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Rough Knight

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Everything posted by Rough Knight

  1. Rough Knight

    [CAMP] Carrier Operations - Duala

    Yeah, that definitely sounds like post processing. If you get a chance to report back please do spotted in case anyone else sees the problem. Good luck!
  2. Rough Knight

    [CAMP] Carrier Operations - Duala

    Is it working up until the point you launch? Try turn off 'Post processing effects' in graphics options to see if that helps? There is nothing in the mission that should make that happen but accelleration causes blur etc when Post processing effects are turned on.
  3. Rough Knight

    [SP] Old MacDonalds Farm adventure.

    Howdy folks, I would like to ask for some ideas for new missions with this project! I am about out of ideas, but a fair bit can be achieved with the Vanilla objects in ARMA2....so Iam all ears : ) I have been busy with real life work so therefore have not looked at this since I released it, but am keen to add more missions if you can think of some. I do have an update coming up which fixes up the ending [a script gets called that doesn't exist....DOH!!] so I don't think you will ever see the end of the mission : P Thanks heaps. I may need to pester Savedbygrace again if I can think up any new mission ideas to see if he can help me with the voices. Also happy to receive any feedback about the mission, changes, what you think should be different to make it more polished. Thanks heaps. Rough Knight.
  4. Rough Knight

    [CAMP] Carrier Operations - Duala

    ===================================================================================================================================== Version 1.17 released Changelog v1.17 [03-Oct-12] * Fixed: Dependancy on JSRS soundmod causing crash in "Operation Nightowl". (Thanks fox_sds) * Fixed: Radio call for extraction not working when General Younis has recieved medical attention in mission 6. (thanks arunajisan) ===================================================================================================================================== New version can be downloaded here for now at least until I notify the mirrors who usually kindly donate their webspace and time. Thanks again
  5. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi Fox, EDIT: I had a look at the mission.sqm and there is a dependancy in the Operation NightOwl mission that I can see requires JSRS sound mod. My appologies, that one slipped through to the keeper. I am going to be away for the next week, so I would recomend using JSRS soundmod if you want to complete the campaign. I will fix it up and release a new version on my return. Thanks heaps for persisting and pointing me to the error. Please report back if you find it helps, because perhaps there is something I have missed. If you played with JSRS sound mod previously then you will need to resume the campaign with it activated. JSRS Soundmod Also, I noticed a @CBA error in there. With the version you have I believe you only need to have @CBA activated, and not the other two [hence the error]. This changed in the later beta versions available from DevHeaven where you need to run all three for combined Operations. Good luck mate, let me know how you go. Rough
  6. Rough Knight

    [CAMP] Carrier Operations - Duala

    You have to select "show hidden files and folders" from folder options then using windows7 it is located in for example c:\users\user\appdata\local\arma2 oa\, just open it with notepad. I will try to have a play around tonight to see if I can see any issues. Sounds like a strange one if not all users are seeing the problem. Maybe try turning off all not required addons if you have any just to see if it is an addon conflict. I am glad you are enjoying it, hopefully we can sort it out: )
  7. Rough Knight

    [CAMP] Carrier Operations - Duala

    If you are using the latest @CBA, now you have to run all three CBA versions ie @cba, @cba_a2 and @cba_oa. I am unable to repeat the error, it seems to work fine here. Is there anything mentioned in your arma2oa.rpt file regardig the error or crash? Thanks
  8. Rough Knight

    [CAMP] Carrier Operations - Duala

    Here you go, an extract from the mission code itself. [0,8,1] accceses the communications menu (i.e the second digit "8"), which is used for things like CAS etc. I hope that helps. Good luck mate, let me know how you go. Thanks
  9. Rough Knight

    [SP] Old MacDonalds Farm adventure.

    Hi Folks, I made a quick video showcasing the missions tasks [well, most of them]. Thanks Jedra for your video too by the way : )
  10. Rough Knight

    [SP] Old MacDonalds Farm adventure.

    Lol, you guys are clowns: p Once you herd the sheep, look out for the goats. Now they ARE hostile.
  11. Rough Knight

    [SP] Old MacDonalds Farm adventure.

    ============================================================== Version 1.01 released Changelog v1.01 [11-Sep-12] * Fixed bug where player would automatically warp to target helper during race against Zeke. ============================================================== lol, nothing was safe when they had a gun in their hands. Geneva convention..whats that : P
  12. BIS doesn't make anyone run Linux. While I can undernstand your frustation, have you considered changing to a Windows based server? The Linux server updates have nearly always lagged windows server updates since arma1 come out I thought, let alone beta patches?
  13. Rough Knight

    LOD switching issue since 1.62

    There has only been one comment from a developer [Dwarden - first page], and his comment didn't suggest he see's a problem. I worry that this is the case and therefore the LOD switching is not a priority. Or perhaps the fix is not just simple, it probably implicates a number if things which could create other issues. I think the LOD switching is horrible however, and I hope it is addressed asap. It also could come down to resourcing though. Perhaps they must finish the browser related work seen given priority in the last series of betas before trying to address this, no point trying to fight two fronts at once I suppose.
  14. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi Igneous01, As for the Godafti bit where you can't find him, I can guarentee he is there. That's a good idea about the ship detection. I really need to find a way to lock onto the ship with missiles. I will have a play around and see what I can come up with. This is one of the things needs fixing with the campaign, but I wasn't sure how to go about it. I am glad you enjoyed the campaign, good luck hunting gotdafti : P Cheers Rough Knight
  15. Hi guys, Hopefully there is no bis_fnc_stopwatch or something because I have spent too much time on this problem :eek: I am trying to make a stopwatch that appears as a non-interactive object on the players screen [ ie they keep playing while the display is active] and this is what I have so far. * Stopwatch .paa file which pops up on screen when I call the dialogue. * Working counter in seconds on the display. Further scripting will be added later to add hours, minutes, seconds and hundreds of seconds. The problem I have is whenever I call the script the stopwatch pops up fine, but so does the mouse icon so I can not keep playing until I close the dialogue ie it is more an interactive control than a display? I have enableSimulation = true; which lets the game carry on while the display is up...but still the mouse icon is active to my player can not move until I close the display. stopwatch.hpp #define CT_STATIC 0 #define ST_PICTURE 48 #define ST_LEFT 0 #define ST_FRAME 64 #define RACE_TIME 10100 class RscText { type = CT_STATIC; idc = -1; style = ST_LEFT; h = 0.04; colorBackground[] = {0, 0, 0, 0}; colorText[] = {0.1, 0.1, 0.1, 1}; font = "Bitstream"; sizeEx = 0.1; }; class RscPicture { type = CT_STATIC; idc = -1; style = ST_PICTURE; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = "Bitstream"; sizeEx = 0.04; }; class dialoguestopwatch { idd = fro_stopwatch; movingEnable = false; enableSimulation = true; controlsBackground[] = {ST_BACKGROUND}; class ST_BACKGROUND : RscPicture { colorBackground[] = {0, 0.2, 0.4, 0}; text = "fro_timer\stopwatch.paa"; moving = true; sizeEx = 0.015; x = 0.0; y = 0.0; w = 0.22; h = 0.215; }; objects[] = { }; controls[] = {FRO_TIMER}; class FRO_TIMER : RscText { idc = RACE_TIME; x = 0.09; y = 0.08; w = 0.2; h = 0.04; font = "Bitstream"; sizeEx = 0.05; text = ""; }; }; Then my calling script [only total time in seconds ATM]: private ["_n", "_time1", "_time2"]; RACE_TIME = 10100; n = 2; _n = 0; _ok = createDialog "dialoguestopwatch"; if (!_ok) then {hint "Problem creating stopwatch!"}; _time1 = time; _time2 = 0; while {true} do //controls to be added later { if (true) then //controls to be added later { _time2 = time - _time1; _n = round (_time2 * (10 ^ n)) / (10 ^ n); //time rounded to two decimal points. ctrlSetText [RACE_TIME, format["%1", _n]]; sleep 0.033; }; sleep 0.1; }; I am hoping there is a dialogue control that allows for a non-interactive display. Can anyone advise me on how to achieve this? Is this the diference between createDialogue and createDisplay? I hope I haven't been barking up the wrong tree. Thanks heaps. Rough Knight
  16. Thanks guys, I got it working using the cutRsc method. Thanks heaps both of you. I didn't quite follow that example Carlos, it was a little over my head but I will go back and experiment once I have perfected a few more things. I am glad for the example because I saw this::D I couldn't work out how to kill the display until I saw that. Thanks ROugh Knight
  17. Rough Knight

    F/A-18 Super Hornet

    Try: I realise that it is not the same as moveingunner command but I could not get that to work. I also managed to ge the flares working somewhat in this addon. I had to create a script but it can be more or less emulated. Check my Carrier Operations campaign if you want to look. You will require the latest version [v1.16] however.
  18. Rough Knight

    [CAMP] Carrier Operations - Duala

    ===================================================================================================================================== Version 1.16 released Changelog v1.16 [05-Aug-12] * New: basic flare and missile warning system [alarm] to F/A-18's. [R] to release flares, [control] + [R] to change fire mode. (disabled if @MMA is active). * Fixed: AI F/A-18's fire flares with incoming missile. * Fixed: Visible table and chairs bouncing around on Nimitz lower deck. * Changed: Cutscene improvements in mission3. [F/A-18 fires flares and some camera changes.] ===================================================================================================================================== This is a pretty simple missile warning system, Meatball will implement it properly sometime no doubt. Basically the f/a-18 is loaded with flares but the pilot is unable to firethem because they are a gunners turret. I managed to script a workaround for both when the pilot is flying solo and when he has a gunner on board. AI can and will use them when under threat by enemy missiles. I tried twice and could not make the mission fail. Make sure you check all your addons etc. At which point does the mission stall. That might help me figure out whats happening. Does the intro [black screen] dissappear or does it fail at the briefing? Thanks Rough Knight
  19. Rough Knight

    [CAMP] Carrier Operations - Duala

    Hi Catchy, Edit: I have written a script to add flares to the fa-18. Not sure about compatibility with MMA however. This is one of my bugbears with the campaign as the ships are just static objects and targeting the AA pods is quite difficult. Here are some tips: Re-arming is achieved using the carts on the Nimitz deck. check out the Nimitz addon thread in addons\mods complete as I believe there is a video on there regarding how arming works with Nimitz. You basically need to take the cart down into the Nimitz magazine via an elevator near the front catapults where you can add weapons to the cart. If you are using @MMA I believe you can rearm using the MMA console via the action menu or one of the keys for the addon [i don't use it so aI am not sure]. Flares with the F/A-18 are not working. I could make a script to fire the flares probably, but until then use MMA and you will have flares available using the default MMA keys. Cheers mate and good luck. Rough Knight.
  20. My game doesn't seem to switch as bad as yours CHB68, in fact I am very happy with the performance of 1.62. I wonder why not everyone is seeing this LOD switching issue, I would be annoying if it was like your video a few pages back I must say. I assume you did all the basic stuff like deleting your ARMA2OA.cfg and defrag using contig or something similar?
  21. Rough Knight

    [CAMP] Carrier Operations - Duala

    Thanks heaps Old Bear, Glad you could update your mirror : ) Cheers Rough Knight
  22. Rough Knight

    [CAMP] Carrier Operations - Duala

    Thanks Miller, I appreciate your hard work :cool:
  23. Rough Knight

    [CAMP] Carrier Operations - Duala

    Version 1.15 released Changelog v1.15 [18-Jul-12] * Added: New cutscene on completion of mission3. * Fixed: Yellow launch crew now hold animation state on launch signal. * Changed: added static sound to radio coms. * CAS support will now inform you which direction relative to the target it is approaching from as well as it's ETA. * Changed: Mission8, enemy base populated with equipment for more immersion. * Fixed: Mission 12, added satchels to packpacks if player chooses a stealthy approach to phase 1 of the operation. * Fixed: All missions, Deck ambience script being initiated twice before player left Nimitz. Fixed up a few issues and added some more detail here and there plus a new cutscene. Hope you enjoy. Thanks Rough Knight
  24. Rough Knight

    [CAMP] Carrier Operations - Duala

    No worries mate, I hope you enjoy it. I am not sure when Meatball will release the new f/A-18 version, perhaps this weekend I will release a new version of the campaign with some fixes and the extra cutscene shown a few pages up. Cheers
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