misinformed
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I had an 8800GT untill recently and it did exactly the same thing your describing, crashed, but the sound still kept coming, loss of signal to the monitor. And sometimes a bsod. Now ive got a 9600GT and im just getting the BSOD every once in a while, its very annoying. And still having to deal with the texture stretching issue. And all this after getting a new processor, motherboard, PSU, RAM and a fresh install of XP. So keep your attention on the graphics card and its relation to the game because its very unlikely to be anything else. Try and find out what bios version your 8800GT is using some manufacturers have updated bio's available but id read up on the whole "flashing your graphics card bios" thing first. Nvidia control panel > Help tab > system information I also tried pretty much every driver known to man but that's not going to sort it. And this specific problem has nothing to do with Power supplies either in case anyone mentions it because it did the same thing with my old generic 400W PSU as it does with my new Antec 500w.
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Graphical problems and weird stability
misinformed replied to tzvetoslav's topic in ARMA - TROUBLESHOOTING
Just to let you know your not alone, I myself have this very same problem with the texture stretching every once and a while. Ive got a 9600GT, E8200, 3.25 DDR2 memory, 500w PSU. Everything running pretty cool and for once this issue doesn't seem to be heat related. It doesn't occur anywhere else but Arma. For myself to get this issue im usually previewing a map in the editor, the more times i preview the greater chance ill get it, it usually kicks in around 10 i'd guess. Its also occurred in MP and at least 2 other people ive spoken to have had it happen to on they're machines whilst playing online. One way to get rid of it is to change the texture settings from whatever they're at to a lower or higher setting. If the screen isnt completely engulfed by artifacts, then Arma just crashes on me. It also greatly impacts my FPS too. Ive also seen other people report this problem on the forums as well. -
I don't think you'll get much argument from most people that go that little bit further to provide additional elements to maps in that most things, especially in an mp environment are very time consuming to get right. For the most part i keep finding myself doing new things that ive never done before at almost every turn. From synced, server client weather and time, to custom actions, UI's and AI and approaching more highly random and replayable missions in mp. And ive been at this, well since the UK release. Having initially started with OPF. Luckily theres a lot of other people at this as well, and chances are if your stuck they will at least have an idea of what your trying to do or point you in the direction of a completed script you can use, as long of course as you do give credit where credits due. And the quicker you get a basic working knowledge of locality going the better off you'll be. Few things ill just chuck your way, you probably know this all ready. Gamelogics are local to the server/host. The player is local to the client, obviously. A vehicle is local to its driver, if unoccupied is local to the server. AI is local to its leader. So that would be the server in most cases unless a player was the leader. Triggers are global/is a global space. Some commands in themselves have global effect, even if they are executed locally. Ie Createvehicle being a good example. Createvehiclelocal obviously will only create something local to where its executed and will not show up on any other clients. Publicvariables are quite powerful in that they are broadcast over a network, but have to be re issued if changed, so they can be broadcast again. Ie west=true; Publicvariable "west"; west=false; Publicvariable "west";
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wont answer such comments of such trolls...sorry. i asked for permissions moths ago, read the thread and got no answer. i also stated that all credits goes to kiljoy and XAM. seems like u are really misinformed. Heh troll. Quite frankly mate you can label whatever derogatory comment on me that you want but the fact of the matter still remains. You asked for permission, you didn't get permission, you went ahead and did it anyway. You mightve well not even bothered asking permission in the first place if thats your attitude. I have no doubt who's in the wrong here and its not just me who thinks so. so in ur opinion, we should just let evolution die when noone updates it?! by using kiljoys awesome map and editing it we make sure, that his work wont be forgotten, stop playing "the copyright policemen" now and go back to your singleplayer game. Throwing more insults around i see, its always nice to see your going after the real issue at the heart of the matter and not getting bogged down in anything petty like that. Besides i don't think you have to worry about evolution dieing out or not getting played over time, i think only 80% of all servers are running it around the clock, might have something to do with it getting played. And that because Kiljoy has supposedly stop playing Arma that all of a sudden makes it ok to do whatever you want. Just to ruffle your feathers i know of plenty of famous dead artists that arent showing any interest in their work anymore, i think you should go down to the National Art Gallery and make a few changes. Bit off the wall regarding evolution but you get my point. Also a bit too aggressive and personal for what may seem like such a trivial matter to some. cÃl.
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wont answer such comments of such trolls...sorry. i asked for permissions moths ago, read the thread and got no answer. i also stated that all credits goes to kiljoy and XAM. seems like u are really misinformed. Heh troll. Quite frankly mate you can label whatever derogatory comment on me that you want but the fact of the matter still remains. You asked for permission, you didn't get permission, you went ahead and did it anyway. You mightve well not even bothered asking permission in the first place if thats your attitude. I have no doubt who's in the wrong here and its not just me who thinks so.
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Kiljoy obviously put 100's of hours work into evolution, and for someone to swagger along without asking permission, make a few changes and stamp their name over it is quite frankly disgusting. And that argument about it being in the public domain is just utter rubbish, being "its there so we have the right to do whatever the hell we want with it, screw the author and what he wants". Its pretty widely known he doesn't want other people editing his work, good on him for making some quite complex scripts to say the least. (This isn't just about evolution its about any work created by someone) And just to let you know how strongly i feel about this, im not even partial to Evolution, i don't play it.
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CAN WE HAVE CAMERA IN EDITOR
misinformed replied to diveplane's topic in ARMA - MISSION EDITING & SCRIPTING
1. trigger with cam effect doesnt work anymore, thats what the topic creator wants back 2. cam.sqs is really very time consuming...you have to place position and target in the editor, you have to find the right position, you have to tweak the height...thats all very time consuming ..... i dont understand why there is no camer a object which you can place, direct via shift-drag and such...would make cutsceneing so much easier (i hated it since ofp ) If you think thats time consuming back before i know any of this stuff i'd have to go off other peoples camera positions and then move it based on its relative position, it took hours upon hours making intros for flashpoint that way. Besides its not time consuming at all, find a position, ctrl left click, ctrl v to paste the info. Good few seconds work right there. -
How to execute script only on server?
misinformed replied to kinismo's topic in ARMA - MISSION EDITING & SCRIPTING
this code is deprecated in ArmA So, its what, less efficient/uses up more resources than the newer examples given? Because this still works : ?!(local server) : whatever Or are you referring to this not working at all ?(!local server) -
They use M16s, M240's, M113s and Vulcans...as well as non Russian Landrovers and G36's. So there is an obvious US backing (considering they are being trained by the US to defend themselves against the North) The South have no eastern equipment/gear whatsoever in the game as yet. You dont see it being realistic to use western equipment? um ok. I see anything Eastern as being captured and used...thats about all. Have to agree with everything said here. And despite if less well off 'western' style countries do use the odd bit of eastern bloc hardware in the real world this is a fictional game loosely based/referenced examples of real world events/realities. Having an MI17 being used by the RAC's when they up untill now, have only ever used western equipment (German mp5's/ British landrovers, US etc etc and not even an AK let alone a chopper made in eastern bloc countries) used in game is uncharacteristic to say the least. You could argue that they used MI17's before western countries decided to provide hardware/military training/doctrine, but that would be a was or did and not a now.
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Delete and the foreach cmd
misinformed replied to misinformed's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks. -
Can someone chuck up the correct syntax for deleting all group members in a group except the leader/player. So it would be something like: {deletevehicle _x} forEach units group player with something to prevent the group leader/player being deleted, suitable for sqf. Even though players cant be deleted, it chucks up an error. Tried a few things but i cant use the foreach cmd to save my life. Thx in advance.
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well ur post doesnt say anything, sorry, post the server log file pls, i dont believe that its a XAM problem, be careful with such statements wihtout proving them. There are a number of problems with XAM. I'll go through a few of them we found whilst playing on the dedicated. Playing on a user made map with the server running 1.08 with the mod enabled server side. No XAM addons/non BI weapons/vehicles etc anywhere in the mission files. You can no longer put stock BI weapons and ammo (they end up on the floor around the crate) back into stock BI ammo crates while the server uses the XAM mod server side. Hence messing up every single user created mission ammo crates played on the server. Clients that have the mod can place a claymore with stock BI infantry, whereas clients without the mod of course cant even see the placed claymore (since they dont have the textures etc, anything regarding the new weapons). No name tags for players in mutiplayer, so you cant tell who the bloke is thats standing next to you. Nor can you tell who's flying/driving a vehicle by looking. Very, very inconvenient for admins amongst other things. Probably by design, but it subtracts from the gameplay greatly. Even if its in the name of realism. Error msg's for "claymore's"/"bondmines"/"Telemeter" not found appear for people that don't have the mod running/installed when playing on any map on the server. (Ie even a stock BI map). I'm assuming you've done something to ammo crates to include these new weapons in them by default. Two people (one running the mod and one not) will have different rates of fire with the M2 mounted on a HMV. Theres probably other examples but thats one i specifically found and tested by me (without the mod) and someone else (with the mod enabled) shooting at the same time, i finished first. So consistency is an issue right the way though the mod. From sounds and textures right through to game mechanics. Almost certainly effecting any pvp maps (mod on vs's mod off players) adversely. The only way around this is for everyone be required to use XAM, and quite frankly if were not going to put addons on the server were not going to require people to download 1.7gb's in order to join any multiplayer game on the server. Huge lag spikes throughout testing (24hr period), no idea whats causing this but if a 100mbit dedicated cant handle it with 10 people on, god knows what you've done. If you're mod is eating up more cpu time server side i'd suggest you look into that. One last thing (probably done by design) is that UH60's have a lot less health, one or two shots from a shilka will instantly destroy it. Not great for large coops on multiplayer especially since many maps the blackhawk is the only form of transportation/quick means of crossing vast distances. We have enough problems with inexperienced pilots flying on the pubic server, so as to reduce its health/increase damage done by shilka's/ other AA is not only impractical its a game stopper in some cases. There are also qualms about the stability of the game server with the mod enabled. It having crashed a number of times in a 24hr period when the mod was enabled. With it having been stable beforehand. I'm not in a position to provide any more detailed server side info about this unfortunately. If we had more time chances are we would've picked up on more things that need attention. Bit of attitude in the post, sorry but it was quite a frustrating experience for a number of people. I'm sure a lot of work has been put into this but personally, in its current state, the mod is best limited solely to singleplayer. Kelly's Heroes.
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Doing it in the init field will do it once initially when the player starts/joins the map. So you can have it there if you want it to only occur once. (this addweapon ""; etc etc) Or you can have it in the init field (so the initial weapon change occurs) and in something that fires when the players alive to work with the respawning of the player, like: cond: alive player. (if then statements) Just to be clear. When a player respawns they keep their editor unitname. So thats not a problem. So you can have multiple if then statements in the one script catering for different units in the same script working off a single trigger.
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Try this, tested and worked on dedicated. .sqs
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So a player has a number of AI in his group and he's the leader. He disconnects from a mutiplayer game, the previously player AI groups locality then changes from the client to the server. What exactly happens then? Do they still hold onto their group name? How does one reference them upon the player leaders disconnection? I'll have it running server side to clean away AI. But how exactly do you use the cmd. Can i just chuck it in a sqs/sqf and leave it there on its lonesome to be "launched whenever a player is disconnected from a MP session." as the biki says. Its not clear at all. "[_id,_name]" - Can i reference the id and name of the player and delete the group that way? can it be chucked in a several second loop? Ideally i dont want a trigger going off every 0.5 secs checking this thing. The dedicated will have enough other stuff chewing through cpu time.