bobby budnick
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Everything posted by bobby budnick
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Morphicon (petergames.de) ArmA 2 Download Released
bobby budnick replied to OChristie's topic in ARMA 2 & OA - GENERAL
Ordered from Petergames but no e-mail for the download. Not in the spam folder either. They got me. -
Never had so much trouble in my life.
bobby budnick replied to Philljc's topic in ARMA - TROUBLESHOOTING
Ok then I think: 1.You are running into a bug in Arma or the video driver involving having 8GB of RAM Understandable since it is a rare configuration 2.You still have not got the memory stable enough Sometimes memory sucks so much that you have to tweak it to even get it to run at the rated speed. Could you try the game with only 4 gigs of RAM physically in the computer? I know you said you "limited" the RAM but that could still be a problem if you did it through software or the BIOS. -
Never had so much trouble in my life.
bobby budnick replied to Philljc's topic in ARMA - TROUBLESHOOTING
As I have found out the hard way, alot of crashes can be hardware related. What is your monitor resolution? Do you really need 8GB ram? First - cooling. Video card, all parts of motherboard, ram modules, cpu... Second - power supply. Your voltage rails should be almost perfect. Check with a multimeter in a Molex connector. Be careful. Third - bios settings, particularly concerning the RAM. Try folding@home. Try benchmark programs. Try known stable games like Microsoft FSX. Look for crashes in all of these. -
Ok I have a clean install of windows (Vista 64 SP1), the game, patches, and the latest stable Nvidia driver. Â No background programs. 2GB RAM. Arma crashes to desktop now. Â Last time it complained of d3d9.dll. Â Not unusual to have Arma crash but I would like to further troubleshoot the problem this time instead of stabbing in the dark. I would like to avoid using the vm108 and maxmem switches because I feel I should not have to resort to using them. Â There are plenty of users that claim no crashes without using the switches. Therefore I have a few questions: Does the CTD in this case indicate faulty/misconfigured RAM? Are the users that use the switches just "working around" their faulty/misconfigured RAM? Will playing with the RAM settings possibly allow me to play without using a switch?
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This should be priority #1. Â Arma really does the opposite of what is intended by pushing serious simmers away when they find out the aircraft are broken. Â Helos and planes are embarassingly awful in Arma. Cobra command for NES was more realistic.
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Hey guys, I am trying to modify Norrin's respawn script to add an action to the respawned vehicle when it is respawned. The addaction line I added is near the end.  This works perfectly testing it on a listen server but on the dedicated server the action is never added, no errors.  Is this because addaction has to be run on all the clients? If so, how would I do that in this case? Thanks. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> /*  VEHICLE RESPAWN SCRIPT SQF  Respawns vehicles when they are destroyed or cannot move  © May 2007 - norrin (norrins_nook@iprimus.com.au), based upon KaRRiLLioN's original vrs.sqf script.  Version:  1.0            ****************************************************************************************** ********************************* IMPORTANT: ADD A GAMELOGIC NAMED Server to the mission to prevent multispawn To run this script place the following code in the init line of the vehicle: v = [this, "vehicle name", x] execVM "vrs_AI_general.sqf" where x is the time you wish to set for the vehicle destroyed respawn delay Note: the vehicle name must be in quotation marks eg. if vehicle name's Hmm1 it must appear in the init line as "Hmm1" ****************************************************************************************** ********************************** Start VRS_Move.sqf */ private ["_vcl","_respawndelay","_dir","_pos","_type","_run","_delay"]; if (!local Server) exitWith {}; _vcl = _this select 0; _name_vcl = _this select 1; _respawndelay = _this select 2; _dir = Getdir _vcl; _pos = Getpos _vcl; _type = typeOf _vcl; _run = TRUE; sleep 5; for [{}, {_run}, {_run}] do { while {canMove _vcl} do   {    sleep 1; _delay = Time + _respawndelay;  }; _delay = Time + _respawndelay;   while {!canMove _vcl && Time < _delay} do  {    sleep 1;  };  if (!canMove _vcl && Time >= _delay) then  {     deleteVehicle _vcl;      _vcl = _type createVehicle _pos;     _vcl setVehicleVarName _name_vcl;      _vcl setdir _dir;      sleep 1;      _vcl setvelocity [0,0,0];      _vcl setpos _pos; _vcl addAction ["Defcon 1", "detonate_vehicle.sqs", _vcl, 0, false, false, ""];      sleep 1;      _vcl setvelocity [0,0,0];     sleep 2;   }; };
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Take these responses with a grain of salt. Most of the people who have replied didn't even list their screen resolution. This is the single greatest factor in performance for this game. The 6600 is better. You will be ok if you run with aa off, af off, and shadows off at 800x600. Here is a tip. If you buy an Nvidia card with an 8 or 9 in the second digit of the number (6800, 7800, 8800) you will be ok for a couple of years usually. It's a complete waste of money to buy a 8600 for instance, like the poster above said. It's already an extremely weak card even when you first buy it.
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The problem is with your router/firewall(s). Make sure you are able to send UDP packets through the NAT.
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prevent createvehicled crew to always face north?
bobby budnick replied to dznemesis's topic in ARMA - MISSION EDITING & SCRIPTING
I was looking for this yesterday too. It is very strange for the gunner to turn north like that. When you set a manned tank down in the editor and watch him he doesn't turn north, he just stays facing the same way the tank does, which is what you would expect. -
I know this is a little OT, but I have to agree and was hoping someone would mention it. While the flight model is very difficult and "bricklike" the missiles and rockets on these aircraft are overpowered. They hit with 100% accuracy, fly at mach 10, and make HUGE explosions when they hit. Worst of all, all you have to do is tab, click, tab, click, this is way too easy. For now, they can fix things by making kills in these type of aircraft (cobra included) not count. Tell me, who has been working harder and is more deserving of points? The noob flying around spamming missiles from 3K+ or the infantry guy holed out in a city checking his flanks constantly. Seriously, missile targeting and shooting in this game feels like starfox or something. Not deserving of a military simulator.
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I also think the A-10 needs a lot more thrust and it does seem to lose power at random as well. The problem isn't pulling up in a dive, it's stalling out and losing power in a turn.
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VRS and AddAction doesnt work after?
bobby budnick replied to nullsystems's topic in ARMA - MISSION EDITING & SCRIPTING
You say multiple choppers respawn. Do you have a game logic named server on the map? You have to do that to prevent multiple respawn. -
VRS and AddAction doesnt work after?
bobby budnick replied to nullsystems's topic in ARMA - MISSION EDITING & SCRIPTING
I noticed an extra _vcl SetVehicleInit ""; after your processInitCommands. I don't know if that would affect anything on the clients though. The only thing I can see offhand that you could try doing is adding the addaction commands directly to the _Initstring of the vehicle. If that works, maybe your script has an error. -
VRS and AddAction doesnt work after?
bobby budnick replied to nullsystems's topic in ARMA - MISSION EDITING & SCRIPTING
Have a look at this thread http://www.flashpoint1985.com/cgi-bin....e;st=45 I don't understand why one has to do all that and why it is not documented anywhere else but if you add <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> call compile format["%1 = _vcl;", (vehicleVarName _vcl)]; where he says to, the vehicle keeps it's name after a respawn. I tested it 2 days ago and it works. I had read the thread before but 2 days ago was when it clicked for me that I needed to do that to keep the name. I thought the respawn script was originally set up for that purpose, but apparently not. Before this, I was making a new version of the respawn script for every vehicle. It sounds tedious but I decided to keep doing that anyway because it works better with the vehicle tracking script that way. Also I can't confirm that your script is correct because I don't know enough. It's early and I hope that made sense. -
VRS and AddAction doesnt work after?
bobby budnick replied to nullsystems's topic in ARMA - MISSION EDITING & SCRIPTING
Hey check out this thread http://www.flashpoint1985.com/cgi-bin....t=65093 In that thread I had the same problem. I think it's because addaction is executed only on the server. So you have to make it execute on the clients too. Basically what Norrin had me do was set the addaction line to an initstring, setVehicleInit the new init string to the respawned vehicle and then run processInitCommands to update the clients. edit:Though it does look like you have a different respawn script than me. Maybe you can use the one I edited as a template? -
addaction inside of eventhandler in init
bobby budnick replied to bobby budnick's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for the help. My initial intent was to do it the cleaner way with eventhandlers and just add one line to each player and leave it at that. Apparently, it doesn't work that way. But, as this has been carrying on for too long, I just added triggers for everyone that I wanted to add an action for as you suggested. -
addaction inside of eventhandler in init
bobby budnick posted a topic in ARMA - MISSION EDITING & SCRIPTING
I have been trying to add an action to a unit after he respawns. Â I have tried 2 different ways to do this with no success. First way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addeventhandler ["killed", {"this addaction (""Drop Chopper"", ""paradrop.sqs"")"}]; This is in the unit's init line. Â When he respawns the action is not added. Â There are no errors. Second way: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addeventhandler ["killed", {"_this exec (""addaction.sqs"")"}]; This is in the unit's init line. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _unit = _this select 0 _unit addAction ["Drop Chopper", "paradrop.sqs", _unit, 0, false, false, ""]; This is in the script. When he respawns the action is not added. Â There are no errors. Any ideas on this? -
Modifying respawn script
bobby budnick replied to bobby budnick's topic in ARMA - MISSION EDITING & SCRIPTING
After some testing, the second suggestion seems to work fine Norrin. Here is the final vrs_AI_general_defcon_1.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> /* VEHICLE RESPAWN SCRIPT SQF Respawns vehicles when they are destroyed or cannot move © May 2007 - norrin (norrins_nook@iprimus.com.au), based upon KaRRiLLioN's original vrs.sqf script. Version: 1.0 ****************************************************************************************** ********************************* IMPORTANT: ADD A GAMELOGIC NAMED Server to the mission to prevent multispawn To run this script place the following code in the init line of the vehicle: v = [this, "vehicle name", x] execVM "vrs_AI_general.sqf" where x is the time you wish to set for the vehicle destroyed respawn delay Note: the vehicle name must be in quotation marks eg. if vehicle name's Hmm1 it must appear in the init line as "Hmm1" ****************************************************************************************** ********************************** Start VRS_Move.sqf */ private ["_vcl","_respawndelay","_dir","_pos","_type","_run","_delay"]; if (!local Server) exitWith {}; _vcl = _this select 0; _name_vcl = _this select 1; _respawndelay = _this select 2; _dir = Getdir _vcl; _pos = Getpos _vcl; _type = typeOf _vcl; _run = TRUE; sleep 5; for [{}, {_run}, {_run}] do { while {canMove _vcl} do { sleep 1; _delay = Time + _respawndelay; }; _delay = Time + _respawndelay; while {!canMove _vcl && Time < _delay} do { sleep 1; }; if (!canMove _vcl && Time >= _delay) then { deleteVehicle _vcl; _vcl = _type createVehicle _pos; _vcl setVehicleVarName _name_vcl; _vcl setdir _dir; sleep 1; _vcl setvelocity [0,0,0]; _vcl setpos _pos; _InitString = "this addAction [""Defcon 1"", ""detonate_vehicle.sqs"", this, 0, false, false, """"]"; _vcl SetVehicleInit _InitString; processInitCommands; sleep 1; _vcl setvelocity [0,0,0]; sleep 2; }; }; Also for anyone that wants it, here is my detonate_vehicle.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _vehicle = _this select 3; {_x setDamage 1} forEach crew _vehicle; _vehicle setDamage 1; I use this mainly for AI tank convoys. Either with them following me or traveling alone. So when the retarded AI flips their tank or gets stuck on something I just push their number, then 6, then Defcon 1, and then byebye. I start out with 8 tanks or so and by the time I am at my objective I have 4 or so left. Not very realistic but I have wasted too many hours waiting on the AI in vehicles. Maybe this will help someone. BTW for the clueless out there like me here is a breakdown of what that code does. The first line selects the third argument from where the script was called (I think). The second line makes sure to kill all the crew in the vehicle (though I don't understand the _x). The third line simply destroys the vehicle. -
You might be waiting for a while because the VON is still broken. It's pretty easy to set up a teamspeak server, and is infinitely better than the in-game voip.
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Other players booting my AIs out of gunner seats
bobby budnick replied to deady's topic in ARMA - MULTIPLAYER
The simple solution then is to never play w/humans. Waa waa non-uber humans ruin the game.... Maybe you shouldn't troll so much. I agree with the OP. I don't want my character's life threatened because an inadequate (75% + on public servers) player stole the ai's spot. One thing that would make it easier is being able to see easier who is in what spot in the vehicles. As a work around, maybe scripting in individual missions could work, but it would be time consuming. For now, I kick/ban any players that do that or ones that waste vehicles unnecessarily. But that's a whole other discussion. -
Modifying respawn script
bobby budnick replied to bobby budnick's topic in ARMA - MISSION EDITING & SCRIPTING
Thanks.  Now, on the listen server no action is added at all, no errors.  On the dedicated I get a 'error local variable in global space' referencing the line that I added.  I briefly tried to change _vcl to vcl69 to eliminate it being a local variable but I still get the error, except the error doesn't show the lines that contain the error.  It just shows a larger black box with the error and then 'line 27' at the end.  This is what the script looks like now. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> private ["_vcl","_respawndelay","_dir","_pos","_type","_run","_delay"]; if (!local Server) exitWith {}; _vcl = _this select 0; _name_vcl = _this select 1; _respawndelay = _this select 2; _dir = Getdir _vcl; _pos = Getpos _vcl; _type = typeOf _vcl; _run = TRUE; sleep 5; for [{}, {_run}, {_run}] do { while {canMove _vcl} do   {    sleep 1; _delay = Time + _respawndelay;  }; _delay = Time + _respawndelay;   while {!canMove _vcl && Time < _delay} do  {    sleep 1;  };  if (!canMove _vcl && Time >= _delay) then  {     deleteVehicle _vcl;      _vcl = _type createVehicle _pos;     _vcl setVehicleVarName _name_vcl;      _vcl setdir _dir;      sleep 1;      _vcl setvelocity [0,0,0];      _vcl setpos _pos; _InitString = "_vcl addAction [""Defcon 1"", ""detonate_vehicle.sqs"", _vcl, 0, false, false, """"]"; _vcl SetVehicleInit _InitString; processInitCommands;      sleep 1;      _vcl setvelocity [0,0,0];     sleep 2;   }; }; -
In-game settings? Hardware specs? Driver version? I had that problem for a while with my 6800 Ultra with Vista 64, especially when I would come back after an alt-tab. Either reducing the settings, trying the latest driver (I'm using 160.04), or patching to 1.08 fixed it. I'm using 1024x768, terrain high, objects very high, textures normal, shading low, postprocess low, no af, no shadows, no aa. View distance set at 5K but I usually set server to 3K.
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Did you install as the administrator? I am using it fine with vista.
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UnPBO/DePBO Not working
bobby budnick replied to Chip360's topic in ARMA - ADDONS & MODS: DISCUSSION
Did you install as the administrator? I am using it fine with vista. -
Dedicated server tweaks help needed
bobby budnick replied to CraigT1976's topic in ARMA - MULTIPLAYER
What are the system specs of the server and what mission are you trying to play? In my experience, if the chain appears and the bandwidth is still ok, then the server's cpu is overloaded. You can try the '#monitor 30' command to see what is going on with the server while a mission is running.