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bigshot

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Everything posted by bigshot

  1. bigshot

    Standalone JTAC Script

    well it might be because in his mission he has the jtac init file being pre-processed before he makes the jtac variable true (which you think would work correctly (but it doesnt i guess). If you make sure to make the variable true BEFORE you run or preprocess the jtac init file then it works I think. This is how ive set it up in my mission. I made it so that I have to buy/unlock JTAC as an ability from a menu...when the player unlocks it from the menu (acts like a trigger of sorts), then I make JTAC=true, and THEN i have it run the jtac init file. Try it that way and see if it helps.
  2. bigshot

    Winter 2035

    hey, thanks so much for the link!
  3. bigshot

    Winter 2035

    Is there anywhere to directly download this texture pack without the Steam subscription thing?
  4. bigshot

    Standalone JTAC Script

    Perhaps somehow the variable set true because you have this line of code in the missions init file? Either that or maybe you have another JTAC variable being true within the mission somehow. I don't believe there's a way for the script to actually run/init without that variable being true. Although maybe it has something to do with it being a public variable?
  5. bigshot

    Standalone JTAC Script

    Hi...I've added this script to my mission...it's wonderful for stationary targets, nice job! I was wondering...is there anyway to get the missiles to track & destroy a MOVING target that im locked onto or lasing (using drone or designator)?
  6. bigshot

    [SP/MP] BeCTI

    Heh, yea... such a shame that BIS left for dead the previous Warfare/CTI missions from their franchise. Those were the days <sigh>. I still keep my DUWS coop mission up to date... and in fact these days it contains a bunch of new features including camps on the outskirts of enemy territories which can be captured and used as armories and respawn points (as long as the enemy AI doesn't capture them back :-)). Sort of how it used to be in the Warfare/CTI missions back in the day.
  7. bigshot

    [MP][CTI-COOP] EvorA

    ^That was also my experience^ They fell off the ship into the drink...I ended mission :-)
  8. bigshot

    [MP][CTI-COOP] EvorA

    Thank you for the links, will be trying this solo, over the weekend!
  9. bigshot

    [MP][CTI-COOP] EvorA

    Has everything been tested to re-initialize properly after saving/resuming? Also, please provide a download link for the pbo itself instead of just steam workshop sub. Thanks for this!
  10. bigshot

    BECTI OFPS.NET EXTENDED

    Same question as kremator... can you play this solo with friendly AI commander & recruits? Also... why advert here if you don't want to share the file here?
  11. Ok, tried the beta (440 beta 20)... and Arma does seem to work with that....haven't tested in a full session but it does startup without crashing now. Thank you, much obliged!
  12. I already am running the latest version (non beta). With Afterburner running Arma will not even make it to it's splash screen before it crashes to desktop 100% of the time. Once I close down Afterburner all is fine again. Arma starts up normally. I have an older 770 card and, Of course, I do NOT run the latest Nvidia drivers since that has always been a toxic thing to do for older cards. The drivers I run however aren't more than a year old anyway. I will not upgrade them anymore at this point...the newer the driver, the worse they make your old cards perform...has always been that way, regardless of what the card manufacturers claim :-) My Afterburner, however is officially up to date and makes no difference. I have no idea if the latest beta fixes it or not, though.
  13. If you are running the MSI Afterburner Monitor, this now causes Arma to crash with this error (never used to before the update though).
  14. Sometimes while using the BIS_fnc_SpawnGroup in my mission it throws this error ( I use it in many places at many different times throughout the mission but it doesn't always throw this error...it only happens sometimes and I cant figure out why): Here's the error: 20:19:00 Error in expression <"_charsType", "_types"]; _chars = _this param [2, [], [[], 0, configFile]]; _cha> 20:19:00 Error position: <param [2, [], [[], 0, configFile]]; _cha> 20:19:00 Error Type String, expected Number,Array,Config entry 20:19:00 File A3\functions_f\spawning\fn_spawnGroup.sqf [BIS_fnc_spawnGroup], line 42 This never used to happen before the last patch (not todays patch, but the patch before it). Has something intentionally been changed to alter the way that spawngroup.sqf works now, or is this a bug? **EDIT - Well, I found the exact issue. Apparently, you cannot use an empty string to temporarily define a variable (globalvariable = "") which will later be used/defined as a config group. Something must have recently changed in Arma3 since the last patch or 2 (somewhere around or after v1.70) because I was doing it that way for a long time before with no errors thrown at all.
  15. I'm not in need of the group indicators and all the other modules this forces me to install so is there another addon which only provides a small compass in the lower middle of hud, does anyone know by chance?
  16. nevermind, after game reboot it works fine... moderators please remove.
  17. nevermind, after game reboot it works fine...moderator please remove
  18. I'm having a specific sound issue in Arma that I wasn't having a couple months ago... AI controlled tanks will still have their engine's/sound running even after blowing them up and destroying the tank so it's on fire. The sound will not stop until the tank is deleted from the mission. Is this a known issue?
  19. ...weird, haven't read anyone else mentioning it around the forums though.
  20. bigshot

    1.66 feedback

    I'm having a specific sound issue in Arma that I wasn't having a couple months ago... AI controlled tanks will still have their engine's/sound running even after blowing them up and destroying the tank so it's on fire. The sound will not stop until the tank is deleted from the mission. Is this a known issue?
  21. It's been quite some time now since we can use saved games...One of the biggest features of Arma2 and 3 was the ability to save and resume missions...but this is no longer a working feature in Arma3 for missions which use the default respawn menu. It's already been officially submitted to your feedback website here: https://feedback.bistudio.com/T119523 Any way to get this moved up the fix list since it's so serious?
  22. Ah, so now I'm selfish...but you're obvious anger is not misplaced in any way. I see. If I'm so selfish as you say then I never would have put in the thousands of hours I have put in over the last 10-15 years making & publicly sharing missions for the OFP/Arma series. For Arma3 alone I have put in well over 1,000 hours of my own personal time making & sharing my Duws Modified mission versions which thousands of arma users have played over the last 2+ years. What have you done for the series? There is nothing wrong or improper with my request here in asking if there's any chance to escalate a fix for an important game feature which I have reported as broken for a long time now. I resent your personal comments about me, and find you to be insulting. If you have nothing positive or helpful to contribute to this thread then perhaps you can force yourself to stop from hijacking it any further with rude uncalled for comments and personally slandering people who have been actually helping the franchise free of charge for years on end. I'm certain there must be other activities you can consider to be of much better use of your time, afterall.
  23. @Freghar - if you knew anything about the issue before bothering to comment then you'd know it already HAS been MANY months since saved games were broken in this way. You are only looking at the thread which was opened a month ago but the broken saves issue has been been around now for much longer than that. You already sound bitter about a fix that you've been waiting for yourself which has not been attended to... but to be upset with me for taking the time to write reports and follow up with questions and concerns in a proper way that BIS asks us to do in the first place is just misplaced anger on your part.
  24. bigshot

    AI Driving - Feedback topic

    well...at roughly 100km2 Tanoa is much too large as an infantry-only map...but right now due to serious AI traversing issues that's all it's good for as far as the AI is concerned...I've been referring to it (Tanoa) as the "PvP map".
  25. bigshot

    [SP/MP] BeCTI

    Im curious...is the version you're posting about a PvP oriented version or is it working as a coop against AI? If it's AI I'd be interested in seeing how it works around the fact that the AI doesn't traverse it's way around well on Tanoa. You can sit for hours sometimes before they ever make it over the few available bridges...and for the small islands with no bridges..well...you're out of luck entirely it seems.
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