nominesine
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Posts posted by nominesine
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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.
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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 :-)
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I'm using another "safe" method by placing a trigger with condition local player in the editor and start client scripts from there.Brilliant. Why didn't I think of that? Thanks again
:bounce3:
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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.
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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?
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initJIPcompatible.sqf gets called from the MP mission framework (scripts in modules MP directory).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?
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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
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The MP Campaign seems to be full of locality errors. i.e What happens on the hosting computer does not necessarily happen on the client computers. Here's a few examples from my last three sessions with a friend. He is playing as the server, I joined him as a client.
1) Cutscenes and sounds only play on host computer.
2) Shots fired by by hosting player cannot be heard nor seen bly client player. The effects (dying and explosions) are shown on all clients however.
3) Client and host can be at the same location, but still unable to see eachother in game. Mostly happens when both players dismounts from a vehicle.
Problem #1 is most likely a script that only runs on one computer. A classic noob mistake. #2 and #3 are clearly not scripting bugs. I've managed to reproduce some of them after extensive testing. They seem to be connected to the MP campaign mode only. It is impossible to create these errors in a normal MP mission. But if you create a user made campaign with the same (fully working) MP-mission included the errors will show up.
Two things seems to trigger these MP/Campaign bugs. Either when the players step out of a vehicle, after travelling cross country; or when a saved game is loaded and a client player joins the campaign.
Anyone else got similar experiences? Please share your thoughts.
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My opinion: A great patch. Good job.
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Newsflash: Patch 1.03 is already released, but it's only available to free masons and the members of some fictional secret societies.
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No point closing this thread, it will become superfluous rather soon ;)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???
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@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.
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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.
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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.
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I'm talking about severe code insufficiencies that affect a majority of the customers every time they run the softwareCrybaby ;)
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Does initJIP also start automatically, like a regular init?
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if u can explain what does all the _X and the { means than i'll be grateful
thanks :)
{} 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
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campaign fixes /.../ MP/Coop campaign improvements:bounce3:
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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?
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To other units (from far away) it will appear the be BLUFOR regardless of who is flying it.Is this a fact? In that case it's a vast improvement IMO.
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The new command joinAs should be able to make a new unit take up a specified role in his new group.
player joinAs [_group, 4]
Does anyone know what the number specifies. How many slots are there?
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BI is sexist?!!?!?Yes, quite. As a sidenote: Women are allowed to drive cars in ArmA2, but they cannot drive a motorcycle. They're only allowed to ride as passengers with male drivers, because of missing biker animations for female models. Talk about stereotypes, eh? I haven't tested if women are allowed to vote in Chernarus yet. I suspect not ;)
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I've placed my ACM (nomin_acm1) on the map, synched it with a playable group and given it the following command in ininit.sqf:
[0, nomin_acm1] call BIS_ACM_setIntensityFunc;
Hence no unit will spawn around my group until I raise the value 0. I only want the action to start when the players group enters a certain trigger area. Thus I feed my ACM the following line of code when the player enter the trigger:
[1, nomin_acm1] call BIS_ACM_setIntensityFunc;
That should work, right? And now some questions.
1) Can I execute the code [1, nomin_acm1] call BIS_ACM_setIntensityFunc; directly from the triggers activation field? I cannot see any reason why not, so...
2) What happens if a player Joins in Progress after the change is made. Will this init-launch revert the ACM to it's zero setting again?
3) Is it possible to make all changes of the ACM values from a script that is only running on the server in a MP game? Or does the ACM values also need to be changed on all clients in a network game.
Is 1.03 worth downloading?
in ARMA 2 & OA - GENERAL
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Download. Install. Enjoy. It's even funnier than russian roulette :)