, and our side holds at least 4 towns, ; select the closest of the strike and scramble targets. if (!(_teamType In _heavyTypes)) then {Goto "MoveToLocation"}; if ((_side Call GetTownsHeld) < 4) then {Goto "MoveToLocation"}; _targets = []; _targets = _scrambleTargets + _strikeTargets; [Format ["%1ScrambleTargets",_sideText],Call Compile Format ["%1ScrambleTargets",_sideText,_team]] call Trace_2; [Format ["%1StrikeTargets",_sideText],Call Compile Format ["%1StrikeTargets",_sideText,_team]] call Trace_2; [Format ["%1Targets",_sideText],_sideText,_team] call Trace_2; if ((TypeName _targets) != "ARRAY") then {[Format["%1Targets are not an array", _sideText]] Call TRACE; goto "MoveToLocation"}; if ((TypeName _targets) = "NUMBER") then {[Format["%1Targets are numbers", _sideText]] Call TRACE; goto "MoveToLocation"}; if ((Count _targets) == 0) then {Goto "MoveToLocation"}; _location = [_leader, _targets] Call GetNearest; Regards Gnrnr
  13. Thanks for the responses. I'll give the suggestions a try. Thanks.
  14. To be honest I hadn't realised i was doing that. How should those If Typename structure be done if using sqs sytax? if ((TypeName _targets) != "ARRAY") then {[Format["%1Targets are not an array", _sideText]] Call TRACE;goto "MoveToLocation"}; The hightlighted ";" would cause the goto movelocation to be skipped wouldn't it?
  15. @namikaze see above in OP. _targets = []; blah blah blah @T_D I'll try that now. If it is a number though as the error report claims, then they != "ARRAY" should trap it shouldnt it? Regards Gnrnr
  16. Thanks Kronzky. Didn't realise that this section wasn't under the Arma section. Makes sense to keep all the scripting stuff together though @manzilla Thanks for the link to the correct location @T_D Good pickup. Thanks for that. Any ideas as to why it got past the !="ARRAY" though? I added the number one to try and catch this specifically as the !="ARRAY" obviously hasn't worked. Regards Gnrnr
  17. Hi all, I am getting the following error report in my arma.rpt file: Error in expression <if ((Count _targets) == 0) then {Goto "MoveTo> Error position: <Count _targets) == 0) then {Goto "MoveTo> Error count: Type Number, expected Array,Config entry My understanding is that _targets was unable to be "Count"ed as it was a number not an array. The script before this location reads: if ((TypeName _targets) != "ARRAY") then {[Format["%1Targets are not an array", _sideText]] Call TRACE; goto "MoveToLocation"}; Again, as i understand this, if _targets is not an array (eg number) the script should go to the moveToLocation within the script. This should mean that the Count _targets should never have been encountered. Have I done something wrong? The code in question is within an *.sqs file. I posted this earlier into the wrong group. @SNKMAN The error is appearing in the Advanced_updateSquad.sqs file. i'll not post it here as it is over 700 lines. I've been editing the SelectTarget script section as this has been where the errors are occuring. #SelectTarget ; Move to enemy target that is the closest to the team. if ((Count _enemyTargets) == 0) then {Goto "MoveToLocation"}; _location = [_leader, (_enemyTargets + [_location])] Call GetNearest; ; If we are a heavy team, and our side holds at least 4 towns, ; select the closest of the strike and scramble targets. if (!(_teamType In _heavyTypes)) then {Goto "MoveToLocation"}; if ((_side Call GetTownsHeld) < 4) then {Goto "MoveToLocation"}; _targets = []; _targets = _scrambleTargets + _strikeTargets; [Format ["%1ScrambleTargets",_sideText],Call Compile Format ["%1ScrambleTargets",_sideText,_team]] call Trace_2; [Format ["%1StrikeTargets",_sideText],Call Compile Format ["%1StrikeTargets",_sideText,_team]] call Trace_2; [Format ["%1Targets",_sideText],_sideText,_team] call Trace_2; if ((TypeName _targets) != "ARRAY") then {[Format["%1Targets are not an array", _sideText]] Call TRACE; goto "MoveToLocation"}; if ((TypeName _targets) = "NUMBER") then {[Format["%1Targets are numbers", _sideText]] Call TRACE; goto "MoveToLocation"}; if ((Count _targets) == 0) then {Goto "MoveToLocation"}; _location = [_leader, _targets] Call GetNearest; Regards Gnrnr
  18. Hi all, I am getting the following error report in my arma.rpt file: Error in expression <if ((Count _targets) == 0) then {Goto "MoveTo> Â Error position: <Count _targets) == 0) then {Goto "MoveTo> Â Error count: Type Number, expected Array,Config entry My understanding is that _targets was unable to be "Count"ed as it was a number not an array. The script before this location reads: if ((TypeName _targets) != "ARRAY") then {[Format["%1Targets are not an array", _sideText]] Call TRACE; goto "MoveToLocation"}; Again, as i understand this, if _targets is not an array (eg number) the script should go to the moveToLocation within the script. Â This should mean that the Count _targets should never have been encountered. Â Have I done something wrong? Â The code in question is within an *.sqs file. Regards Gnrnr
  19. gnrnr

    Scripting help needed

    I'm moving this discussion over to the user missions forum. Regards gnrnr
  20. gnrnr

    I am back for ArmA2

    Gorgi, When the icon comes up roll the middle mouse button. Â The full action menu then appears. Â The icon is just for quickly jumping into vehicles etc. Regards Gnrnr Edit: Now i feel stupid
  21. I enjoyed the original Arma and the QG SP campains. I've played a couple of others that i thought were good. "White Wolf" from memory was OK, been a while since i played them though. I'm trying (and largely failing) to learn how to create missions and the scritping needed for that. This is taking up much valuable actual game time. So far I've only ever released one mission, and it is really just tweaking of the WACO warefare mission, with some different units added.
  22. Yeah, Was fun trying to find "Maps" for Arma when I first got it. Â Had much better success searching for "Missions" Â Regards Gnrnr
  23. I've noticed that various people seem to keep refering to missions as maps, at least my compehension of some posts reads that way. @ptolemaios When you mentioned maps in your last post did you mean bugs in the island map itself or bugs in the missions? I only ask as I've encountered heaps of mission bugs, but no island ones with missions on any of the default BIS maps (at least none I've noticed). I'm just trying to improve my understanding of what everyone here is saying. Am I wrong or do some people refer to maps when they mean missions? Â I'm sure i did it myself when I started playing Arma having come from games like Quake where it's not a mission but a map. Regards Gnrnr
  24. gnrnr

    Warfare Cooperative (WACO) v1.1.1

    Bhaz, If you need to, just change the abandoned vehicle time variable in init_commonconstants. Looking at the WACO files, 900 seconds is used (15 minutes) I think you could change it to 3600 (30 minutes) without it crunching the game too much. Having said that i don't pretend to speak for the WACO team regarding their mod. Does anyone know of anyway to identify player created units over AI created units? As far as I know there is no indentifier attached to the vehicles to say if AI orhuman players purchased them. Regards Gnrnr
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