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-----jayjayc-----

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About -----jayjayc-----

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  1. Can anyone help me improve a graphical SITREP script that I've put together? I felt that it would be useful to get a quick visual representation of squad location and strength - particularly when using HC or Rydiger's HAC for instance - and so put this pretty clunky script together that places three markers per squad - one label, one light and one solid circle the latter two sized proportionally to initial squad strength and current strength when the script is executed... Script: Does exactly what I want, but the problem is that it's pretty inflexible at the moment relying on individual group names and sizes being set in editor then entered individually in the script - I imagine there must be a clever way of using 'allGroups' to return an array and create markers for all BLUFOR groups to make this more adaptable for quick use in different missions, etc. but my scripting/syntax knowledge isn't up to it... I guess the steps would be: 1. On init establish an initial group size value for each group 2. Execute the SITREP script (by radio is ok) and get current strength, create markers 3. Delete all markers after given time period Can anyone offer any pointers?
  2. -----jayjayc-----

    Maxed out CPU temp?

    thanks for advice/comments yes - a good clean and a cooler are on the agenda! - failing that it's toshiba support in terms of the temps i'm getting the same readings from a number of utilities (throttlestop, cpu-z and speedfan) so unless the sensor(s) shot i guess they're accurate and yes intels spec for the x9100 states a max operating temp of 105C - there's quite a few threads on notebookreview etc concerning x300 temps where temps in the range I'm talking about are considered high but ok - 90 being the absolute max (the model appears to have a pretty poor cooling design so high temps seem to be common) - games other than arma 2 hit high 80s-90C very rarely - arma 2 just seems exceptional in terms of the CPUs response which almost flies off the chart... as per your comments though probably an issue with my machine...
  3. -----jayjayc-----

    Maxed out CPU temp?

    I have a toshiba x300 running a core2duo x9100, 9800m gtx - run at 1680x1050 on normal and low settings (vista 32bit) - since OA 1.59 i've been getting slowdown after about 15-30mins gameplay both in sp and online- alt-tabbing out and back in would often improve things temporarily but the problem persists. anyway - thought i'd try to understand what was going on started monitoring some temps. GPU was my first suspect - that's fine - but seems that the issue is with the CPU - temps steadily increase before maxing out at 105C! (no crash though - CPU limit seems to kick in hence the slowdown) monitoring other games my normal temps are 48C idle to max 90C loaded, quite high at the top end but within safe limits - fans working ok etc... my CPU hits unsafe temps when running A2 OA... anyone with similar issues or suggestions as to a fix? (varying exthreads= has had no positive effect)...
  4. -----jayjayc-----

    Help scripting trigger statements

    Nice one, thanks.
  5. New to scripting and working on a search and destroy mission with three enemy bases spawning in random positions (three bases using quick and dirty invisible h-pads with placement radii and BIS functions). I want to execute a return to base script after three bases are cleared. Here's the relevant portion of script creating triggers on the base spawn positions with activation code designed to top up a 'BasesCleared' variable to 3 then execute rtb.spf. //conditions for success BasesCleared = 0; _trg1 = createTrigger ["EmptyDetector",_b1Pos]; _trg1 setTriggerArea [100, 100, 0, false]; _trg1 setTriggerActivation ["EAST","NOT PRESENT",true]; _trg1 setTriggerTimeout [1, 2, 3, false ]; _trg1 setMusicEffect "EP1_Track13D1"; _trg1 setTitleEffect ["TEXT", "PLAIN", "OPFOR CAMP NEUTRALISED"]; _trg1 setTriggerStatements ["this","BasesCleared = BasesCleared + 1;if (BasesCleared == 3) then {this execVM "rtb.sqf"};"]; _trg2= createTrigger ["EmptyDetector",_b2Pos]; _trg2 setTriggerArea [100, 100, 0, false]; _trg2 setTriggerActivation ["EAST","NOT PRESENT",true]; _trg2 setTriggerTimeout [1, 2, 3, false ]; _trg2 setMusicEffect "EP1_Track13D1"; _trg2 setTitleEffect ["TEXT", "PLAIN", "OPFOR CAMP NEUTRALISED"]; _trg2 setTriggerStatements ["this","BasesCleared = BasesCleared + 1;if (BasesCleared == 3) then {this execVM "rtb.sqf"};]; _trg3 = createTrigger ["EmptyDetector",_b3Pos]; _trg3 setTriggerArea [100, 100, 0, false]; _trg3 setTriggerActivation ["EAST","NOT PRESENT",true] _trg3 setTriggerTimeout [1, 2, 3, false ]; _trg3 setMusicEffect "EP1_Track13D1"; _trg3 setTitleEffect ["TEXT", "PLAIN", "OPFOR CAMP NEUTRALISED"]; _trg3 setTriggerStatements ["this","BasesCleared = BasesCleared + 1;if (BasesCleared == 3) then {this execVM "rtb.sqf";}"]; I keep getting an error for a missing ']' in the following line: _trg1 setTriggerStatements ["this","BasesCleared = BasesCleared + 1;if (BasesCleared == 3) then {this execVM "rtb.sqf"};"]; Can anyone help?
  6. Working fine for me now! Just gonna fire up a few missions and playtest them.
  7. When trying to access my profile page, I'm getting the following message too now: "Sorry, you're not allowed to access that page!"
  8. William - Looks like this is going to be absolutely amazing... but, just (almost) worked through setting up my first test mission. Looks fantastic - interface is great - however when attempting to continue through from the 'review' section I get the following message: 'Oops! An internal error was encountered when planning this mission for you! The problem has been reported to the site administrator, who will look into the problem soon. We apologize for the inconvenience. ' Haven't added it as bug at devheaven as it might be just a transitory server issue rather than something integral to the app - Looks to be an amazing addition to the community's arsenal - and looking forward to playing through some PA missions. -jc
  9. -----jayjayc-----

    WIP: Stuff you are working on 2!

    had some trouble getting bulldozer to display in wireframe - get a missing texture message then plain white solid render eg: becomes: ?? Anyway - here's some wireframe overlays from blender - i haven't edited the actual mesh in O2 so it's current: Bracing myself for crits but be kind! First complex mesh I've produced, and I was thrashing through at quite a pace because I was keen to get onto the O2/config crash course that I knew I had waiting for me. I know there's some odd bits around the gun mantle, and some areas are probably too vert/poly heavy while others could do with more detail (rear door for instance). jjc
  10. -----jayjayc-----

    WIP: Stuff you are working on 2!

    WIP screenshots of a Warrior IFV I've been slogging away at on and off for far too long now: Workable in-game but tons to do yet if it's going to get anywhere near good enough for a release (sort out the super shiny materials, develop proper textures to replace the placeholders, res LODs, better interior, etc., etc.). It's the first addon I've tried to produce - from blender to in-game has been a fun/hell learning experience!
  11. -----jayjayc-----

    WIP: Stuff you are working on 2!

    swift88 - thanks mate, great photos are most warriors deployed kitted out with the WRAP2 armour upgrade these days or is it still common for them to be in the field without it? i was intending to keep my life simple, but if i want the thing to be accurate...
  12. -----jayjayc-----

    WIP: Stuff you are working on 2!

    da12thMonkey - thanks for the info man
  13. -----jayjayc-----

    WIP: Stuff you are working on 2!

    orson thanks for the pointers, helped me give the the driver's hatch some attention: da12thmonkey - hows that? was a bit shoddy before anyway - and you're right about the cannon, i'll give some attention to that too, i'm just keen to crack on with UVs and get stuck into 02 etc - this is a bit of a learning off-shoot for me - i'm in a relative comfort zone at the minute as i do some 3d work in real life but haven't done much game content - yeah i mean to add the other bits and peices - chobham armour as well - think i'll save slat armour etc for another day (month, year) though anyone got any good references of up to date 'temperate' uk camo (with a view to chernarus, most recent photos on the net are from desert/arid environments for obvious reasons - would orsons links be indicative?) thanks guys
  14. -----jayjayc-----

    WIP: Stuff you are working on 2!

    thanks man - on the wheels - yeah that's a bit of WIP - modelled a quick wheel early on and copied it through to get a sense of the meat of the thing - saw the poly count was looking ok so went back and worked up the front one but haven't got rid of the earlies..
  15. -----jayjayc-----

    WIP: Stuff you are working on 2!

    Hi all, Very much work in progress render: First attempt at an addon for arma - from what i've read on the forums etc hard work's not even started yet (model's still in blender at the moment) - but thought i'd post a quick render anyway - Also, I know there's some great guys out there who know a hell of a lot about UK kit - (unlike me + google) would be very grateful for nudge about anything that looks utterly rubbish...
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