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laggy

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Everything posted by laggy

  1. laggy

    Was Porto island included also in 1.14?

    Thx, I'm running Vista and a lot of strange things are facts in my installation.
  2. laggy

    Avgani Iraq 1.2

    Hey opteryx, The "black wheat bug" is gone for me now. Good job. Laggy
  3. Thanks, will try that. Laggy
  4. Hi all, I have 2 problems. 1. When I save my missions in the editor as: Export to multiplayer missions, they don't turn up at all in the ArmA MP missions folder. Not as PBOs or folders. When I start the Multiplayer game though, they appear in the lists of missions to play... and they can be played. They are not visible in any of the ArmA folders (user or original directory) and can therefore not be deleted. The effect is that I have a huge load of "the same" missions in my MP lists, after all the saves I've tried. Now I can't get rid of them. What can I do? 2. The only way I can save and play my own MP missions is to copy the mission folder in the user missions and paste it in user MP missions. They then turn up as green text in the MP game menu. If I want to make a PBO out of it, I have to use a PBO tool. What is happening? Thanks in advance. Laggy
  5. Hi, Ehh... no... that's what I tried to explain. My MP missions don't get saved in the ArmA MP missions folder "where I installed the game". They are not visible anywhere (as folders or PBOs) except in the MP game menu, when you have created a server. I'm really confused. All I know is that this mess started when I tried to rename mission folders, by changing name on the folder. I didn't put the %20 things (that are created when you name a mission through the editor) in the folder name. Maybe that screwed things up. Laggy
  6. laggy

    How do I load a mod into the editor

    Hi BeerHunter, By the way... that name should actually be mine. Get yourself an UnPBO Tool, available from lots of places, but I recommend www.armedassault.info Then you just decompress the PBO files in the mod and enjoy full access to scripts and other files. If you want to use the mod in the game, I would not UnPBO the files in the ArmA directory, but copy it to a safe place and decompress it there. Laggy
  7. Hi all, From my experience there is a weird bug in ArmA, that has existed since OFP. If you host an MP game and also play the group leader I have come to the following conclusion: Radio triggers do not work properly if you actvate them as group leader and hosting player server. If the group leader is a client it works fine. Even back in OFP FinMod, I remember that the group leader could not use the axe weapon, but as soon as you were not leader, the axe worked fine. In that case I can't remember if the hosting server created a problem, but something fishy is definitely going on with the group leader stuff. Does anyone have any input in this matter? Laggy
  8. laggy

    Avgani v1.1

    Hello, I have found that almost no buildings can be targeted, not even the ArmA original ones. If you are a tank commander, the only buildings you can target are the ones with ladders and then you actually target the ladder, not the building itself. I think this is something that needs attention, since it is crucial for typical "seeking out insurgents" missions, where you want to destroy a building rather than risk your own life entering it. Otherwise... awesome work, realistic, beautiful and atmospheric. Better looking than the original islands. Laggy
  9. laggy

    Ai thread

    Hi all, Don't know if this has been mentioned (searched for subject: no hits), but I think it would be great if: 1. The AI behaved more realistic in terms of wasting ammo. For example: They have seen an enemy that now hides behind foliage. They should spray the spot with rounds, trying to take him out. As it is in ArmA the A.I only shoots if it's "sure" it can kill. 2. Ammo wasting could also be related to the skill of the A.I unit. A more skilled unit would not waste alot of ammo. 3. If none of the above are done at least BIS should bless us with invisible targets to use in the standard game. That should not be too much to ask for. Cheers Laggy
  10. Hi all. Intel core duo (2*3ghz) 3 gb ram Nvidia 8800 GTX (768MB) Windows Vista 32 Patch 1.09Beta and everything before that ran excellent. Except for occasional crashes (probably the virtual adress problem) I could pretty much put as many units as I wanted on the map (20 groups including 4 helicopters in Corazol) with highest settings on everything and have a viewdistance of 3000m. No lag or stutter what so ever. With patch 1.14 i experience a terrible performance drop. Some of my old missions are now unplayable and even smaller missions lag and stutter. I tried updating to latest Nvidia drivers (175.16) but that didn't help either. Does anybody have any ideas or similar problems? Laggy
  11. Thanks alot BigRed. Vista Service Pack 1 seems to have done the trick. Everything now seems to be back to "normal". Much obliged to your tip in this damn PC updating jungle. Cheers Laggy
  12. Thx for the tip BigRed. Do you have Nvidia driver 175.16 installed? Laggy
  13. Hi all. One thing that I as a mission maker would like to see is the scripting commands really taking FULL control over the game engine, when wanted. As I've struggled probably thousands of times, trying to make the AI units behave the way I want them to do, I find it very frustrating to see my scripted commands loose effect and the default game engine behaviour taking over. For instance: DisableAI "MOVE"- usually stops working after a while, making your snipers run of roof tops and getting killed. SetBehaviour "CARELESS"- same thing, you want a POW to sit in a building waiting to be saved. When you reach the position he has wandered off somewhere randomly, trying to avoid enemies. Joined unit- You make an enemy setCaptive unit join your group for a reason. All is well until every other group member refuses to get in the same vehicle as that unit. There are other examples, but I think you see my point. If these issues were fixed we could make better missions in which the mission designer had more control in complicated story driven missions. Cheers. Laggy
  14. Hi all. I think the BIS games do a great job in simulating battles in open terrain, fields and such. What I'm missing is the addition of realistic indoor CQB. Right now it's very limiting when you want to create an indoor hostage situation or even just to clear a building. Clearing buildings also seems like a very important aspect in war. I would like to see more buildings like the hotel and TV station and AI that used those buildings efficiently. Right now AI units are superior to players in the open terrain (and forest), but really slow and useless indoors. They keep their eyes in one direction, mostly failing to spot enemies and barely turn around even when they are being shot at. I don't know if this is hard to accomplish, but I think it would really make the simulator more complete. Laggy
  15. Hi all. Quick question. I have this system: Intel core duo (2*3ghz) 3 gb ram Nvidia 8800 GTX (768MB) Should I be able to run ArmA with everything on highest settings and a viewdistance of 3000 m, without problems? I have never experienced any lag (even when deliberatly pushing the limits), but my GPU crashes a little bit to often. I have the latest drivers from Nvidia and 1.09 beta patch. Also QG. Laggy
  16. laggy

    Am I overheating my GPU?

    Hi again. I am running vista and things got more stable with 1.09 beta. The thing is that my GPU "stops answering" not because I'm pushing its limits (all on max settings, 20 groups in Corazol including 4 helicopters, 3000 viewdistance works great) but rather when it "feels" like doing it, even with just a couple of units in the desert part of Sahrani. Thanks. Laggy
  17. laggy

    Am I overheating my GPU?

    Thanks, will do. Laggy
  18. Hi everyone. I'm starting this topic because I'm really into MP mission editing and even if though there are MP tutorials, I still find that some things are vague. The PublicVariable command works really well in my opinion, but I have some trouble understanding what commands (read script functions) should be run on all computers, just server or even just client. Obviously one could always try it with experiments including two computers, but that is not very practical and what I'm looking for is some fundamental understanding of how things really work. I think the easiest way to start is to ask some specific questions and hope that someone will answer. 1. "do"Commands like: doMove, doFire etc. Do they work if they are executed on just the server? Will I get unwanted multiple effects or conflicting commands if they are executed on all computers? 2. SwitchMove and PlayMove. Are there any differances in how they have to be executed? My experience with Flashpoint was that SwitchMove had to be executed on all computers but PlayMove only needed to be done on one clients computer and everyone would see the effect. 3. When referring to units or objects like: unit1 domove getpos unit2, or unit1 setpos getpos unit2. Will that cause conflicts between computers if the clients don't have the units referred to within viewdistance? or will the server override all confusion? 4. When I create a #lightpoint. Is that a vehicle like any other meaning that it can be created even on just a clients computer and everyone will get the light effect? 5. Eventhandlers (killed and hit) can they start a PublicVariable? If so which computer will initiate the PublicVariable if the i.e killed unit is not a player? That's all my questions for now, but I will have others later. I already know that things like units talking, radiosound, objectives, cutscenes etc. has to be executed on all computers to work properly, but the things above are still a mystery to me. Hopefully some MP guru will pick up my topic. Sincerely Laggy
  19. laggy

    MP versus SP scripting

    Hi again. So how about this one. Might seem like a stupid or annoying question, but it's really making me wonder. If I place a trigger with condition "OPFOR - Not Present". This trigger will activate on all computers except the server even though OPFOR is present, if the OPFOR units are outside viewdistance. How is that possibile if all unit positions are coordinated between all computers? If a trigger on a clients computer says that OPFOR is not present when they really are, it seems like triggers are counted for outside viewdistance but not units. An easy way to overcome this problem is obviously to include "AND local server" in the activation field and follow it with a PublicVariable in OnActivation, but I'm trying to understand a basic structure in how things work in MP.
  20. laggy

    MP versus SP scripting

    Thanks alot for the fast reply. I'll check the locality link. The "local" aspect has never made any real sense to me yet. Laggy
  21. laggy

    What did I ever do to SecuROM?

    Thanks everyone. It seems to work really well. Blazin... It's okay I'm tipsy too. There is nothing like OFP/ArmA editing on Bacardi rum. Sincerely Laggy
  22. Hi everyone. I bought a brand new computer just to play my only favorite game, ArmA of course. I made sure that I got a strong system to enable high settings and fluid gameplay. Dell XPS 420 Windows Vista Home Premium 32 bit Intel Core 2 Duo E6850, 3.0 GHz 3.00 GB RAM NVIDIA GeForce 8800 GTX (768 MB dedicated, 2000 MB+ shared, with latest drivers) The game ran extremly well, allowing highest settings with 20+ groups and 4 helicopters in Corazol without a single sign of lag or bugs. Then it started all of a sudden and continues to happen constantly. Black screen with small window saying - "Armed Assault has stopped working, Windows is searching for a solution, this may take several minutes..." When getting back to desktop it says that ArmA is in conflict with another "CopyProtection" program - SecuROM. A link gets me to Securoms website and it clearly tells me that I'm running ArmA from an image and instead have to insert the original disc. This is when I start getting heat rash in my face from anger. I have the original disc in my DVD drive all the time. It's bought in a store in Sweden, 505 games release, updated to 1.08 and Queens Gambit installed from Sprocket. Can anyone help me to solve this annoying problem with a program - SecuROM - that is obviously poorly designed, since it even stops an original disc from functioning. Appreciative for advices Laggy
  23. laggy

    What did I ever do to SecuROM?

    Hi again. I'm sorry but I don't understand how I should add the QG mod to 1.09 beta.exe. I'm pretty good at making missions, but not at computers in general. Thanks. Laggy
  24. laggy

    What did I ever do to SecuROM?

    Thanks again. Not sure how to add that stuff to the shortcut, but I'll try. If I fail I'll bother this forum again. Cheers. Laggy
  25. laggy

    What did I ever do to SecuROM?

    Thanks alot Mr_Tea. But how do I run QG with patch 1.09 beta? Laggy
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