Jump to content

acidcrash

Member
  • Content Count

    729
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

0 Neutral

About acidcrash

  • Rank
    Master Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Ok guys, I'm way out of touch with scripting, so there will no doubt be a more efficient way of doing this than what I'm trying! I'm trying to create a 3 condition trigger that I can debug by way of a radio trigger to see which conditions have been met. Condition 1: Is a certain character alive? Condition 2: Has players faction been detected? Condition 3: Has an action been performed? (a power switch) There are individual triggers for condition 2 and 3 (#2 simple bluefor detected by opfor with on activation of bluefordetected = true and #3 addaction trigger with condition of bluefor being present, activation: player addAction ["Turn off power", "power = false'") The initial state of power and bluefordetected are set in player char init (will do in init.sqf when I get around to it) (looking for a way of removing the action once used too which I thought removeallactions player would do) There are eight possible variations, so I have for debugging purposes created eight radio triggers with the conditions for that permutation. this && ((!alive teamleader) && (bluefordetected isequalto false) && (power isequalto false)) So, the radio trigger & the character is not alive, player faction has not been detected and the trigger power switch has been set to off. They all have individual radio triggers to check if they are set to true/false (or alive/dead) which work fine and the combined conditions check also works fine. The only issue is, there has to be an easier way of doing this that isn't so trigger intensive? (both for my debugging purposes and for the actual purpose I'm trying to achieve) Link to mission file
  2. acidcrash

    Episode 3, "Game Over" mission

    While I appreciate the sandbox nature of the final mission, I can't help feeling a bit of an anticlimax of "oh...that's it?" Further more, was constantly frustrated at my loadout kept changing of its own accord, even mid-mission in one case!
  3. acidcrash

    CTI in 1.05 , Fixed ?

    well a few of us tried it earlier on and we kept spawning at AI held towns, dying immediately so....
  4. acidcrash

    No rifles ingame

    bah. I read this post after I start reinstalling the game from scratch... oh well
  5. acidcrash

    Keyboard Lag

    well I dont think the link is the Saitek Gaming Keyboard as I use it without problem...
  6. acidcrash

    Lock ups

    Hmm, thats similar but I usually dont need to reboot, it just pauses for several seconds then carries on on its merry way... usually with me having died during the spike I did wonder if it was perhaps tempreture... its running in the green. I've tried shutting down all non-essential processes incase they were causing the problem... detail is on low/very low. I don't know if its just a coincidence but it usually occurs when in a) built up areas or b) in dense foliage just a few other points which might help diagnose the problem and resolve it!
  7. acidcrash

    Lock ups

    Right, first of all; specs Athlon 64 3200 1Gb of RAM GF6800 Ultra (256mb, AGP) DX9 Winblows XP (32bit) Drivers upto date, bar GFX which is on 91.47 (anything newer than that then Arma just refuses to start outright, anything before that gives constant graphical glitches) Problem: Every couple of minutes without fail, I will get a complete lock up of game... no movement, sounds will continue for 1-2 seconds then they too will stop. in total the game will sit in a frozen state for 5-6 seconds in which the battle will rage on around me and I will quite often get killed, but I wont know anything about it till the game unfreezes. This happens both MP and SP, noone else in server when on MP claims to get it. ...suggestions? edit: game version 1.04 UK
  8. acidcrash

    A good Vietnam book

    Ive just recently finished a pair of books, "CW2" by Layne Heath and "Chickenhawk" by Robert Mason, both pilots from the 1st CAV
  9. acidcrash

    Lock on: modern air combat

    heh, the strange thing is, i havemt found a readme yet the RHAWs sounds are similar to that of those in Falcon 4, though there seems to be only a couple of tones for all of them rather than one for each type of radar in F4 as for the Russian AAM's i disagree, the R-27ERs and ETs are better now, so long as you can keep a lock and avoid the inevitable slammer to the face you will have a good chance of hitting (unless the opfor outmanuvers the missile) having said that though, ive noticed something with the missiles which im not sure is a good thing or not, but when i get into a knifefight and get hit, i can usually still get a SRM (IR) off at the guy who shot me down andso also get him while im falling out of the sky still, the F-15s still dont have data-link like the Russian kit does which puts the BLUEFOR players at a disadvantage, so they really need a sentry or hawkeye up there to help them out
  10. acidcrash

    Lock on: modern air combat

    first impressions of 1.2 are good, i love the combination of mouse look and the mini-hud, i might be wrong but the tones on the RHAWS sound different, better though if it isnt just my imagination, slammers are more than dead weight now when against anything but a straight and level target, they actually HIT something now
  11. acidcrash

    Lock on: modern air combat

    damn it must have been released this evening, was on the forums earlier on and nothing new... thanks for the heads up *runs over to the lo-mac forums*
  12. acidcrash

    Drive D (My Secondary Drive is GONE!) HELP!

    if you arent too worried about checking the cables inside, check that none have become loose or have fallen out, unlikely as it may seem it has happened to me, just be sure you have turned off your PC and grounded yourself. just a matter of making sure they are all in correctly
  13. acidcrash

    Invisible objects

    I mean you might have to many addons in one mod foldier  ahh, well just for the record most likely not as i have them split up between 7 mod folders
  14. acidcrash

    Invisible objects

    i hope you arent suggesting i have a warezed copy of OFP void_false anyway, just started OFP and objects are now visible once more... hope they stay that way, oh, and only addon added was St David island but that had been running fine for just under a week... ill see if it continues to behave itself edit: thanks nathanz, but i already have all non-BIS addons in mod folders
  15. acidcrash

    Invisible objects

    nope, not touched em, in response to a PM i got on this, no didnt alt-tab either, though that has never caused any problems before
×