Jump to content

laggy

Member
  • Content Count

    320
  • Joined

  • Last visited

  • Medals

Everything posted by laggy

  1. Awesome vid. Funkman, Do you make missions as well? Laggy
  2. Thanks everyone! All points taken and appreciated. I will add some more patrols and maybe a Stinger in the ammo box. I'm also concidering a side respawn, which enables teamswitch even in MP. Mission will be updated within a week. Laggy
  3. A reason/solution to one of the problems with the UAV/ULB can be found here. Never use "nil" to call scripts as in: nil = execVM "myscript.sqf" "nil" seems to interfere with the scripts of the UAV/ULB. Laggy
  4. ULB module The otherwise so awesome ULB module is seriously bugged: Often after usage, when switching back to normal pilot view (not ULB camera), the player gets stuck in black and white graphics and switching back to the ULB camera is impossible. When trying to switch back to ULB camera, you just get a millisecond of switch and then you are thrown back into the pilots black and white vision, which stays through out the whole mission. When opening the map and clicking it (to order group members to move etc.) you are still in ULB mode and the ULB gets waypoints whenever you click the map, making it fly all over the place and ruining stuff. This makes the ULB very unreliable in missions and basically useless. It stops working and the already frustrated player has to continue to play in black and white. I can see from other posts that the ULB module doesn't work on a dedicated server either. This module HAS to be MP compatible. Please fix this module, it is such an awesome addition to the game, but as it is now it can't be used in missions. Simple Support Module When using the module, players not being server don't send any radio messages and no answers are given either, no one hears them, not even the host. It is therefore impossible to know if you have called anything in. Players can also use the modules (if multiple groups are synced with their own module) simultaneously, which kills immersion. Laggy
  5. 0.92 is not that much different, just better edited. I'm still waiting for feedback regarding any wanted changes. Hope you like it and give me your thoughts :D Laggy
  6. Second public beta released. Some bug fixes.
  7. Mission updated to version 0.92.
  8. EDIT: SOLVED, never have anything like: nil = execVM "myscript.sqf". The "Nil" seems to interfere with the UAV module. I have it set up like this: First time I use the UAV it's fine. The second time I try (with any unit), this happens: I also get stuck in black and white graphics. Same thing in editor, SP, MP hosted, MP dedi. HMMWV SOV works as terminal. Can this bug be fixed? It is driving me crazy. Does anyone know of a workaround? Laggy
  9. Thanks a lot (mange takk) ! That was completely unknown to me, will try this asap. Kind regards, Laggy ---------- Post added at 03:08 PM ---------- Previous post was at 02:54 PM ---------- EDIT: It works beautifully, thanks a million !
  10. Okay, still haven't tried the debug console, but this mission structure is very simple and it should be quite clear what happens and what doesn't work. A unit that has been played, teamSwitched away from and then teamSwitched back to, does NOT get their tasks ticked off as succeeded when the variables are broadcasted during the mission, they remain empty black boxes instead of turning green. Please note that you DO get the hints and radio messages, so there is no problem with the triggers. init.sqf BriefedUnits = []; nil = execVM "briefing.sqf"; TeamSwitchTrigger: Repeatedly Condition: ! (player in BriefedUnits) On Activation: nil = execVM "briefing.sqf" Example of Task Trigger: Condition: ! (alive scud) On Activation: tskObj2 setTaskState "SUCCEEDED"; hint "SCUD Launcher destroyed."; onedone = true; publicVariable "onedone"; leader heroes groupRadio "ra1" briefing.sqf waitUntil {!(isNull player)}; BriefedUnits = BriefedUnits + [player]; player createDiaryRecord["Diary",["Author's Info","<br/>Mission designer: Laggy<br/><br/>Mission version: 0.75<br/><br/>Mission uses SIDE respawn, so you can use teamswitch in SP and MP.<br/><br/>Known bugs: The UAV module is quite buggy sometimes and the Simple Support Module(airstrikes, supplies etc.) don't work at all on a dedicated server, hardly even on a hosted server if you are a client. I hope BIS will fix this, since these modules are otherwise a great addition to the game.<br/><br/>Hope you enjoy the mission."]]; player createDiaryRecord["Diary",["Friendly Forces","<br/>You can call in supply drops, reinforcements and airstrikes through your communications menu(Space bar).<br/><br/>The UAV is also a great asset."]]; player createDiaryRecord["Diary",["Enemy Forces","<br/>Expect trained Takistani Forces and scattered Insurgents.<br/><br/>The mountains should be quite safe, but most of the roads are patrolled by the Takistani Army."]]; player createDiaryRecord["Diary",["HMMWV SOV","<br/>Your HMMWV SOV is a helpful tool behind enemy lines and has some interesting functions which can be accessed through the action menu.<br/><br/>You can create a camp for your team, where you will find weapons, a tent and camoflage cover.<br/><br/>The HMMWV SOV also acts as a UAV terminal, from which you can scout the terrain and mission areas. The UAV is currently circling the village of <marker name='uavmark'>Chak Chak</marker>, but as soon as you use the terminal you can change its flight pattern."]]; player createDiaryRecord["Diary",["Situation","<br/>You are a combined NATO Special Forces Team (Callsign: Stalker).<br/><br/>You are being sent behind enemy lines in central Takistan to perform sabotage, assassinations and to gather intel. You will be alone on hostile ground for quite a while, with no one to trust but yourselves.<br/><br/>A CH-47F Chinook(Callsign: Icarus) will drop you off one click <marker name='start'>South</marker> of Sar-e Sang pass. There you will recieve an updated briefing and continue by land. A HMMWV SOV has also been dropped for your disposal.<br/><br/>Good Luck!"]]; tskObj1 = player createSimpleTask ["Land and get updated briefing."]; tskObj1 setSimpleTaskDescription ["<br/>Land at the <marker name='start'>Insertion Point</marker>, get your updated briefing, board the HMMWV SOV and get on your way.","Land and get updated briefing.","Land and get updated briefing."]; player setCurrentTask tskObj1; sleep 0.5; player createDiaryRecord["Diary",["Updated Briefing", "<br/>Three Missions:<br/><br/>1. A mobile SCUD Launcher has been reported in the <marker name='scudmarker'>Central Parts</marker> of Takistan. Your mission is to detroy it. The SCUD is most likely guarded by Takistani Forces and well camoflaged to not be seen from the air. Destroy the SCUD to complete the task.<br/><br/>2. Colonel Aziz is one of the major players, without him the Takistani Forces will be demoralized and crippled. Intel reports say that he is travelling in a BLACK SUV between this <marker name='badguymark1'>Air Base</marker> and the <marker name='badguymark2'>Mosque</marker> in Bastam. Your mission is to assassinate him. Kill Aziz and confirm his death to complete the task.<br/><br/>3. Al Qaida is running an insurgent training camp in the <marker name='campmarker'>Eastern Mountains</marker>. The leader of this camp also has vital information on other Al Qaida activities, namely a map. The camp must be wiped out and the map retrieved. Clear the camp and take the map to complete the task.<br/><br/>IMPORTANT: A map doeas not survive a Laser Guided Bomb."]]; tskObj5 = player createSimpleTask ["Move to Exfiltration Point."]; tskObj5 setSimpleTaskDescription ["<br/>When all your tasks are done, you will move to the <marker name='start'>Exfiltration Point</marker> and call in your helo pickup.","Move to Exfiltration Point.","Move to Exfiltration Point."]; tskObj4 = player createSimpleTask ["Clear Al Qaida Camp and take the Map."]; tskObj4 setSimpleTaskDescription ["<br/>Kill everyone in the Al Qaida training camp located in the <marker name='campmarker'>Eastern Mountains</marker>, search the body of the leader for a map(you are looking for the weapon ""Evidence(Map)"").","Clear Al Qaida Camp and take the Map.","Clear Al Qaida Camp and take the Map."]; tskObj3 = player createSimpleTask ["Assassinate Colonel Aziz."]; tskObj3 setSimpleTaskDescription ["<br/>Find a good spot to take out Colonel Aziz, who is commuting between the <marker name='badguymark1'>Air Base</marker> and the <marker name='badguymark2'>Mosque</marker>(you are looking for a BLACK SUV and a man with a Golden Gun, wearing a black beret.)","Assassinate Colonel Aziz.","Assassinate Colonel Aziz."]; tskObj2 = player createSimpleTask ["Destroy mobile SCUD Launcher."]; tskObj2 setSimpleTaskDescription ["<br/>Find and destroy the SCUD, which is located in the <marker name='scudmarker'>Central Parts</marker>.","Destroy mobile SCUD Launcher.","Destroy mobile SCUD Launcher."]; tskObj1 setTaskState "SUCCEEDED"; while {true} do { if (! isNil "onedone") then {tskObj2 setTaskState "SUCCEEDED"}; if (! isNil "twodone") then {tskObj3 setTaskState "SUCCEEDED"}; if (! isNil "threedone") then {tskObj4 setTaskState "SUCCEEDED"}; if (! isNil "alldone") then {tskObj5 setTaskState "SUCCEEDED"}; sleep 1; }; The same script is run in init as in the trigger used for teamSwitch. IF scripts are not stopped/terminated on units that have been played but are not currently played, then why the hell don't the tasks get ticked off properly for them. The same update solution is used on every kind of unit AND I even tick it off in the trigger that WORKS. On units that have not been played the tasks get ticked of when they are teamSwitched to. It seems to work really well. The same goes for if you never teamSwitch. Either I should stop bothering you guys on this forum, because I'm a hopeless case, or there is a bug or something unrecorded at work here. What happens to a script that is run on a unit/player when that unit is teamSwitched away from? In one way it seems like the script is attached to the actual unit in game, in another way it seems the script is run on the player, no matter what unit he plays. I'm very confused, does anyone have a simple example mission to share, one that deals with updated briefing and teamSwitching? Thanks for your patience, I'm loosing day after day finishing my mission with this XXXX. Laggy
  11. Thanks for the report. I hope you played version 0.91, the latest update which has been out for several months. There are one M136 and one SMAW in each of the boats you travel in from the start. A total of 4 AT weapons. There are also some other heavy weapons that you can take and use in the actual assault later on. These weapons might not have been there in earlier mission versions. I would never be so mean and just leave your team with suicide satchels ;) Hope you try it again soon. Laggy
  12. A more straightforward spec-op mission. Download latest beta version Hope you like it, Laggy
  13. I thought it was awesome, very funny and gritty. All you need is some voice files like "Baby I love you" and later on at the end "OH MY GOD!!!". Some animations for the characters could also enhance the video. Good job, I would like to see more videos like this. Laggy
  14. Hi, In an attempt to check the SSM module's capability in hosted MP I started my game twice (ArmA2-OA Combined Operations). I tried to connect to my own LAN server, but got the message "CD key in use" and the threatening report "Remember illegal copies degrade" as I was kicked off the server. I bought my ArmA2 from the German site last summer and OA from Sprocket, so no illegal stuff here. Is there a risk that I might have triggered "fade"? that would be really annoying, since I was really just trying out MP functions. I tested the module on a dedicated server earlier with no luck, so I wanted to see how it behaved for a client in a hosted game. Worried, Laggy
  15. OK, did some serious testing and my conclusion is that it's currently impossible to make the SSM work on a dedicated server. I used some well working init scripts and changed them (marked red) so that everything would be run on every computer, including clients. I even create a local SSM for every player instead of placing one in the editor, still no luck. What happens is that the supports are counted down and you see all the hints, but no radio messages or supports happen at all. You can use up all the support counts but you will never see a single unit spawned by the module. Needless to say everything works well in editor and as hosted server player. init.sqf //Counted support demo - modelled after CE6_EyeOfTheHurricane.Zargabad and MPE_SectorControl.Zargabad scriptName "init.sqf: 1"; waitUntil {!(isNil "BIS_fnc_init")}; if (true) then //will be executed on server only { _Laggy_SSM_group = createGroup West; _Laggy_SSM = "BIS_Support" createUnit [getPos player, _Laggy_SSM_group]; //In this demo we have only Artillery and Mortar (and cease fire command) BIS_SSM_AmmoDrop_AVAILABLE_WEST = TRUE; publicVariable "BIS_SSM_AmmoDrop_AVAILABLE_WEST"; BIS_SSM_UnitsDrop_AVAILABLE_WEST = TRUE; publicVariable "BIS_SSM_UnitsDrop_AVAILABLE_WEST"; BIS_SSM_Airstrike_AVAILABLE_WEST = TRUE; publicVariable "BIS_SSM_Airstrike_AVAILABLE_WEST"; BIS_SSM_Mortar_AVAILABLE_WEST = FALSE; publicVariable "BIS_SSM_Mortar_AVAILABLE_WEST"; BIS_SSM_Artillery_AVAILABLE_WEST = FALSE; publicVariable "BIS_SSM_Artillery_AVAILABLE_WEST"; BIS_SSM_CeaseFire_AVAILABLE_WEST = FALSE; publicVariable "BIS_SSM_CeaseFire_AVAILABLE_WEST"; //We need to add variables to keep track of the support uses left BIS_SSM_count_AmmoDrop_WEST = 3; publicVariable "BIS_SSM_count_AmmoDrop_WEST"; BIS_SSM_count_UnitsDrop_WEST = 3; publicVariable "BIS_SSM_count_UnitsDrop_WEST"; BIS_SSM_count_Airstrike_WEST = 3; publicVariable "BIS_SSM_count_Airstrike_WEST"; //Expression. Differences to the simple support version: //- Decrement the appropriate counter //- Disable support when no more uses left //- Display number remaining with hint BIS_SSM_expression = { _type = _this select 1; _count = missionNamespace getVariable format ["BIS_SSM_Count_%1_%2", _type, side player]; //decrement counter _count = _count - 1; missionNamespace setVariable [format ["BIS_SSM_Count_%1_%2", _type, side player], _count]; //disable if no more calls left if (_count < 1) then { missionnamespace setvariable [format ["BIS_SSM_%1_ENABLED_%2",_type,side player],false]; }; //display number left and update menu hint format["%1 calls left: %2", _type, _count]; _sqf = [] call BIS_SSM_fnc_updateMenu; }; //set the expression for our available supports BIS_SSM_AmmoDrop_EXPRESSION = BIS_SSM_expression; BIS_SSM_UnitsDrop_EXPRESSION = BIS_SSM_expression; BIS_SSM_Airstrike_EXPRESSION = BIS_SSM_expression; //update support menu [] call BIS_SSM_fnc_updateMenu; } Sad but true :(
  16. Has anyone figured out how to use the SSM on a dedicated server? I have spent a whole weekend trying :eek: None of the demo missions above worked, even after deleting the if (isnull player) exitwith {}; Is it even possible to make it work on a dedi? Thanks in advance, Laggy
  17. Small teaser of a new mission. Hope you enjoy the video. fdeIeai_r9A
  18. Happened to me tonight with the UAV too. Does anyone know how to make the SSM module work for a client in MP? Hope they fix it soon... Because the people who programmed them never really checked or cared about their MP compatibility...
  19. Great idea :) Really hope they do this. Another way to do it is by a function I guess, like they now have "bis_fnc_taskDefend" and "bis_fnc_taskPatrol". Those can just be pasted in a waypoint and makes the AI defend or patrol. A much easier and faster solution would of course be to program a specific waypoint type, like you suggest.
  20. As amazing as the AI really is in ArmA2 I have found a really annoying thing. Let's say your infantry group (which you are leading) all of a sudden is attacked by tanks, you have no AT weapons and don't stand a chance. When I as a human player start retreating rapidly with the main objective of getting the hell out of there, the AI doesn't change behaviour. They keep covering each other and retreating way to slow for a successful escape. They always die. I would like to see a move command that can override ALL the AI functions except fleeing/courage. In a situation where you realize that if you don't escape rapidly, you will die, anyone who is not in panic will prioritize MOVING AT ALL COSTS. I really hope this change is possible and taken seriously, because it is an irrational AI behaviour that really kills immersion and realism. Laggy
  21. Just realized... why not share all ArmA2 videos I've done... spare one :o Three of them are teasers for existing missions. Videos range from serious to humoristic and even silly. Hope you enjoy them: SrnpODfMmbQ Ih2ZM7Kl9A4 8LtWvCKZoP8 N3iqdSSUk00 U8SSbVfKNCo vUx8fzasU2g
  22. Thanks, Just found out that you didn't need the whole httpXXXXXXXXXX link. @richiespeed13 If you have the time, could you delete the video above, since I just put all videos I've done on this thread. Thanks for the help again.
  23. Please remove, otherwise this is a double post.
  24. Hi all, FRAPS works like a charm in ArmA2, but not in OA, it's a 1 FPS slideshow and even the sound breaks up. This is weird since I actually have less FPS in ArmA2 than in OA. How do I make OA and FRAPS like each other? :jesus: Thanks in advance, Laggy
  25. Thanks Emerald 8, Hope you enjoy the mission. If you have time I would love some mission recaps or feedback, since the mission might need some tweaking. Cheers, Laggy
×