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nominesine

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Posts posted by nominesine


  1. Two questions...

    1) Problem persists, so I'll repeat my first question: Can I apply patch Patch 1.02.58134 a second time, although the in-game GUI claims that I am already running version 1.02.58134 (wich I am clearly not since I still cannot switch on Anti Aliasing)

    2) Could my aged graphic card be the problem that prevents me from enabling the disabled AA-feature? I have an Nvidia GeForce 9700 GS (256 Mb).

    As a side note: The aforementioned card lets me play the game on low/normal settings and 2500 meter viewdistance. It runs fine, apart from the AA-problem.


  2. Doig this in the editor can be a bit tricky, if you need exact placement. You can also do it in the mission.sqm itself. Open the file in a text document. Notice that the entries for mission, intro and outro have identical structures. Copy the entries from your intro and paste them over the corresponding part in mission. Thats it. It's fast and very exact.

    NOTE: Always make a back up copy of the original mission.sqm before you start. It's easy to delete a semicolon or curled bracer by mistake when you copy & paste, and then your mission will be unplayable and even impossible to open in the editor.


  3. OFPEc has a good tutorial for sqf-beginners. Downloadable for your personal perusal and study. Written by Cheetah, I believe.

    About learning c++ and similar theoretical studies. I don't think it's necessary to begin with. Play with the scripting commands as they come. It's not that difficult. Have fun! You'll learn faster that way. You can always polish your finer techniques with theoretical studies once you know what you need it for.


  4. When the mission starts it dispays an error message stating that there's

    no entry: cfgGlasses

    It can be ignored by clicking OK and the aforementioned glasses do show up in the mission, just as intended. So it's more annoying than problematic. Nevertheless I'd like to sort it out.

    Maybe the class names are case sensitive? I wrote spectacles without the capital S. Will try that and see if it helps. If it doesn't I'm out of ideas.


  5. Semantically Chernorus seems to be a mix of Montenegro and Belarus. It's apparent if you happen to speak russian:

    Montenegro (Black Mountain) is called Chernogoria in russian.

    Belarus is quite obvious, with the prefix Belo (white) changed into Cherno (Black).

    If you're into folk lore and fairy tales (wich Marek Spanel happens to be) there's also a strong connection to Georgia/Gruzia in the name Chernorus. Gruzia is russian for Georgia. According to a popular fairy tale, Gruzia was God's personal demesne which he saved for himself, since it was the most beautiful land in the world. He reluctantly gave it to the Georgian people becuase they didn't have anything else to call their own.

    I think BIS worked quite hard to create a country that shouldn't be pinpointed on a map, or at least a country that could be pinpointed to several locations. After all, isn't that better than a fixed location that only hampers your willing suspension of disbelief?


  6. He's been working on a way to introduce moving pictures into OFP/Armed Assault/ArmA2 for as long as I can remember. A week ago he succeded and sent me a missionette where some soldiers were looking at film inside a hangar building. Really good job, though the movie itself sucked. He also made a short youtube video of the mission and posted a link to it in these forums. That was his downfall. It's been removed now, as the content of that film was a wee bit pornographic. His final post is here. I don't know if he's permanently banned or on a longer supension. Time will tell. Meanwhile he's quite active on the OFPEC Forums. And Behind Enemy Lines doesn't contain any sex at all. Only a huge amount of mindless violence, wich isn't against the rules.

    ;)


  7. No it doesn't mean that. These are the entries found under cfgGlasses

    None

    Spectacles

    RoundGlasses

    SunGlasses

    Tactical

    BlackSun

    BlueSun

    RedSun

    GreenSun

    LHD_glasses

    Besides it's working. It's just annoying to click OK to bypass the error upon mission start.

    ---------- Post added at 04:49 PM ---------- Previous post was at 04:49 PM ----------

    But the voice is supposed to be "male01EN"


  8. What is a proper cfGIdentity entry supposed to look like in ArmA2? The following version works, but gives an error message regarding glasses (no entry cfgGlasses). The spectacles does show up in game, though.

    class CfgIdentities

    {

    class p11

    {

    name = "Sarge";

    face = "Face33";

    glasses = "spectacles";

    speaker = "male1";

    pitch = 1.00;

    };

    I suspect that ArmA2 would prefer something else than glasses = "spectacles"; in the third paragraph. But what?


  9. I don't know about the grass setting. But since you are building the mission in the wizard you can at least decide upon a view distance. Place a trigger on the map and change it's condition field from this to true. In the activation field you write:

    setViewDistance 2000

    Or whatever distance you want players to have access to. Everyone will then have the same viewdistance.


  10. The code I quoted would eject them whenever you issued the command. In mid flight or on the ground.

    The reason that your troops do not eject when you use the code in a Transport Unload is because the waypoint is never completed. Hence it's activation field never becomes active.

    A Transport Unload becomes active when it has unloaded the soldiers. So what you are telling the game engine is this (in plain english):

    "The soldiers in the chopper should not eject until they have all ejected".

    Funny, right? We can solve this problem tomorrow. I'm too sleepy right now. Meanwhile: Head over to www.ofpec.com. There are numerous ways to solve your problems in the forums and different tutorials there.


  11. Copy and paste is the same as in the editor as in windows ctrl C and ctrl V. Or you could create a textdocument, name it init.sqs (without any other file extension such as .txt) and use the aforementioned code there.

    You cannot refer to the units in the editor with the word "this" if you chose that method. You must name them in the editor and call them by that name in the script.

    Both methods are time consuming. If you are new to this, I'd recommen writing into their init lines in the editor itself.


  12. I'm not really worried about it either. Merely curious. The mystery unfolds slowly:

    On version 1.0 to 1.02 all missions were terminated via the Suspend button.

    From version 1.021.02.58134 all missions are terminated with the Abort button, unless they existed before applying the latest patch. In that case it's still Suspend.

    The reason I'm delving into this is because I have not been able to switch on AA since I updated to 1.02.58134. Removing arma.cfg and user profiles to get a clean slate haven't helped. Now I'm beginning to think that ArmA2 saves files in more folders than previously known (I only know Documents and Program Folder). Since old save games affect settings, I want to find them and delete them as well, rather than go through a complete reinstall.

    EDIT: Forgot to add this link http://forums.bistudio.com/showpost.php?p=1319306&postcount=6


  13. @MBot: Don't let yourself be discouraged by non constructive critizism. There are numerous players out there (like me) who likes this realistic and logistic approach to gaming. But we usually want to try things a couple of times before we post. Personally I'm gonna try it again tomorrow, and then get some sleep. Good night.


  14. With Armed Assault it was possible to fire your own PC up as a dedicated server with the server.exe (or whatever it was called), then start the game normally and join your own server. Thus it was possible to test publicVariables and such with only one computer.

    It required some tweaking of the server config that I cannot remember, but surely someone else in this forum knows how it was done. I haven't gotten that far with ArmA2. I'm still busy studying sqf-scripting an new commands from the comref.


  15. 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.

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