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Rough Knight

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Everything posted by Rough Knight

  1. Rough Knight

    ArmA 2 Game Launcher

    Hi SpiritiedMachine, Thanks again for the brilliant launcher. If you have saved a list of favourite servers, when you go into the "online" tab you can't tell how many players are on each of the servers unless you individually right click on each one, or go back into the browser and search for servers again. If one of the servers down the bottom of your list has a heap of players but the others don't, you could spend some time filtering this out. Is it difficult to add afeature to refresh the statistics or playercount in your favourites list when you go into the online tab automatically? This would make your choice easier and allow you to get online faster. Thats being fairly petty, but it would be a feature of awesomeness if it could be achieved easily :) Thanks Frosty
  2. Rough Knight

    ArmA 2 Game Launcher

    Thanks SpiritedMachine, IMHO this is the best launcher out there. Easy to use\configure and has all the features I could ever ask for. Thanks Frosty
  3. Awesome mate......Well done. I wonder if BIS have plans for something like this in a patch someday. This will give mission makers some new ideas : ) Thanks Frosty
  4. Hey mate, I have faitly antiquiated sound cards. I have two windows7 machines, one has an X-Fi extreme Audio PCI card, and the other has an Audigy 2ZS. I am not sure if the problem was apparent only on the X-Fi machine as I only ever tried hosting from that one, but I made the mods on both machines and all desync has disappeared (apart from the usual desync you have at mission start)
  5. Hi guys, Google really IS my friend, what do you know. These two links below fixed my issue of bad desync in arma2 multiplayer (my win7 machine hosting either dedicated server or as a client\host). I could join and play any server no problems as purely a client. As a background I was trying to run a dedicated server (testing my mission) but clients were getting terrible desync in game. Also as a client\host, I had the same issue between windows7 machines but..... win7 host to WinXP clients seemed OK (actually this wasnt the case when I hosted a win7 dedicated server..even xp clients had bad desync). As suggested I did the following: disabled TCP/IPv6 ---->no fix turned off windows firewall ---->no fix disabled TCP Chimney offload---->no fix The two things that worked where found in the links below. (maybe one fixes it, but I did both with excellent results thank goodness). As a note, I am a computer noob so I can't explain what these fixes do...but they did fix my problem. NOTE: both fixes involve registry modification...so play with care. The first fix: http://lifeandcode.net/2009/05/reduce-game-network-latency-in-windows-7-or-vista/ the second fix involves: http://www.sevenforums.com/gaming/31980-lag-online-games-windows-7-a-2.html Hope this helps...I spent hours scratching my head over this one. Thanks to all those who helped me Rough_Knight
  6. Yeah you are correct..I dont know if it is an ARMA2 specific thing, but what do I google?. I have looked but have not found the answer. I am also not sure what to look for, I do know that my computer lan connects to a switch via some square plugs with a latch. When you do this some lights turn on on the motherboard. I arn't a PC guru, and I also realise that no-one on the forum is pshycic and wold be able to diagnose my problem off the cuff. Just lookin for ideas is all. Thanks Frosty.
  7. Rough Knight

    Multiplayer: connection losses

    Perhaps provide some more info like: OS: Addons used: etc
  8. I have the same issue. Playing MP games between two LAN computers both runing Win7 Enterprise edition, I get massive desync even when the PC's are like litterally connected by 5 metres of cable and a switch (no router). I origionally had the same issue when playing via my router as I thought it was a router config so I switched to my above configuration. I followed Sickboys advice and disabled TCP/IPv6, turned off windows firewall and disabled TCP Chimney offload. No change, I still get desync. Now heres the thing, I can host from any of my Win7 machines online, and have people join and play with no desync (with WinXP Pro) but Win7 to win7 seems to conflict. Please you gurus out there...help me with some advice.....I am not sure What to try next!! Thanks Rough KNight.
  9. On the activation field of the waypoint for the chopper put: choppername land "LAND"; http://community.bistudio.com/wiki/land You may need another waypoint in there before the load waypoint to get the chopper to move; then land; then load. From memory you dont need to however.
  10. Hi guys, I am near releasing a mission in 3 versions. 1). SP 2). Limited respawn 3). No respawn. My question is, What is generally prefered by the community for mission number 3. You can do respawn = "bird", or repawn = "group" and leave the server admin to set whether or not you have disabledAI. Any ideas which path I should choose. The advantage of the later is you get the best of both worlds, to some degree you have limited respawn if you don't disable AI, but in effect having repawn = "bird" if you disable AI at the MP lobby. The advantage of the first option is that the player group can be made up of individual units (or groups) which results in better realism as players will not show up as icons (squad icons) on each others screens. Any advise, if you follow what I'm trying to say that is :eek: ATM I am favouring group respawn linking all the available playable AI into a group, because I guess you can also adjust whether or not your groups position shows up in game by adjusting realism options under your profile. Thanks Rough Knight.
  11. Hi guys, I have made a mission where I am just adding the finishing touches. I am not sure how I can get photos for use in briefings and mission description of my objects in-game. I have tried fraps but the free version takes bad screenshots. Is it worth buying the full version of this software to get my shots? If anyone knows a better way to do this, I would appreciate some guidance as I am unsure how to go about it? Thanks Frosty
  12. Hi guys, This is probably the closest subject I have found to my problem. I am finding that with the "killed" eventhandler, if the victim is run over by a vehicle, the EH is returning the killed unit as the killer when the killer is really the driver of the vehicle. I am not sure why...I guess the killed units suddenly accelerates when hit by the vehicle then dies on impact with the ground? What I need to do is check the side of the vehicles driver if a civillian gets run over, but I am not having much success. Here is my script so far. init civarray = [pooman1, pooman2]; {_x addeventhandler ["hit", {nul = [_this select 0, _this select 1] execvm "vehiclesidecheck.sqf"}]} foreach civarray; vehiclesidecheck //check the side of the vehicle that killed a civillian then add count to tally. //hint "drivercheck active"; _civillian = _this select 0; _killer = _this select 1; hint format ["victim : %1\nkiller: %2", _civillian, _killer]; if (side _killer == west) then { civ_casualties = civ_casualties + 1; publicvariable "civ_casualties"; civ_cas_by_west = civ_cas_by_west +1; hint format ["civ casualties : %1\nciv cas west : %2", civ_casualties, civ_cas_by_west]; } else {if (!(_killer iskindOf "man")) then { _driver = driver _vehicle; _driverside = side _driver; hint format ["driver side: %1", _driverside]; if (_driverside == West) then { civ_casualties = civ_casualties + 1; publicvariable "civ_casualties"; civ_cas_by_west = civ_cas_by_west +1; hint format ["civ casualties : %1\nciv cas west : %2", civ_casualties, civ_cas_by_west]; }; }; }; The hints are purley for bug finding and can be ignored. I guess I am not sure what to try next as the killer does not seem to be recognised. Any help or advice would be much appreciated as per usual. Thanks Frosty
  13. Rough Knight

    Limiting player respawns?

    Thanks Norrin, This script does exactly what i have been trying to achieve & more for 2 weeks : P I am a novice scripter and appreciate your effort and community contributions. Thanks Frosty
  14. Hey Hellop, Sorry about the late reply. I was browsing for a similar issue and resolved it in the manner you suggested above. Thanks Frosty
  15. OK....that may explain it. What happens is the unit actually joins grpnull when you enter the trigger area. The script is then supposed to monitor the vehicles speed and height until they are safe to issue the eject command. The unit is then given waypoints by script to move away and do his own thing. If this is the case, would what shk said still be true? and I guess more importantly how do I get around it. I will try keeping the unit as part of your group untill the vehicle stops then eject him and then make him join grpnull. That should work with minimal scripting adjustment I guess. I'll feedback. Ohhh.. Thanks SHK as always : ) Rough Knight
  16. Hi guys, I seem to keep coming across these strange issues I'm sorry I have exhausted myself again with this. No other thread seems to have stated this issue unfortunately. My ejectvehicle script works in the editor, but not on a dedicated server. I have a ded server running from one core of my machine while I test with my game running on the other core. I have script to eject a unit from a vehicle once a trigger area is reached. One script executes another. extraction.sqf _unit = _this select 0; _helo = _this select 1; _wp1 = _this select 2; _wp2 = _this select 3; _wait1 = _this select 4; _group = group _helo; _unitgrp = group _unit; _ChopperLeader = leader (group (vehicle _helo)); choppergroup = group _Chopperleader; _uvehicle = vehicle _unit; sleep 0.1; if (vehicle _unit == _unit) then {} else {nul = [_unit, _uvehicle] execVM "ejectvehicle.sqf"}; then : ejectvehicle.sqf //Check position and speed of POWs then eject them from vehicle. if (!isServer) exitWith {}; private ["_unit", "_vehicle", "_speed", "_height"]; _unit = _this select 0; _vehicle = _this select 1; _Speed = speed vehicle _unit; _Height = getPosatl _unit select 2; _check = false; sleep 0.2; while {!(_check)} do { _Speed = speed vehicle _unit; _Height = getPosatl _unit select 2; sleep 0.1; //hint format ["height is %1 \nspeed is %2", _height, _speed]; // Get POW to exit vehicle if height and speed of vehicle is below 2. If ((_Speed < 2) And (_Height < 1.4)) Then {_check = true}; sleep 1; }; unassignVehicle _unit; _unit action ["eject", _vehicle]; getout = true; publicVariable "getout"; So any ideas why this is a problem on dedicated server but not from the editor? I appreciate your help as usual. Thanks Frosty
  17. Rough Knight

    Helicopter insertions

    I do this: extractchopper disableAI "AUTOTARGET"; extractchopper disableAI "TARGET"; extractchopper setCombatMode "BLUE"; extractchopper setBehaviour "careless"; extractchopper setcaptive true;
  18. Rough Knight

    Fix no tasks on respawn

    Hey guys, Thanks for the info.... I am trying to understand what Galzohar has done. In arma2 you had an option to set "Hidden" objectives with the 'objstatus' command. Is there are a way to do this in ARMA2 or do you have to create a new objective when required? As a learning exercise I was trying to use the spawn command on Galzohars script above to inhibit the objective from being created until a condition (in the "waituntil" line) had been fullfilled. ie _tskobj5 = []; _tskobj5 spawn { waitUntil {(obj5 == 1)}; {_tskobj5 = _tskobj5 + [_x createSimpleTask ["Secondary: Destroy the chemical truck"]];} forEach blueforUnits; for "_i" from 0 to ((_countBlueforUnits)-1) do { (_tskobj5 select _i) setSimpleTaskDescription ["blah blah.", "Destroy the chemical truck", "Destroy the chemical truck"]; }; }; This does not work however. The task gets created for all you groups men that you can teamswitch into, but doesnt update when the objective is completed..and also the setsimpletaskdescription does not show up although the task appears. So it seems the spawn script is stalling or something after the fifth line where the task is created. I played around with subsituting _tskobj5 (after the spawn command) with _this....but same result. So near but so far...could anyone be so kind as to shed some light for me? Thanks again Frosty
  19. LOL shk....you are a legend, that works like a charm. Damn you guys make things look to easy sometimes. just for reference, here is the completed scripted trigger. _trigger7 = createTrigger ["EmptyDetector", getmarkerpos _wp2]; _trigger7 setTriggerArea [150, 150, 0, false]; _trigger7 setTriggerActivation ["VEHICLE", "PRESENT", false]; _trigger7 triggerAttachVehicle [Extractchopper]; _trigger7 setTriggerStatements ["({_x in extractchopper} count units group player > 0) && ((getposATL extractchopper) select 2 <= 2) && ((speed extractchopper) <=1) && ((extractchopper distance helipad) < 200)", "tskObj7 setTaskState ""SUCCEEDED""; tsk7 = 2; publicVariable ""tsk7""", ""]; Thanks mate. Frosty
  20. Hey Big Daddy, LOL...cheers mate thats a more sensible way of doing it :) Thanks Frosty
  21. Hi guys, I am at a loss with this one, however I Am sure there is a solution. Because createvehicle creates an empty vehicle, I think this makes it nearly impossible to create a flying predator that can then be issued waypoints. All my attempts have just created an airbourne predator that spirals and crashes. I'll attach some code and if anyone can point me in the correct direction I would appreciate it greatly. In the 'init' field of my origional mq-9 I have the following: nul = [this, "mq9spawn", "patrol1", 5] execVM "mq-9_1.sqf" // mq-9_1.sqf // Script for generation of MQ-9. _unit = _this select 0; _spawnpoint = _this select 1; _marker = _this select 2; _delay1 = _this select 3; sleep 0.1; _veh1 = createVehicle ["MQ9PredatorB", getmarkerpos _spawnpoint, [], 0, "FLY"]; _veh1 enableAI "move"; [_veh1] join grpNull; sleep 0.1; _veh1 action ["engineOn", _veh1]; _veh1 setdir 45; nul = [_veh1, _marker, "noslow", "nowait"] execvm "ups.sqf"; _veh1 flyInHeight 800; Thanks Frosty
  22. Hi Guys, Hey..someone has the same problem as I do, what do you know : ) I am trying to get this working myself but with no success. I have tried similar parameters as above post with "MEMBER" and in settriggeractivation field but with no positive result. The problem with the code below however is I think it tries to check that EVERY member of me's group is in the chopper as well as the other statements. Is there a way to change the triggerstatement that "ANY" of units group me are in the chopper? I wish there was a "FORANY" command : P _trigger7 = createTrigger ["EmptyDetector", getmarkerpos "wp2"]; _trigger7 setTriggerArea [150, 150, 0, false]; _trigger7 setTriggerActivation ["VEHICLE", "PRESENT", false]; _trigger7 triggerAttachVehicle [extractchopper]; _trigger7 setTriggerStatements ["{_x in extractchopper} foreach units (group me) && ((getposATL extractchopper) select 2 <= 2) && ((speed extractchopper) <=1) && ((extractchopper distance helipad) < 200)", "hint ""any member now works""", ""]; Thanks Frosty
  23. Alternativly there is a "dofollow" script by hoz. http://www.ofpec.com/ed_depot/index.php?action=details&id=541&game=ArmA I havent looked at the script but with some minor modification it would work. This script allows the follower to jump in the same vehicle as the leader. as for position, you could use the "unitpos" command but that only works if you have given the unit a "setunitpos" command. VBS has a getunitpos, but to my knowledge..I dont think ARMA2 does. Would be a nice feature however. Also I dont think there is a position for crouch...only kneel which is "Middle". Thanks Frosty
  24. Yo Big Daddy, The purpose of this script was not to use the actual UAV as a interactive device, but to spawn the UAV and then create triggers at certain markers. If the UAV flys within a set distance of the marker (objectives) then the player gets his map updated with the location of the objectives. Just a simple concept and the UAV actions are only simulated, but it does what I want it to do : ) I did have to modify the setfriend portion of the script above because it took me ages to figures out why the newly spawned UAV's where crashing. They where basically trying to engage the enemy and turned into stuka dive bombers :mad: This script may not be usefull to most...but is ok for my kind of mission. Hopefully I will post a beta of the mission in the forum next week. Thanks Frosty
  25. Thanks guys, Got it working. Sorry but it defied logic to me to have to spawn a driver and movein driver him to an unmaned drone in order for it to be able to fly:butbut: PS: I am pretty new to scripting so please excuse any mistakes in the script or improper layout etc. // Script for generation of MQ-9's and objective control. // Script by Frosty 04-Oct-09 //In init field of UAV put: nul = [this, x, y, z] execvm "mq-9.sqf" where: // this = unit, x = marker where new UAV will respawn, y = ups sript marker for uav to patrol, z = spawn delay after unit is obliterated if (!isServer) exitWith {}; private ["_unit", "_spawnpoint", "_marker", "_spawndelay", "_spawnnow", "_unittype", "_sideHQ", "_a", "_b", "_c", "_d", "_group", "_name1", "_name2", "_Uavpilot", "_veh1"]; _unit = _this select 0; _spawnpoint = _this select 1; _marker = _this select 2; _spawndelay = _this select 3; _unittype = typeof _unit; if (_unittype == "MQ9PredatorB") then {waitUntil {!(alive _unit)}} else {}; _spawnnow = time + _spawndelay; waitUntil {Time > _spawnnow}; sleep 0.2; _SideHQ = createCenter Civilian; Civilian setFriend [West, 1]; Civilian setFriend [East, 1]; _group = createGroup Civilian; sleep 0.1; _a = random 20000; _b = (_a - (_b mod 1)); _c = random 20000; _d = (_c- (_c mod 1)); _name1 = format["pilot%1", _b]; _name2 = format["uav%1", _d]; sleep 0.5; _UAVPilot = _group createUnit ["USMC_Soldier_Pilot", getmarkerpos _spawnpoint,[],1,""]; _uavpilot setVehicleInit "_name1 = this"; sleep 0.1; processInitCommands; sleep 0.5; _veh1 = createVehicle ["MQ9PredatorB", getmarkerpos _spawnpoint, [], 0, "FLY"]; _veh1 setVehicleInit "_name2 = this; _UAVPilot moveindriver this; nul = [_uavpilot, _marker, ""noslow"", ""nowait""] execvm ""ups.sqf""; nul = [_name2, ""mq9spawn"", _marker, 240] execvM ""mq-9.sqf""; this setPosATL [(getpos this select 0), (getpos this select 1), (getpos this select 2) +1500]; this flyInHeight 1500; this setcaptive true"; sleep 0.1; processInitCommands; sleep 0.1; [_name1] join grpNull; sleep 0.1; if (obj2 == 1) then {_name2 flyInHeight 900;} else {_name2 flyInHeight 1500}; Thanks Frosty
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