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meltedping

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Everything posted by meltedping

  1. Im impressed again. Rydygier the master!
  2. Rydygier let us pay for youre copy. its you have done so much for us, and I will help you with patches. pls
  3. How can I help? If its leagel to send a copie of backup from steam via usb and snailmail I will send it to you. everytime a patch comes. I love what you do and this is a small tooken of what feel I owe the creator and founder of HetMan. so pls explain.:confused:
  4. after I tried to play it starts to lagg as hell, i´ve tried every tips i have found on this forum, I have flushed vram and reinstalled arma2CO directx and new gfx drivers and i now use gameboster. but still the same error: from rpt "Virtual memory total 4095 MB (4294836224 B) Virtual memory free 288 MB (302043136 B) Physical memory free 17341 MB (18183569408 B) Page file free 51165 MB (53651279872 B) Process working set 3393 MB (3557875712 B) Process page file used 3478 MB (3647160320 B) Longest free VM region: 1003520 B VM busy 4009967616 B (reserved 296607744 B, committed 3713359872 B, mapped 34480128 B), free 284868608 B Small mapped regions: 15, size 65536 B ErrorMessage: Out of memory (requested 0 KB). footprint 3184107520 KB. pages 81920 KB.." systeminfo: Game Booster Diagnose Report v1.0 Version: 3.5.0.1526 Date: 2012-06-06 16:23:57 ---------------------------------- 01 - Operating System ---------------------------------- 0101 - Operating System : Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120330-1504) 0102 - Language : Swedish (Regional Setting: Swedish) 0103 - BIOS : BIOS Date: 04/25/12 14:42:16 Ver: 04.06.04 0104 - Processor : AMD FX-8120 Eight-Core Processor (8 CPUs), ~3.1GHz 0105 - Memory : 24192MB RAM 0106 - Available OS Memory :23224MB RAM 0107 - Page File : 1882MB used, 20342MB available 0108 - Windows Dir : C:\Windows 0109 - DirectX Version : DirectX 11 0110 - DX Setup Parameters : Not found 0111 - User DPI Setting : Using System DPI 0112 - System DPI Setting : 96 DPI (100 percent) 0113 - DWM DPI Scaling : Disabled 0114 - DxDiag Version : 6.01.7601.17514 ---------------------------------- 02 - Processor ---------------------------------- 0201 - Caption : AMD FX-8120 Eight-Core Processor x8 ~3100MHz 0202 - CurrentClockSpeed : 3100MHz 0203 - L1-Cache : 384,00 KB 0204 - L2-Cache : 8,00 MB 0205 - L3-Cache : 8,00 MB ---------------------------------- 03 - Video Adapter ---------------------------------- 0301 - Card Name : NVIDIA GeForce GTX 470 0302 - Manufacturer : NVIDIA 0303 - Chip Type : GeForce GTX 470 0304 - DAC Type : Integrated RAMDAC 0305 - Device Key : Enum\PCI\VEN_10DE&DEV_06CD&SUBSYS_079F10DE&REV_A3 0306 - Display Memory : 4049 MB 0307 - AdapterRAM : 1,25 GB 0308 - Current Mode : 3840 x 1024 (32 bit) (60Hz) 0309 - Monitor Name : Matrox TripleHead2Go Digital Edition 0310 - Driver Name : nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um 0311 - Driver Version : 8.17.0013.0142 0312 - Driver Language : English 0313 - DDI Version : 11 0314 - Driver Model : WDDM 1.1 0315 - Driver Beta : False 0316 - Driver Debug : False 0317 - Driver Date : 5/15/2012 12:48:00 0318 - Driver Size : 18044224 0319 - VDD : Saknas 0320 - Mini VDD : Saknas 0321 - Mini VDD Date : n/a 0322 - Mini VDD Size : 0 0323 - Device Identifier : {D7B71E3E-458D-11CF-E073-92271DC2C535} 0324 - Vendor ID : 0x10DE 0325 - Device ID : 0x06CD 0326 - SubSys ID : 0x079F10DE 0327 - Revision ID : 0x00A3 0328 - Driver Strong Name : oem2.inf:NVIDIA_SetA_Devices.NTamd64.6.1:Section015:8.17.13.142:pci\ven_10de&dev_06cd 0329 - Rank Of Driver : 00E62001 0330 - Video Accel : ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C 0331 - Deinterlace Caps : {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps= 0332 - D3D9 Overlay : Supported 0333 - DXVA-HD : Supported 0334 - DDraw Status : Enabled 0335 - D3D Status : Enabled 0336 - AGP Status : Enabled 0337 - Notes : No problems found. 0338 - OpenGL : 6.1.7600.16385 (win7_rtm.090713-1255) ---------------------------------- 04 - Memory ---------------------------------- 0401 - TotalMemory : 24 GB 0402 - FreeMemory :19,06 GB 0403 - Pagefiletotal : 21,70 GB 0404 - Pagefilefree : 19,86 GB ---------------------------------- 05 - Network ---------------------------------- 0501 - Description : Realtek PCIe GBE Family Controller 0502 - Driver Date : 6-10-2011 0503 - Driver Version : 7.46.610.2011 ---------------------------------- 06 - Motherboard ---------------------------------- 0601 - Model : 990FXA-GD80 (MS-7640) 0602 - Manufacturer : MSI
  5. You use garrison as a function but as I see it you dont make use of it, I may have it upside down but, as I understand sqf function and so on, you can now use namespace {statment;}; and hac will work better with addons...
  6. Rules Binding rules: Curled braces ({ }) group code to blocks Statements (thus also blocks) are followed by semicolons (;) The latter rule tells the game engine where one statement ends and the next starts. Example: STATEMENT 1; STATEMENT 2; BLOCK { STATEMENT 3; STATEMENT 4; }; thats the solution
  7. dl squint before you give up hac. the editor help´s you find the problem. I looked on hac´s code garrison.sqf with it and this is what I tried to say to you, but I will show you with help of squint the main problem: _a assigned to without being declared private _pos assigned to without being declared private and so on... just _pos gets corrupt all the time because you are not the only "none programmer" who makes script. instead of giving up let me help you
  8. about ama2 and alot of unit´s. here is why it doesnt matter if you have... http://forums.bistudio.com/showthread.php?100519-exThreads ---------- Post added at 09:15 ---------- Previous post was at 09:04 ---------- yes if you use mso´s you can change everything. but you cant chaching hac hadle units, but civies and animals...and it with some magic can make hac handle 875 unit with a 6-20 fps on my computer but I use my computer as a server and client. mso + hacwip4 (not that hac module in mso, just cut it out) place hac to work on server and you have 26++ fps with 875 units. but the biggest problem with hac and other frameworks or addons in my opinion are variable name. and alot of redundancy code.
  9. mso worked for houres, I just change variable name for 1 mso file, I drove from a FOB to nearest village and I saw people get on with thiere life hac hadn´t start yet, so i could take some time, I saw soldiers from my fob built severl roadblocks.... then beep this is HQ over!. and i knew it has began. after a fight with 875 unit in 221 groups for 3 hours we got moral for B down to -50. I drove back to the village on the 4000m way back to our fob, so manny bodies and not a green spot anywhere nor any houses. but a few civis had been evacuated to the fob. i will ryd send you what i saw and what whent wrong with hac. those rtp files are not from ai caching but from one little thing. variable names, btw I will start testing my own fsm_hc it´s a rebuild of my script from OPF with alot new stuf.lol
  10. I looked at mso and they are working on some HC, could´nt see if you Ryd where involved but it look intresting and the do have 2 diffrent ai caching... ---------- Post added at 16:52 ---------- Previous post was at 16:43 ---------- "Commander A (GENIUS) - Recklessness: 0.5 Consistency: 1 Activity: 1 Reflex: 1 Circumspection: 1 Fineness: 1" "Commander B (GENIUS) - Recklessness: 0.5 Consistency: 1 Activity: 1 Reflex: 1 Circumspection: 1 Fineness: 1" Error in expression <then {RydHQ_ObjRadius2 = 500}; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <[("Deployed" + (str _x)),false,true]; } foreach _reserve; { _x setvariable [("S> Error position: <foreach _reserve; this happens if you try with F2´s framwork Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Error in expression <tH = _distT}; if (not (isNull (leaderHQ FindNearestEnemy _SWunit)) and (((_distT> Error position: <FindNearestEnemy _SWunit)) and (((_distT> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Behaviour Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Behaviour Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array and this was mso...
  11. Im have notice that on my lowend computer arma2 CO have almost the same fps as my highend 8 cores 24Gb ram with os ssd and a game ssd. much of the problem as I understand is that BIS have hard coded alot of memory allocation and even if they tried to solve some problem with 1.60 where you can choose settings for malloc it can´t manage the need for fast allocation of memory and the builtin faulty of cpu time for script´s therefor just hope they will ake wonders with arma 3.
  12. same as i have done. but i have 8 cores. and the ingame time slows down to 1/2 of real time
  13. it is my gfx card that cant handle arma2 CO, but i think i solved one thing with amd fx cpu, arma2 CO works better with -malloc=nedmalloc_bi as i tried one by one and read about them it seems as nedmalloc are the most best vm handler for amd cpu. about my gfx it is as i suspected its not the gfx it tell the world, but it works fine with vanilla 45 fps on benchmark 1 with normal settinings and 28 with very high. benchmark2 couldnt I start in arma2 CO, but in vanilla i get 21 fps on normal. benchmark i used was armaholics. Thanks all for the help!
  14. thanks will try that. have also detected a fault on the drive i had arma2oa installed an delay on sevrel clusters, dont know if this can do anything, but the software i used reportet 10ms/faulty areas. and again thanks alot for all tips, will report back. ---------- Post added at 16:31 ---------- Previous post was at 16:30 ---------- http://www.matrox.com/graphics/en/products/gxm/th2go/displayport/ and it suports arma2. but i think after all this test that my gfx-card isnt what it says;)
  15. yes i have the patches for win7, yes my free virtual memory reported from arma 2 co ver. 160.875 but i hav 24 GB ram and before it craches i still have 19GB free. this happend when i tried 0ne benchmars: Version 1.60.87580 Updating base class ->MGunCore, by ca\weapons\config.bin/cfgWeapons/MGun/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/MissileLauncher/ Updating base class ->AT5Launcher, by ca\weapons\config.bin/cfgWeapons/AT11LauncherSingle/ Updating base class RscIGUIListBox->RscListBox, by x\cba\addons\ui_helper\config.bin/RscDisplayMultiplayer/Controls/CA_ValueSessions/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/ Updating base class HeadLimits->HeadLimits, by slx_fov\config.bin/CfgVehicles/SoldierWB/HeadLimits/ Updating base class HeadLimits->HeadLimits, by slx_fov\config.bin/CfgVehicles/SoldierEB/HeadLimits/ Updating base class HeadLimits->HeadLimits, by slx_fov\config.bin/CfgVehicles/SoldierGB/HeadLimits/ [128,107.418,0,"XEH: PreInit Started. v1.0.0.179. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"] [128,108.516,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] [176,115.821,0.059,"XEH: PostInit Started"] [176,115.954,0.059,"CBA_VERSIONING: cba=1.0.0.182, cba_a2=1.0.0.8, cba_oa=1.0.0.6, "] [176,116.016,0.059,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=<NULL-object>, _playerType=", _playerGroup=<NULL-group&gt] [18324,541.878,0,"XEH: PreInit Started. v1.0.0.179. MISSINIT: missionName=sp_benchmarkbattle, worldName=chernarus, isMultiplayer=false, isServer=true, isDedicated=false"] [18324,541.973,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] [18895,555.455,0,"XEH: PostInit Started"] [18895,555.541,0,"CBA_VERSIONING: cba=1.0.0.182, cba_a2=1.0.0.8, cba_oa=1.0.0.6, "] [18895,555.753,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=2, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=B 1-1-A:1 (TheTarget), _playerType=USMC_Soldier", _playerGroup=B 1-1-A] Virtual memory total 4095 MB (4294836224 B) Virtual memory free 119 MB (125407232 B) Physical memory free 17302 MB (18143059968 B) Page file free 51136 MB (53620342784 B) Process working set 3665 MB (3843444736 B) Process page file used 3716 MB (3897380864 B) Longest free VM region: 954368 B VM busy 4186578944 B (reserved 226230272 B, committed 3960348672 B, mapped 32370688 B), free 108257280 B Small mapped regions: 12, size 53248 B ErrorMessage: Out of memory (requested 0 KB). footprint 3591782400 KB. pages 32768 KB. atm ihave normal on all but vsync off but i have 3 monitors with matrox triplehead2go and nvidia gtx 470 1.5 GB vram 3200x1024
  16. Thanks Rydygier, you gave enough info, and i sent you IM :)
  17. have tried wip4 with 2 sides + some civies: and after 20 min this writes in rpt "Error in expression <_z = _z + 1}] do { _KnU = RydHQ_Friends select _z; {_x reveal (vehicle (leader _> Error position: <select _z; {_x reveal (vehicle (leader _> Error Zero divisor"
  18. thanks Lucidity, its sounds like it must be something like that.
  19. This has happend a couple of times since 1.1 wip3 its a heli who have gone way out: Out of path-planning region for B 1-2-A:6 at 6479.1,2764.7, node type "Morale B (GENIUS): 0" "Morale A (GENIUS): 0" Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word Message Protocol bin\config.bin/RadioProtocol_EP1_EN/: Missing word GotIt Virtual memory total 4095 MB (4294836224 B) Virtual memory free 30 MB (32010240 B) Physical memory free 2436 MB (2555273216 B) Page file free 11972 MB (12553805824 B) Process working set 3601 MB (3776094208 B) Process page file used 3659 MB (3837177856 B) Longest free VM region: 126976 B VM busy 4280086528 B (reserved 357244928 B, committed 3922841600 B, mapped 48889856 B), free 14749696 B Small mapped regions: 21, size 94208 B ErrorMessage: Out of memory (requested 98 KB). footprint 2849357485 KB. pages 65536 KB.
  20. coslx do make so much diffrent with HAC since new patch for ARMA 2 Combined Operations.
  21. Thanks again, feel as a n00b ofc its better solution to use a sleep 600, in a extenal script;) nánd for that matter it can be intressted to test the second one too:) what I tried to say was that in MP it can take from 5-30 min before HAC even see you... but you must move around;) thanks forr all the help, will try to make a demo for arma2 so you can test it.
  22. I have made a coop mission with HAC, it can take up to 30 min before HAC give us any oders, and we must move all the time;) placed HAC on server... and 2 player on the same side. not tried on dedicated. ---------- Post added at 15:11 ---------- Previous post was at 15:01 ---------- thanks Rydygier, should asked you if it was ok, first, and I say that I tried with trigger first, and diffrent ways, but the onlything that worked was to do the forbidden to go in and mess around in youre code. anyhow, i tried severl ways before using rest as a place for spawn, I first used event "killed" but in 10 min i had 30 groups... and it must be 10 min otherwise you get too many groups. the spawnscript are a script, will not mess with youre code more the those 2 lines. and thats only until i find a better place. if you will try just use thad code I put in my reply its just to put what ever you want. ---------- Post added at 15:13 ---------- Previous post was at 15:11 ---------- RydHQ_Debug = true; RydHQB_Debug = true; //RydHQC_Debug = true; //Surrendering turned off for all (not compatibile with more than two commanders yet) RydHQ_Surr = false; RydHQB_Surr = false; //RydHQC_Surr = false; RydHQ_Smoke = true; RydHQB_Smoke = true; //Manual personality setting on for A i C RydHQ_Combining = true; RydHQ_MAtt = true; RydHQB_MAtt = true; //Choosing of personalities for A i C RydHQ_Personality = "GENIUS"; RydHQB_Personality = "GENIUS"; //Cargo system for all RydHQ_CargoFind = 100; RydHQB_CargoFind = 100; //RydHQC_CargoFind = 100; RydHQ_NoAirCargo = false;// - if true, air units will not be assigned to transport tasks; RydHQ_NoLandCargo = false; RydHQB_NoAirCargo = false;// - if true, air units will not be assigned to transport tasks; RydHQB_NoLandCargo = false; //Fronts for A and B RydHQ_Front = false; RydHQB_Front = false; //Unlimited control off for A and B RydHQ_SubAll = true; RydHQB_SubAll = true; //"Synchronized only" limited control mode on for B, used for adding under leaderHQB control some guerilla groups RydHQ_SubSynchro = false; RydHQB_SubSynchro = false; //Six garrisoned groups for C (names set in init fields of teamleaders) RydHQ_Garrison = [g6,g7,g8,g9,g10,g11,g12]; RydHQB_Garrison = [g1,g2,g3,g4]; RydHQ_SMed = true ;//- if true, medical support handling is on (ambulances/medevacs only, not group medic units); RydHQ_SFuel = true ;//- if true, fuel support handling is on; RydHQ_SAmmo = true ;//- if true, ammo support handling is on; RydHQ_SRep = true ;//- if true, repair support handling is on; RydHQB_SMed = true ;//- if true, medical support handling is on (ambulances/medevacs only, not group medic units); RydHQB_SFuel = true ;//- if true, fuel support handling is on; RydHQB_SAmmo = true ;//- if true, ammo support handling is on; RydHQB_SRep = true ;//- if true, repair support handling is on; //Quick method for adding under leader's control all groups of given faction present on map at start, for A i B RydHQ_AOnly = [a1,a2,a3,a4,a5,a6]; RydHQB_AOnly = [a4,a5,a6]; RydHQ_Included = []; RydHQB_Included = []; RHQ_Recon = ["US_Delta_Force_AR_EP1","US_Delta_Force_MG_EP1","US_Delta_Force_Marksman_EP1","RU_Soldier_Marksman","US_Delta_Force_Medic_EP1","US_Delta_Force_EP1","US_Delta_Force_Assault_EP1","US_Delta_Force_M14_EP1","US_Delta_Force_Night_EP1","US_Delta_Force_SD_EP1","US_Delta_Force_TL_EP1","TK_Soldier_Sniper_EP1","TK_Soldier_SniperH_EP1","TK_Soldier_Sniper_Night_EP1","TK_Soldier_Spotter_EP1","TK_Special_Forces_MG_EP1","TK_Special_Forces_EP1","TK_Special_Forces_TL_EP1","TK_INS_Soldier_Sniper_EP1"]; RHQ_Snipers = ["US_Soldier_Sniper_EP1","US_Soldier_SniperH_EP1","US_Soldier_Sniper_NV_EP1","RU_Soldier_Marksman","US_Soldier_Spotter_EP1","BAF_Soldier_SniperN_MTP","BAF_Soldier_SniperH_MTP","BAF_Soldier_Sniper_MTP","BAF_Soldier_spotter_MTP","BAF_Soldier_spotterN_MTP","BAF_Soldier_SniperN_W","BAF_Soldier_SniperH_W","BAF_Soldier_Sniper_W","BAF_Soldier_spotter_W","BAF_Soldier_spotterN_W","TK_Soldier_Sniper_EP1","TK_Soldier_SniperH_EP1","TK_Soldier_Sniper_Night_EP1","TK_INS_Soldier_Sniper_EP1","Soldier_Sniper_PMC","Soldier_Sniper_KSVK_PMC","GER_Soldier_Scout_EP1"]; RHQ_ATInf = ["US_Soldier_AT_EP1","US_Soldier_HAT_EP1","RU_Soldier_AT","RU_Soldier_HAT","BAF_Soldier_AT_MTP","BAF_Soldier_HAT_MTP","BAF_Soldier_AT_DDPM","BAF_Soldier_HAT_DDPM","BAF_Soldier_AT_W","BAF_Soldier_HAT_W","TK_Soldier_HAT_EP1","TK_Soldier_LAT_EP1","TK_Soldier_AT_EP1","TK_INS_Soldier_AT_EP1","Soldier_AT_PMC"]; RHQ_AAInf = ["US_Soldier_AA_EP1","BAF_Soldier_AA_MTP","BAF_Soldier_AA_DDPM","BAF_Soldier_AA_W","TK_Soldier_AA_EP1","TK_INS_Soldier_AA_EP1","Soldier_AA_PMC"]; RHQ_Inf = ["US_Soldier_AA_EP1","RU_Soldier_Marksman","RU_Soldier","RU_Soldier_HAT","RU_Soldier_AT","RU_Soldier_MG","US_Soldier_AT_EP1","US_Soldier_AAT_EP1","US_Soldier_HAT_EP1","US_Soldier_AHAT_EP1","US_Soldier_AR_EP1","US_Soldier_AAR_EP1","US_Soldier_Crew_EP1","US_Soldier_Engineer_EP1","US_Soldier_GL_EP1","US_Soldier_MG_EP1","US_Soldier_AMG_EP1","US_Soldier_Marksman_EP1","US_Soldier_Medic_EP1","US_Soldier_Officer_EP1","US_Soldier_Pilot_EP1","US_Pilot_Light_EP1","US_Soldier_EP1","US_Soldier_LAT_EP1","US_Soldier_B_EP1","US_Soldier_Sniper_EP1","US_Soldier_SniperH_EP1","US_Soldier_Sniper_NV_EP1","US_Soldier_Light_EP1","US_Soldier_Spotter_EP1","US_Soldier_SL_EP1","US_Soldier_TL_EP1","BAF_Soldier_AA_MTP","BAF_Soldier_AAA_MTP","BAF_Soldier_AAT_MTP","BAF_Soldier_AHAT_MTP","BAF_Soldier_AAR_MTP","BAF_Soldier_AMG_MTP","BAF_Soldier_AT_MTP","BAF_Soldier_HAT_MTP","BAF_Soldier_AR_MTP","BAF_crewman_MTP","BAF_Soldier_EN_MTP","BAF_Soldier_GL_MTP","BAF_Soldier_FAC_MTP","BAF_Soldier_MG_MTP","BAF_Soldier_scout_MTP","BAF_Soldier_Marksman_MTP","BAF_Soldier_Medic_MTP","BAF_Soldier_Officer_MTP","BAF_Pilot_MTP","BAF_Soldier_MTP","BAF_ASoldier_MTP","BAF_Soldier_L_MTP","BAF_Soldier_N_MTP","BAF_Soldier_SL_MTP","BAF_Soldier_SniperN_MTP","BAF_Soldier_SniperH_MTP","BAF_Soldier_Sniper_MTP","BAF_Soldier_spotter_MTP","BAF_Soldier_spotterN_MTP","BAF_Soldier_TL_MTP","BAF_Soldier_AA_DDPM","BAF_Soldier_AAA_DDPM","BAF_Soldier_AAT_DDPM","BAF_Soldier_AHAT_DDPM","BAF_Soldier_AAR_DDPM","BAF_Soldier_AMG_DDPM","BAF_Soldier_AT_DDPM","BAF_Soldier_HAT_DDPM","BAF_Soldier_AR_DDPM","BAF_crewman_DDPM","BAF_Soldier_EN_DDPM","BAF_Soldier_GL_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_MG_DDPM","BAF_Soldier_scout_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Medic_DDPM","BAF_Soldier_Officer_DDPM","BAF_Pilot_DDPM","BAF_Soldier_DDPM","BAF_ASoldier_DDPM","BAF_Soldier_L_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_SL_DDPM","BAF_Soldier_TL_DDPM","BAF_Soldier_AA_W","BAF_Soldier_AAA_W","BAF_Soldier_AAT_W","BAF_Soldier_AHAT_W","BAF_Soldier_AAR_W","BAF_Soldier_AMG_W","BAF_Soldier_AT_W","BAF_Soldier_HAT_W","BAF_Soldier_AR_W","BAF_crewman_W","BAF_Soldier_EN_W","BAF_Soldier_GL_W","BAF_Soldier_FAC_W","BAF_Soldier_MG_W","BAF_Soldier_scout_W","BAF_Soldier_Marksman_W","BAF_Soldier_Medic_W","BAF_Soldier_Officer_W","BAF_Pilot_W","BAF_Soldier_W","BAF_ASoldier_W","BAF_Soldier_L_W","BAF_Soldier_N_W","BAF_Soldier_SL_W","BAF_Soldier_SniperN_W","BAF_Soldier_SniperH_W","BAF_Soldier_Sniper_W","BAF_Soldier_spotter_W","BAF_Soldier_spotterN_W","BAF_Soldier_TL_W","TK_Soldier_AA_EP1","TK_Soldier_AAT_EP1","TK_Soldier_AMG_EP1","TK_Soldier_HAT_EP1","TK_Soldier_AR_EP1","TK_Aziz_EP1","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_Engineer_EP1","TK_Soldier_GL_EP1","TK_Soldier_MG_EP1","TK_Soldier_Medic_EP1","TK_Soldier_Officer_EP1","TK_Soldier_Pilot_EP1","TK_Soldier_EP1","TK_Soldier_B_EP1","TK_Soldier_LAT_EP1","TK_Soldier_AT_EP1","TK_Soldier_Sniper_EP1","TK_Soldier_SniperH_EP1","TK_Soldier_Sniper_Night_EP1","TK_Soldier_Night_1_EP1","TK_Soldier_Night_2_EP1","TK_Soldier_TWS_EP1","TK_Soldier_Spotter_EP1","TK_Soldier_SL_EP1","TK_Special_Forces_MG_EP1","TK_Special_Forces_EP1","TK_Special_Forces_TL_EP1","TK_INS_Soldier_AA_EP1","TK_INS_Soldier_AR_EP1","TK_INS_Bonesetter_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_2_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_3_EP1","TK_INS_Soldier_AAT_EP1","TK_INS_Soldier_Sniper_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Warlord_EP1","TK_INS_Soldier_AT_EP1","GER_Soldier_MG_EP1","GER_Soldier_Medic_EP1","GER_Soldier_EP1","GER_Soldier_Scout_EP1","GER_Soldier_TL_EP1","Soldier_Bodyguard_AA12_PMC","Soldier_Bodyguard_M4_PMC""Soldier_Sniper_PMC","Soldier_Medic_PMC","Soldier_MG_PMC","Soldier_MG_PKM_PMC","Soldier_AT_PMC","Soldier_Engineer_PMC","Soldier_GL_M16A2_PMC","Soldier_M4A3_PMC","Soldier_PMC","Soldier_GL_PMC","Soldier_Crew_PMC","Soldier_Pilot_PMC","Soldier_Sniper_KSVK_PMC","Soldier_AA_PMC","Soldier_TL_PMC","Ry_PMC","Dixon_PMC","Poet_PMC","Reynolds_PMC","Tanny_PMC"]; RHQ_Art = ["M1129_MC_EP1","MLRS_DES_EP1","M252_US_EP1","M119_US_EP1","GRAD_TK_EP1","MAZ_543_SCUD_TK_EP1","2b14_82mm_TK_EP1","D30_TK_EP1","2b14_82mm_TK_INS_EP1"]; RHQ_HArmor = ["M1A1_US_DES_EP1","M1A2_US_TUSK_MG_EP1","T72_TK_EP1","T55_TK_EP1"]; RHQ_LArmor = ["M1130_CV_EP1","M6_EP1","M2A2_EP1","M2A3_EP1","M1126_ICV_M2_EP1","M1126_ICV_mk19_EP1","M1135_ATGMV_EP1","M1128_MGS_EP1","BAF_FV510_D","BAF_FV510_W","BMP2_TK_EP1","BMP2_HQ_TK_EP1","BRDM2_TK_EP1","BRDM2_ATGM_TK_EP1","BTR60_TK_EP1","M113_TK_EP1","T34_TK_EP1","ZSU_TK_EP1"]; RHQ_LarmorAT = ["M1135_ATGMV_EP1","M1128_MGS_EP1","BMP2_TK_EP1","BMP2_CDF","BRDM2_CDF","BRDM2_ATGM_CDF","T72_CDF", "ZSU_CDF"]; RHQ_Cars = ["ATV_US_EP1","HMMWV_DES_EP1","HMMWV_MK19_DES_EP1","HMMWV_TOW_DES_EP1","HMMWV_M998_crows_M2_DES_EP1","HMMWV_M998_crows_MK19_DES_EP1","HMMWV_M1151_M2_DES_EP1","HMMWV_M998A2_SOV_DES_EP1","HMMWV_Terminal_EP1","HMMWV_M1035_DES_EP1","HMMWV_Avenger_DES_EP1","M1030_US_DES_EP1","MTVR_DES_EP1","BAF_ATV_D","BAF_Jackal2_GMG_D","BAF_Jackal2_L2A1_D","BAF_Offroad_D","BAF_ATV_W","BAF_Jackal2_GMG_W","BAF_Jackal2_L2A1_W","BAF_Offroad_W","LandRover_MG_TK_EP1","LandRover_SPG9_TK_EP1","TT650_TK_EP1","SUV_TK_EP1","UAZ_Unarmed_TK_EP1","UAZ_AGS30_TK_EP1","UAZ_MG_TK_EP1","Ural_ZU23_TK_EP1","V3S_TK_EP1","V3S_Open_TK_EP1","BTR40_TK_INS_EP1","BTR40_MG_TK_INS_EP1","LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","Old_bike_TK_INS_EP1","SUV_PMC","ArmoredSUV_PMC"]; RHQ_Air = ["A10_US_EP1","AH64D_EP1","AH6J_EP1","AH6X_EP1","Mi17_rockets_RU","C130J_US_EP1","CH_47F_EP1","MH6J_EP1","MQ9PredatorB_US_EP1","UH60M_EP1","BAF_Apache_AH1_D","CH_47F_BAF","BAF_Merlin_HC3_D","AW159_Lynx_BAF","An2_TK_EP1","L39_TK_EP1","Mi24_D_TK_EP1","Mi17_TK_EP1","Su25_TK_EP1","UH1H_TK_EP1","Ka137_PMC","Ka137_MG_PMC","Ka60_PMC","Ka60_GL_PMC"]; RHQ_NCAir = ["AH6X_EP1","MH6J_EP1","Ka137_PMC"]; RHQ_RAir = ["AH6J_EP1","AH6X_EP1","MQ9PredatorB_US_EP1","Ka137_PMC","Ka137_MG_PMC"]; RHQ_Static = ["M252_US_EP1","M119_US_EP1","M2StaticMG_US_EP1","M2HD_mini_TriPod_US_EP1","MK19_TriPod_US_EP1","TOW_TriPod_US_EP1","BAF_GMG_Tripod_D","BAF_GPMG_Minitripod_D","BAF_L2A1_Minitripod_D","BAF_L2A1_Tripod_D","BAF_GMG_Tripod_W","BAF_GPMG_Minitripod_W","BAF_L2A1_Minitripod_W","BAF_L2A1_Tripod_W","Igla_AA_pod_TK_EP1","AGS_TK_EP1","D30_TK_EP1","KORD_high_TK_EP1","KORD_TK_EP1","Metis_TK_EP1","2b14_82mm_TK_EP1","ZU23_TK_EP1","AGS_TK_INS_EP1","D30_TK_INS_EP1","DSHKM_TK_INS_EP1","DSHkM_Mini_TriPod_TK_INS_EP1","2b14_82mm_TK_INS_EP1","SPG9_TK_INS_EP1","ZU23_TK_INS_EP1"]; RHQ_StaticAA = ["Stinger_Pod_US_EP1","Igla_AA_pod_TK_EP1","ZU23_TK_EP1","ZU23_TK_INS_EP1"]; RHQ_StaticAT = ["TOW_TriPod_US_EP1","Metis_TK_EP1","SPG9_TK_INS_EP1"]; RHQ_Support = ["HMMWV_Ambulance_DES_EP1","MtvrReammo_DES_EP1","MtvrRefuel_DES_EP1","MtvrRepair_DES_EP1","MtvrSupply_DES_EP1","M1133_MEV_EP1","MtvrSalvage_DES_EP1","UH60M_MEV_EP1","M113Ambul_TK_EP1","UralSupply_TK_EP1","UralSalvage_TK_EP1","UralReammo_TK_EP1","UralRefuel_TK_EP1","UralRepair_TK_EP1"]; RHQ_Med = ["HMMWV_Ambulance_DES_EP1","M1133_MEV_EP1","UH60M_MEV_EP1","M113Ambul_TK_EP1"]; RHQ_Ammo = ["MtvrReammo_DES_EP1","UralReammo_TK_EP1"]; RHQ_Fuel = ["MtvrRefuel_DES_EP1","UralRefuel_TK_EP1"]; RHQ_Rep = ["MtvrRepair_DES_EP1","UralRepair_TK_EP1"]; RHQ_Cargo = ["M1126_ICV_M2_EP1","UAZ_CDF","UAZ_AGS30_CDF","UAZ_MG_CDF","Ural_CDF", "UralOpen_CDF","Ural_ZU23_CDF","M1126_ICV_mk19_EP1","M6_EP1","M2A2_EP1","M2A3_EP1","BAF_Offroad_D","BAF_Offroad_W","BAF_FV510_D","BAF_FV510_W","BTR60_TK_EP1","M113_TK_EP1","BMP2_TK_EP1","V3S_TK_EP1","V3S_Open_TK_EP1","SUV_TK_EP1","UAZ_Unarmed_TK_EP1","BTR40_TK_INS_EP1","CH_47F_EP1","UH60M_EP1","CH_47F_BAF","BAF_Merlin_HC3_D","ArmoredSUV_PMC","Ka60_PMC","Ka60_GL_PMC"]; RHQ_NCCargo = ["MH6J_EP1","HMMWV_DES_EP1","MTVR_DES_EP1","SUV_TK_EP1","UAZ_Unarmed_TK_EP1","V3S_TK_EP1","V3S_Open_TK_EP1","SUV_PMC"]; RHQ_Crew = ["US_Soldier_Crew_EP1","US_Soldier_Pilot_EP1","US_Pilot_Light_EP1","BAF_crewman_MTP","BAF_Pilot_MTP","BAF_crewman_DDPM","BAF_Pilot_DDPM","BAF_crewman_W","BAF_Pilot_W","TK_Soldier_Crew_EP1","TK_Soldier_Pilot_EP1","Soldier_Crew_PMC","Soldier_Pilot_PMC"]; //Player's unit excluded //RydHQ_ExcludedG = [P1]; //This only for script version: nul = [] execVM "RydHQInit.sqf"; ---------- Post added at 15:42 ---------- Previous post was at 15:13 ---------- ---------- Post added at 15:44 ---------- Previous post was at 15:42 ---------- Hi again Rydygier, I wonder if there are any events from HAC that I can cath and place spawn from my spawn script? and thanks alot for this HAC, its so fantastic. Meltedping
  23. hi Rydygier, I have test with spawn new units with help of HQReset, this ´cause i thought that would be the best place. anyhow, how long will it take before HAC reconise the new units or will it never happend;) code: if (isNil ("RydHQ_ResetTime")) then {RydHQ_ResetTime = 600}; if not (RydHQ_ResetOnDemand) then {sleep RydHQ_ResetTime} else {waituntil {sleep 1; (RydHQ_ResetNow)};RydHQ_ResetNow = false}; _Edistance = false; _groupA= ["BIS_BAF",(getMarkerPos "spawn_w")] call fnc_spawnGroup; _GroupB = ["RU",(getMarkerPos "spawn_e")] call fnc_spawnGroup; ***************************************************************************************** spawn code _group = [_location, EAST, (configFile >> "CfgGroups" >> "East" >> "RU" >> "Infantry" >> "RU_InfSquad")] call BIS_fnc_spawnGroup}; cant really see if HAC use this groups, i can see that groups spawns, but not more..
  24. how do i use highcommand modules on map, searched the forum for help, but every time i use what new info i find, the result are the same im alone with some npc who i cant control i hope somebode can help me.
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