marcon
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Everything posted by marcon
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This is probably a repost but the search function hasen's given me any answers so here's my question: Is there any function or variable that stores the cause of death of a given unit, and more important for me, the killer/shooter of a unit? I've been looking through the COMREF and couldn't find anythink, I hope i haven't missed it. Thanks in advance!
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ArmA2 / OA (low) performance issues
marcon replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Well first I didn't have crossfire and the game still ran very bad. The weird thing is, on my other lower spec rig with a ati 4850 the game runs smooth eventhough my single 5770 should perform better then the 4850. Bohemia needs to build a better engine in their next sequel of the game which is capable of working with high end hardware and is prepared for future hardware. A core i7 wont solve the problems, cause I do have one and the game runs very bad. I have ArmA 2 with the latest beta patch and the fps went a little up but still unacceptable in citys (15-22 fps). Normally the game suffered from screen flickering (white) because of the post processing or something, this screen flicker changed in another but less irritating way of screen flicker. Conclusion: there needs to be a lot more of improvements. -
ArmA2 / OA (low) performance issues
marcon replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Well if you look at the first rig in my post, my main rig, it says: i7 920 OC @ 3.54 (quad-core), 2x Ati 5770 1GB (Crossfire!) The last rig is my test-rig and i agree its outdated hardware BUT this rig peforms better than my main rig ;-) which is odd. I agree, even OPF, i know what i'm typin', i took a mega computer to run that game smooth. -
ArmA2 / OA (low) performance issues
marcon replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Ah oke, well I still think there something terribly wrong with this game cause still with my specs and 22fps in citys isn't acceptable. -
ArmA2 / OA (low) performance issues
marcon replied to R3fl3x's topic in ARMA 2 & OA - TROUBLESHOOTING
Well guys, now my story. This is my rig: i7 920 OC @ 3.54GHz 6GB OCZ Gold @ 7-7-7-16 1066MHz Crossfire (2x) 5770 1GB Windows 7 64bit running on a 64GB WD SSD (170write/250read) ArmA 2 1.07 on RAID0 2x 320GB Samsung 16MB cache 7200rpm. (250read/180-220write) I'm also using the -winxp parameter on the shortcut to enable dual gpu. Im playing @ native 1920x1080 and the game runs like ****. Now the following, my bro's rig: i7 920 @ stock 2.67GHz 6GB OCZ Gold @ 7-7-7-20 1066MHz Ati 4890 1GB Windows 7 64bit and ArmA 2 installed on same 500GB WD sata disk (16mb cache 7200rpm). He is playing on 1680x1440 and the game is running super smooth with all settings on normal. Test rig: Intel E6750 @ stock 2.67GHz 4GB (2x2) OCZ Blade 800MHz 4-4-4-15 MSI Ati 4850 OC 1GB 500GB WD sata 16mb cache, 7200rpm Windows 7 64bit + ArmA2 on same HDD. Runs super smooth @ 1920x1080 with most settings on High. (avg 30-40fps) How come my powerfull rig cant give me the same peformance? Im now gonna try beta patch 72588 to see if there is any difference. :UPDATE: I have got the game to work 'smooth' now. Well at the least the stutter is almost gone, but still only get 22fps in some parts of chernogorst or near many buildings. But in the middle of nowhere i reacht 60fps avg. First i installed the before mentioned beta patch. The i changed my localvram to what it should be in the arma.cfg in my \my documents\arma 2\arma2.cfg. In the options i have set the video memory to default so it will use the value stated in arma2.cfg and shadows on very high. Further explenation: http://forums.overclockers.co.uk/showthread.php?t=18024779 Still best performance is on my bro's and test rigg. very strange. -
Respawn doesn't work
marcon replied to marcon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
But I need AI not grouped to player, but i found this thread: http://forums.bistudio.com/showthread.php?t=77669 The linked page provides enough information to spawn AI units. I didn't know AI respawn isn't normally possible so I didn't search for AI respawn:o Thanks all of you for your input! -
Hi, I'm having a little trouble with the respawning of units. I've created the following description.ext: respawn = 3; respawnDelay = 3; respawnDialog = 0; Which should respawn units at their "BASE". In my map there are 3 solders(1 playable) which side is WEST. I have created a marker called respawn_west and also a marker respawn_p1 When i launch the mission in MP the respawn works for the unit called p1, and when playing with this unit and die, I will respawn at respawn_p1. But when the other two AI soldiers die they don't respawn at respawn_west. I have also tried giving the AI soldiers an own name and respawn point but still they wont respawn. Does anybody know the problem? Thanks in advance! (p.s. the search didn't give me any answer)
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Respawn doesn't work
marcon replied to marcon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any way to do let them respawn? -
Thanks for the example, I do figured out how the eventHandlers work and they are really of a good use!
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Thanks, I'm not common with eventhandlers but I will do my research :) Thanks TRexian!
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Hi, In my mission I have a trigger which activates a script. This script will teleport the player to the position of a GameLogic. The trigger is activated by anybody and has the following init: [] exec "teleport.sqs" teleport.sqs looks like this: ?(player == p1) : goto "teleport" ?(player == p2) : goto "teleport" ?(player == p3) : goto "teleport" ?(player == p4) : goto "teleport" ?(player == p5) : goto "teleport" goto "end" #teleport player setPos (getPos TP); goto "end" #end EXIT When I use this script in SP everything works fine but in MP when one of the players (p1, p2, p3, p4 or p5) walks into the trigger everyone gets teleported. This script worked fine for me in OFP:R. Since when is a script run on all Clients in MP using a trigger? Is there a way to just run this script locally only on the pc of the player who triggered the trigger? Thanks in advance! P.S. i know exec and .sqs are outdated and should not be used but I'm used to that way of scripting since OFP(:R)
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I think I need to think different. thanks for the advice shk
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But is it possible that a script will be executed or only affect the player that has triggerd the trigger? Because the code found on page one won't filer the player because on all the clients it gives a true on ?(player == pX)
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No my suggestion doesn't work. Ill try that one heatseeker! ---------- Post added at 12:45 PM ---------- Previous post was at 12:43 PM ---------- player in [p1,p2,p3,p4,p5] && vehicle player in thislist doesn't work ---------- Post added at 12:46 PM ---------- Previous post was at 12:45 PM ---------- Off topic: I agree with your signature Heatseeker, never understood why people said OFP haha ---------- Post added at 01:25 PM ---------- Previous post was at 12:46 PM ---------- It still isnt a real answer to my question because shk solution is working but still i have got more triggers in my mp mission which activates scripts and which arent ment to be run when someone else activates them in MP. Is there maybe a way to see who activate the script? i tried triggerActivation but that one doesn't display the player or his name. Any help is welcome!
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One more question, this doesn't work when the player is in a vehicle, how to change it so it does? changing player into (vehicle player) isnt the key. should it be like this?: condition: player in [vehicle p1,vehicle p2,vehicle p3,vehicle p4,vehicle p5] && player in thislist
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Wow it works! Thanks for your input shk, now I'll figure out how your line of code works haha Thank you very much shk!
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Forgot to tell that, there are also other players, like p6 and p7 which should not be teleported when walking through the trigger :o.
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Doesn't work because the .sqs is line executed and stops at a ;. so the goto isn't called. Second this will give the same 'error' because the script will still be run on all clients so every client/player will be teleported because the player will still match one of the P's. Isn't there a way to run this script locally from a trigger? Still thanks for your answer!
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Hi, Im making an MP mission which requires the following: I need a script which disables a unit(player) from moving while doing a certain move. I have already found the code to let the player switch move: player switchMove "amovpercmstpssurwnondnon"; // Will let the given unit put his hand behind his head. But as soon as the player has got the given move the player can move around again. But what i need is that the player should be stuck in this move or at least not be able to move. i could use a while condition to achief this: while ( condition ) { player switchMove "amovpercmstpssurwnondnon"; sleep 1 }; but this still lets the player move and changes his Move State. Is there a better way to let a unit stay in a certain "state of movement" or to disable movement so it will stay in his state? Thanks in advance!
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Disable Unit Movement
marcon replied to marcon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
With the disableUserInput I have got the script working as I wanted except for the user-friendly part, looks like enableSimulation is the function i was looking for. Just have to change the function in my code :) Thanks for all the help guys! -
Disable Unit Movement
marcon replied to marcon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I missed that one in de COMREF(A) This sounds like something i can use, but isnt there somthing like this that can be called to a unit like: Player "disableUserInput" true; or UnitName "disableUserInput" true; I understand that this isnt posible with this function :p and also a function more user friendly so the user can still access their menu with ESC? This sure already helped me alot! -
Hi everybody, I'm new to scripting in ArmA 2 but i already have some scripting experience from OFP / OFP:R. Now what I want to do is the following: I want a dialog with with an input field for an amount with a button to confirm. after pressing the button the dialog should close and the data from the input textfield should be sent to an script. I created the dialog and it is working, i've got the following code for the button and textfield: Ive got a input-textfield: class Input_field { idc = 101; type = CT_EDIT; style = ST_LEFT; x = 0.40; y = 0.35; w = .2; h = .04; sizeEx = .02; font = Zeppelin33; text = "0"; colorText[] = { 0, 0, 0, 1 }; autocomplete = false; colorSelection[] = {0,0,0,1}; }; And the button: class Submit_Button : RscButton { x = 0.40; y = 0.415; w = 0.20; h = 0.04; font = Zeppelin33; type = CT_BUTTON; text = "Storten"; action = "closeDialog 0; [ctrlText 101] exec ""MyScript.sqs"";"; }; Now as you can see I execute the script with an argument, ctrlText 101 which refers to what is present in the Input_field textfield. in the scriptfile "MyScript.sqs" I catch the argument with: _amount = _this select 0; Now here comes the problem, when i want to add or substract _amount from another variable it doenst work. for example: let's say the script was executed like this and the textfield of IDC 101 is 55: if i have got this code: _amount = _this select 0; // lets say the scrip hint format["%1", _amount]; _x = 100; _x = _x - _amount; hint format["%1", _x]; //end of code The first hint clearly displays the right number which is stored in _amount. The 2nd hint should say 45 cause 100-55=45:p But the hint just says 100. What am I doing wrong? It looks like the engine cant use the data for calculations or somehting? Plz help me because I really want to use dialogs etc. with input parameters. Thanks in advance!
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Dialog Input -> script
marcon replied to marcon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was indeed looking for such a function and it does work now. Thnx carl!:D -
Dialog Input -> script
marcon replied to marcon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I dont know for sure if the dialog returns a integer to the script but since ArmA doesn't make a difference between integers or strings.. or is there a way turn a "string" into a integer?