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Balschoiw

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Everything posted by Balschoiw

  1. Balschoiw

    Deleting units and vehicles

    All nice and dandy now. I´m using the scripted version though as I guess it will cause less load. In my experience trigger actions are more load for CPU than script actions. Anyway, a big thank you to all of you who were involved in solving this puzzle for me.
  2. Balschoiw

    ArmA Effects

    Not really as the sky works perfectly without the mod running I will do some further tests.
  3. Balschoiw

    Deleting units and vehicles

    You can officially call me the "!"-man now Thx for input ! Will check it out later, but it´s pretty obious now where my supadupa error was
  4. Balschoiw

    Deleting units and vehicles

    Tried all 3 combinations and none brings up an error, but nothing gets removed aswell. I combined the trigger with a hint to see if it´s firing and it does but the script does not have any effect. My trigger setup: radius 30 Activated by OPFOR Repeatedly condition : this Triggername: clear OnActivation: nil = [(getpos clear)] execVM "clearzone.sqf"; hint "fired" script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_clear1 = _this select 0; private ["_clear1","_i","_remove"]; while {true} do { _remove = nearestObjects [_clear1, ["LandVehicle"], 25]; for [{_i = 0},{_i < (count _remove)},{_i = _i + 1}] do { _side = side (_remove select _i); if (_side != side player) then { {deletevehicle _x} foreach crew (_remove select _i); deletevehicle (_remove select _i); }; }; sleep 0.1; }; If it helps I can upload the scenario. Edit Isolated the scenario and packed it into a missionfile: Scenario file
  5. Balschoiw

    Deleting units and vehicles

    Ah, I see. I have no real knowledge on scripting with sqf´s. I tried to call the script now with _clear2 = clear execVM "clearzone.sqf"; but it keeps nagging me with error type object expected array and a mileslong error message. Sorry to be nagging you, but I don´t have knowledge with sqf´s yet. My trigger is named clear now and I use this script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_clear1 = _this select 0; private ["_clear1","_i","_remove"]; while {true} do { _remove = nearestObjects [_clear1, ["landvehicle"], 25]; for [{_i = 0},{_i < (count _remove)},{_i = _i + 1}] do { _side = side (_remove select _i); if (_side != side player) then { {deletevehicle _x} foreach crew (_remove select _i); deletevehicle (_remove select _i); }; }; sleep 0.1; }; How can I call the script properly ?
  6. Balschoiw

    Deleting units and vehicles

    That´s no problem nuxil as there are only units of one side coming to the point. I will try that script. Thank you Update: Tried both of the scripts and I always get ´|#|sleep 0.1;´ Error Generic error in expression I´ve saved the script as .sqf and it get´s called with [clear] exec "clearzone.sqf";
  7. Balschoiw

    ArmA Effects

    Using your mod and I definately like it very much, but I realized today that the sky is frozen when using the mod. Is this a known issue or something related to 1.11 I´m using ? Tried Arma without the mod and the sky was moving as usual.
  8. Balschoiw

    Damn triggers

    I was too lazy to write an extensive answer, so I uploaded a template that will show you how it works. Note that I didn´t use the syncronize option from Editor as it sometimes didn´t work reliable for me with Arma. Check the OnActivation field of the trigger and the Condition field of the second waypoint. Once WP1 is true the tank will move on. Trigger-Waypoint template
  9. Balschoiw

    Adding flame concept

    Do you have fun flooding the forums ? Please use the forum before you start a new thread that most likely has already been suggested, answered, debated, etc. Flamethrowers have been removed from the US arsenal in 1978, so this suggestion is irrelevant anyway. I highly suggest you read the forum rules before creating your next thread. There is a rule that clearly states "Search before post". This way navigating the forums is much easier as it avoids double or tripple threads about the same things. Noone benefits from flooding a forum with threads that have already been posted before.
  10. Balschoiw

    Boy or girl, Woman or Man

    Use the
  11. Balschoiw

    Death of the characters

    Than you have missed the original author´s intention: Thread title: Death of the characters I guess he was absolutely not talking about the survivabiltiy of wounded soldiers. He just want´s some more gore, pain and shaking when someone is lethally wounded.
  12. Balschoiw

    Dynamic destruction, who needs it anyway?

    For me it does as it shows that there are multi-segment buildings possible and done that support different hitzones and consist of different segments that can be removed dynamically. In Arma today the house is there, or removed, nothing in between. If you can´t see the gameplay improvements gained by such implementation of multi-segmented buildings, you obviously miss the point of a realistic tactical shooter. The mapsize is irrelevant in that context btw as the segments obviously get removed once they are hit and therefore texture load will decrease with a slight increase in poly-load. Of course the existing buildings have to be reworked to provide such system, but that´s one thing you can expect to be done by a company producing a game like Arma 2. There seems to be a major change in ground deformation aswell, a feature that has been long asked for by the community. No more texture swap or overlay but deformable terrain that will create new tactical possibilities and of course improve gameplay. If you don´t value such changes or features on a personal level is not of my interest. I guess it´s about time something like this gets implemented and the poll also indicates that very wish.
  13. Balschoiw

    To much damage

    Not really. Detecting and assigning a cover postion via a script is not that easy, flanking is also not that easy and fleeing also has to be coded manually, always keeping in mind that you have to override the AI FSM file temporarely or permanently to make this work. Part of the problem is that we do not have access to the embedded functions available via Radio menu. Some are simply missing: - scan horizon - Move to cover - etc.
  14. Balschoiw

    Death of the characters

    I can see Arma 2 getting banned in a number of countries if such is implemented as it would be considered "excessive gore and violence". I also don´t see how such would contribute to gameplay at all apart from some teenagers getting a hard-on about it.
  15. Balschoiw

    Dynamic destruction, who needs it anyway?

    @Dslyecxi Here you go: Dynamic destruction in VBS 2 picture 1 Dynamic destruction in VBS 2 picture 2 Deformable terrain is also included, aswell as thermal imaging. Read more about it here The feature list is very impressive. A lot of things that have been asked for Arma and Arma 2 are implemented in VBS 2. I know there´s a huge difference price-wise, but wouldn´t it be nice to have at least some of that features embedded ?
  16. Balschoiw

    Arma feedback thread - based on 1.11

    I guess you got me wrong. If have NO stutters at all that others are reporting and the only difference between their installation and mine is that I have older OpenAl (from Arma DVD) I use older version as the latest OpenAl delays my Arma start for 2 minutes. I´m now using 512 MB as 768 MB produced freezes here.
  17. Balschoiw

    Arma feedback thread - based on 1.11

    I have none of the stutters people report here. I don´t use latest OpenAL though. Maybe that is related. I also do use -maxmem command as it seems that it gives me better performance. Experienced a strange issue in two different missions though. When I got close to that gate bars that are placed at roads or at camps the bars began to fly and followed me and my movement and moved with me in a certain distance I don´t have the slightest idea what could be the cause of that, but it´s definately something "alienesk". Vehicle steering is still a solid pain in the ass with keyboard and mouse, but I have already given up to ask for direct mouse steering without that bloody annoying autocentre crap. maybe it would help if BIS personel finally unplugged thier gamepads when testing such and experience on their own how bogus that kind of steering is.
  18. Hi Hoot ! I don´t know if this is of any help for you but I´m using the Leadtek 94.24 Nvidia driver with my 7600 GT AGP as all newer version gave me no performance boost and those drivers seem to be the fastest ones for that card. I don´t know if it will help you with your card though but maybe it´s worth a try.
  19. Balschoiw

    Arma feedback thread - based on 1.11

    Skoda Golf is classic M1´s killing troops by falling out of the sky is not so classic but still fun to watch.
  20. Balschoiw

    Arma feedback thread - based on 1.11

    Arma 1.11 meteor : Ingame screenshot from a mission I am working on. No staging, no tricks. I actually heard the mine go boom and heard a strange engine noise going over my head, turned around and hit the printscreen button quite excessive to capture the pic
  21. Balschoiw

    Arma feedback thread - based on 1.11

    Get into some woods and tell me there is no performance increase.
  22. Balschoiw

    Suggestion-list for the final arma patch

    I think one thing is related to the other as there still seems to be a mousepointer but it´s not visible anymore as it gets resetted or autocentred automatically and this would certainly look odd when visible. So giving back the pointer would also mean getting rid of autocentre. It could also mean giving back the ability to direct onboard cannon of the Kamov.
  23. Balschoiw

    Happy Easter!

  24. Balschoiw

    Suggestion-list for the final arma patch

    Suma already posted that he was able to reproduce the bug and will look into it Suma: This one would be so awesome if it was finally fixed or made a selectable option in the controls options menu. It would make steering and controlling vehicles so much better and fluent. I would definately cry tears of joy if it was embedded.
  25. Balschoiw

    Arma feedback thread - based on 1.11

    I have to add one more post here. I usually test a patch by using one of my own missions that is placed in dense woods surrounded by high mountains. I finally did that yesterday to check performance of new patch with this mission. To sum it up: I was blown out of my socks ! The performance within the woods is ultrasmooth, no more lagging at all, no high FPS loss. The best part of the story is that I have UPPED all my ingame settings to: terrain detail high texture high Object detail high shader high shadows low AF off AA low and upped the viewdistance from 900 to 2000 It´s incredible for me that it runs that smooth now in that area. I still get texture loading bugs sooner or later when operating in villages and towns though, but the "outdoor" performance in dense woods is a blast now. My system: Athlon XP 3000+ @ 2,4 Ghz 2 Gig GEIL DDR RAM Leadtech 7600 GT AGP running FDF sounds and Armaeffects mod and using the maxmem extension in shortcut I´m really impressed.
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