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nominesine

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Everything posted by nominesine

  1. Bug 1: Always make sure the AI board first. Or order them to board in specific positions, one by one. Bug 2: Yes, I've noticed this too (but only in the Manhattan mission). I haven't died yet. But on numerous occasions I've arrived at the scene and heard my (human) team mates talk of a fire fight without being able to see one myself. It just isn't there on my computer. Worst case of desynch/locality problems I've ever seen in the game. In any game for that matter. Same thing can happen if you board any vehicle. Not just an AI controlled helicopter. Happens with the LAV as well. Solution: Walk. Remember to take a leave of absence from work before you commence playing. It may take a while to finish the mission without transport ;)
  2. nominesine

    Weather module

    Have you tried to dePbo the mission where you've seen it done? I haven't played Delaying the Bear myself, but that's what I should do if I wanted to recreate the same effect.
  3. Group [F2] the trigger with the empty helicopter. Open the trigger and notice that you now have a new option for activation. Select VEHICLE in the drop down menu. Done.
  4. nominesine

    Is 1.03 worth downloading?

    Download. Install. Enjoy. It's even funnier than russian roulette :)
  5. nominesine

    Secret Island In Arma 2!

    As far as I understand there is no such thing as randomly generated terrain in the game yet. The infinite land mass looks the same, each and every time it's loaded (at least for me). It's just a variant of the infinite sea. The same technique was implemented in the FDF mod's winter maps for OFP ages ago. It also appeared on several desert maps for Amed Assault. Nothing new.
  6. nominesine

    Secret Island In Arma 2!

    The "secret island" is the infinite landmass that was designed for chernarus island. It shouldn't be visible on Utes since the config for the smaller island has enableTerrainSynth = 0; set in it's config. On Chernarus the same value is set to 1, and hence infinite land is always rpesent on Chernarus. However: Due to a bug in the game the infinite land mass also show up on Utes if you load Chernarus before you load the smaller island. The secret island comes in handy if you want to have a base for Opfor troops, but don't want to place them directly on Utes during mission start (much like the USS Khe Sanh can be used by Blufor). But it's likely that this bug/feature will be corrected/disabled in a future patch, so uusing the infinite terrain is hazardous, at best. One day your carefully placed troops may end up in the water :-)
  7. nominesine

    initJIPCompatible file...

    Brilliant. Why didn't I think of that? Thanks again :bounce3:
  8. To check if a player has entered a trigger. Put this in the trigger's condition field: player in thislist If the trigger is then set to be of the BLUFOR PRESENT type, it should only react to players from that side. And the trigger will only fire on the client that activated the trigger.
  9. nominesine

    Multiplayer campaign (bugs)

    I just recalled that I've seen the same locality bugs before (type #2 and #3 in the first post). They also appeared in two mods for Operation Flashpoint. Namely the American Civil War Mod and Liberation '41 Mod. Both the aforementioned mods tampered with the damage system in OFP, much like the First Aid module does in ArmA2 today. Is it possible that the First Aid Mod causes these problems in the MP campaign?
  10. nominesine

    initJIPCompatible file...

    If I understand you correctly: initJIPcompatible.sqf will run automatically everytime a new player connects to an ongoing MP game? It will run on all clients, not just the JIP-player. Is this verified, or are you merely guessing? Do I need to place a module in the mission to make initJIPcompatible.sqf work? If so: wich one?
  11. nominesine

    Multiplayer campaign (bugs)

    Thanks. That sounds like a classical scripting error to me. Most likely a saved variable (+3 hours) carried over from an earlier mission, but only loaded on the host for some reason. I'm more interested in locality errors comming from the game engine itself. i.e players doing one thing on the host computer, but another on the clients et cetera. I really enjoy the MP campaign, despite the bugs. I wan't to find a working workaround that makes it playable. Not boarding any vehicle and avoiding loaded save games seems to work pretty OK. But in Manhattan it's almost impossible due to the sheer scale of the mission. P.S My german is a wee bit rusty. But Bitter Kälte sounds like Bitter Chill to me
  12. nominesine

    Patch 1.03 Satisfaction Survey

    My opinion: A great patch. Good job.
  13. nominesine

    Any news of the upcoming patch?

    Newsflash: Patch 1.03 is already released, but it's only available to free masons and the members of some fictional secret societies.
  14. nominesine

    Any news of the upcoming patch?

    Maybe you can make it a sticky, so we can keep on bitching about the exact release date even after the release? Was 1.03 really released yesterday? Maybe it's not the real patch?? When are you really going to release it???
  15. @Laggy: Had the same problem with the exact same Vista updates. Run a manual defrag on your main drive (the scheduled one won't help you). It took my computer 17 hours to defrag after upgrading vista last time. It was worth waiting for. After defrag ArmA2 performance was much smoother.
  16. nominesine

    Question from a new Arma player...

    Also: upgrading the GPU is easily done. Upgrading your processor is not and besides your quad core is way above what's needed. Go for a GPU if you must upgrade. But I play ArmA2 at higher resolution than you do, on an outdated rig. All in-game settings are on normal wich gives me 15-25 FPS. Intel dual core @6600 2,3 Ghz Nvidia 7900 GS (256 MB) 4 Gb RAM I get 15-25 FPS in every situation. The game runs smooth at all times with no stuttering whatsoever. Bear in mind that an animated movie doesn't give you more than 24 frames per second.
  17. nominesine

    Directions shouted by AI

    I agree that the system is a bit problematic. Left/Right is based on the last recorded movement that the group leader undertook. If your squad is moving north, left will be west and right will be east. Movement direction, not facing, is the deciding factor at work here. Hence: If you sidestep a few meters to the left (west) as you continue to face north, the AI will change it's trevelling direction. From now on left will be south and right changes to north. Confusing and not the least bit user friendly, in my opinion. But that's how it works.
  18. nominesine

    initJIPCompatible file...

    Does initJIP also start automatically, like a regular init?
  19. {} tells the game engine that the enclosed text contains code _x refers to each and every unit within a specified array setUnitPos self explanatory command "MIDDLE" the string that tells the game what position to chose ("DOWN", "MIDDLE", "UP") forEach command that goes along with _x units the plural form refers to all units within the selected group this the selected group is the same group as the loon whose init field this is. If you refer to the same group from an external script you must exchange this with groupName
  20. I'm receiving some strange locality errors that only shows up in MP campaign mode. To make a long story short: It seems as if all players in a MP-campaign game is permanently treated as JIP players by the game engine. Hence missions that are working perfectly in regular MP screws up in Campaign mode for everyone except the acting host. Has anyone nticed the same? Can someone show me a workaround?
  21. I have a serious patching problem. I won't go into all the details right now but limit myself to a straightforward question. When I try to end any mission I usually slect 'Suspend' in the options menu. But sometimes the GUI replaces the word 'Suspend' option with 'Abort'. What is the option supposed to be called? Abort or Suspend? I suspect that I have remnants of an older patch messing up my game, even though I upgraded to a newer version. I first saw the 'Abort' option when I upgraded from 1.02 to 1.02.58134. Before that it was always 'Suspend'. What should it be?!? P.S: I own the downloadable version from nexway.
  22. Is this a fact? In that case it's a vast improvement IMO.
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