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ConanOfOz

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Posts posted by ConanOfOz


  1. Hey Louis... Your code is way over my head -- I don't understand what it does or how. BUT I do understand your problem.

    Can you identify the Leader of the group?

    If so, then test to see if he's in a vehicle. If he's not, knock him off, or remove him from the group. This should cause the next most senior officer to become leader (yes?). And that would solve this problem (yes?)

    If you cannot identify the Leader, why not? Something to do with how the whole tank command was created perhaps? For example, if you make the tanks "empty", and create the crew(s) externally as a group, then put them in the tanks... Well, this way you could name the crew individually if you wanted to. Surely, then you could check each one if you have to to determine who is and is not riding in a functional tank.

    Hope my thoughts help.


  2. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bart.Jan @ Feb. 15 2002,07:03)</td></tr><tr><td id="QUOTE">Foreach can not be use with condition. It's only for use with commands. You can use this script :

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">allunits=[]

    _count=count _this

    _i=0

    #more

    ?!((_this select _i) in allunits): allunits=allunits+[_this select _i]

    _i = _i + 1

    ? _i < _count : goto "more"

    exit<span id='postcolor'>

    It's important to make empty array (allunits=[]) before you first start work with it.<span id='postcolor'>

    Thanks Bart.

    About the error message itself... Do you know if this is logged anywhere? It tends to be onscreen too short a time to take down (especially if I have a few coming up confused.gif )


  3. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Thanx, Conan!! But how do I say my real position? And how do I get the choppers to land and refuel?<span id='postcolor'>

    Please keep in mind I'm new to scripting, and I haven't checked to see if this works, but this is what I would try...

    Assuming:

    aP = Your Player's Name

    Pilot1 = Name of the Lead Chopper's Pilot

    Chopper1 = His Chopper

    Pilot2 = other pilot

    Chopper2 = 2nd Chopper

    ChopperGroup = Group containing "Pilot1" and "Pilot2"

    HeliPad1 = An "H" Helipad.

    HeliPad2 = Another "H".

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    ;This will get your position in x,y,z form

    _MyPos = GetPos aP

    ;Extract x & y (don't worry about height)

    _xPos = _MyPos[0]

    _yPos = _MyPos[1]

    ;This uses the Format command to insert your East/West and North/South coordinates into the text message.

    aP GlobalChat Format["November squad, our position is %1, %2.  Deploy immediately for fire support mission",_xPos,_yPos]

    ;Pilot of lead chopper replies...

    Pilot1 GlobalChat "Roger Alpha, we are inbound to your location, ready for targeting parameters..."

    ;Get choppers moving

    "_x commandMove [_xPos,_yPos]" ForEach ChopperGroup

    ;Set a low cruise altitude for entering a combat zone

    "_x FlyInHeight 50" ForEach ChopperGroup

    ;Now they are on their way to the point you called from.  Now join them to your group.

    "_x Join Group aP" ForEach ChopperGroup

    ;They should appear in your group status bar.

    <span id='postcolor'>

    So, now they are members of your group and you can assign them targets in realtime as usual.  When you are done with them, or they're out of ammo, use your second radio command to send them home...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    ;Remove them from your group

    "_x Join GrpNull" ForEach ChopperGroup

    ;Send them to their respective helipads.

    Pilot1 commandMove GetPos HeliPad1

    Pilot2 commandMove GetPos HeliPad2

    <span id='postcolor'>

    Ok, final part... Not sure, but I think a pair of triggers are the best solution here -- called LandHeli1 and LandHeli2.  Try this -- LandHeli1 will have the condition...

    (Pilot1 Distance Helipad1) < 200

    ...and the On Activation will be...

    Pilot1 Land "Land"; Chopper1 SetFuel 1;....(and ammo, whatever is appropriate for this chopper).

    And of course for the second chopper, same thing for LandHeli2 substituting Pilot2 and Chopper2 as appropriate.

    Like I said, I will be surprised if all this actually works as is; you'll probably have to butcher it all to hell to get it to work, but I hope the concept is clear...

    And of course, it's just a thought from a Newby scripter  wink.gif

    P.S. After reading this over, I can see you really need some other stuff for polish and "idiot-proofing".  For example, if you try to call the choppers a second time, but Pilot1 got creamed in the first session, it isn't correct for him to respond to your 2nd summons.

    You've got some "What if's" to deal with, but I'll leave that to you...


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MP @ Feb. 14 2002,13:27)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">What about:

    Condition: HeliOne in thislist and HeliTwo in thislist

    ?

    That should activate the trigger when both of the helis have entered the trigger area.<span id='postcolor'>

    Like I said. Group them both to the trigger...<span id='postcolor'>

    The thing is, MP, I read your post and went "Huh?".

    The other one actually says what to do.


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (AgamemnonTR @ Feb. 14 2002,11:38)</td></tr><tr><td id="QUOTE">well if dumping the fuel doesn't work, try creating empty vehicles and add soldiers in gunner & commander positions.

    I'm assuming that you won't be moving them later on since you took out the fuel  biggrin.gif

    use these</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">player_1 moveingunner tank_1

    player_2 moveincommander tank_1<span id='postcolor'>

    that should leave you with no drivers to move the tanks  smile.gif<span id='postcolor'>

    I don't believe that will fix his problem. I've had a totally wrecked tank gradually crawl up a hill, sideways, and start bumping against my tank. *Insert theme from "The Twilight Zone"*

    It's just something OFP does sometimes.


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Rick Nieuwenhuis @ Feb. 14 2002,14:42)</td></tr><tr><td id="QUOTE">Hi guys. i would like to know how i can get a message that a certain group is out of action. IE: a US mechanized inf squad (called Team Alpha) gets creamed by a T80. i would like to have a text message at the bottom of my screen saying: Alpha team is down!!<span id='postcolor'>

    If I can assume your Group Alpha is actually called "Alpha", and the Leader of Alpha is called AlphaLeader, then I wonder if this would work...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(Count Alpha == 0): AlphaLeader GlobalChat "This is Alpha, does any one copy! We are being overwhelmed, and cannot hold out. ANYone do you cop....*gurgle*"

    <span id='postcolor'>


  7. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I think that the only way to do it properly is to use the "knowsabout" command...<span id='postcolor'>

    How do you use this "knowsabout" command?<span id='postcolor'>

    From the unoffical OFP guide...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">KnowsAbout

    Description :

    Tells how much one unit knows about another.

    Syntax :

    Unit1 KnowsAbout Unit2

    Unit1 is the name of a unit

    Unit2 is the name of another unit

    Returns :

    Value between 0 and 4.

    0 means Unit1 does not know about Unit2

    4 means Unit1 knows exactly where Unit2 is, and what he is.

    This value will decrease over time and distance. Will also lower if unit1 is not in view of unit 2 (i.e. behind bushes).  

    Example :

    ?(MyEnemy KnowsAbout MyGuy > 2): exec "soundalarm.sqs"

    Notes :

    Units will not fire at an enemy unit if the knowsabout value is 1 or less.

    <span id='postcolor'>


  8. Here's the scenario. From within the Initialization of one member of a group (usually the leader) I have...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">units group this exec "AddMeAndMine.sqs"

    <span id='postcolor'>

    The AddMeAndMine script is expecting a parameter of type Group (I hope!), and has (so far) only only line...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"?!(_x in AllUnits): AllUnits = AllUnits + [_x]" ForEach (_this)

    <span id='postcolor'>

    When I Preview this mission, I get the error...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">'|#|?!(_x in AllUnits): AllUnits = AllUnits + [_x]':Error Invalid number in expression

    <span id='postcolor'>

    I don't understand what I've done wrong.

    BTW, is there a way to get the error message to persist on screen, or is there an error log written somewhere? It's a real pain in the arse to get a long-ish error message like this one recorded...


  9. Hey Jolly, I don't think Intruder is on the right track here, since you need a way to define in realtime just what "unit2" is supposed to be.

    Might I suggest the following...

    Radio (0-0-1) -- Start by perhaps making a radio call...."November attack force, we are at <your position> and are requesting your assistance". "Roger Alpha, we are hot to go..." Or something...

    Set your choppers to fly to your current position, and then make them join your group! They don't have to fly with you in formation... Once they are in your group, you can designate targets for them easily...

    Radio (0-0-2) -- Detach them from your group and send them home... "Thanks November, we'll call again if we need you".

    There is no reason why you can't have the choppers re-armed/fueled once they've landed, and be able to call on them again...

    Just my thoughts...


  10. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">You don't need a point of reference. The z position is supposed to be how far above ground.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">helo1 setpos [getpos helo1 select 0, getpos helo1 select 1, 33]

    <span id='postcolor'><span id='postcolor'>

    For the sake of my own edification...

    Given that this is being done as an initial state, and therefore in an initialization field, would the following form work?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [getpos this select 0, getpos this select 1, 33]; this flyinheight 33

    <span id='postcolor'>


  11. Thanks Pins and Intruder...

    Sorry to seem dense, but I'm still not clear on this process. However, your messages have given me a better idea of how all this stuff fits together. It's just that nowhere seems to have the A through Z of the process... You might get a few steps here, and a few there, but I've been having trouble figuring out the whole story.

    Still, you've both helped... Thank you.


  12. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Assault (CAN) @ Feb. 10 2002,08:09)</td></tr><tr><td id="QUOTE">Drewus, please don't insult people's intelligence in an attempt to make yourself feel better. I hate that. Are you going to pull apart people's grammar and spelling soon too?<span id='postcolor'>

    On the one hand, you have a point. Drewus did kind have a go at some people (though I must say I had a good chuckle over his words:) ).

    On the other hand, Drewus was after all expressing his opinion, and if that bother you, perhaps you shuld change your tag-line...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

    "I disapprove of what you say, but I will defend to the death your right to say it" - Voltaire

    <span id='postcolor'>

    tounge.gif Ah, whatever... Tis all in fun anyway.......


  13. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hilandor @ Feb. 11 2002,11:49)</td></tr><tr><td id="QUOTE">i find that anyone shooting at me tends to be the enemy  and if anyone is silly enough to get in my line of fire then so be it.

    Old chinese proverb    "He wishing to dance with bullets, shall get hurt"

    alternativly  leave ur shooting long enough to use binoculars and watch what the soldiers are up to    or play better mp games where folks work together and dont run off on gungho shooting sprees<span id='postcolor'>

    biggrin.gif ...or play better mp games... biggrin.gif

    Dude, you can't be serious... within the ranks of a clan? Maybe, just maybe. But your average I-Don't-Know-These-Other-Players game... Get serious!

    You get about as much cooperation and team work as in an under-8 soccer game.

    Ah shucks... yer funny.


  14. I've been playing with DePBO and extracted the Red Hammer campaign. This results in a million directories.

    First, I can't seem to make the editor aware of these and second, how the hell does one recompile all this stuff back into a single .PBO again?

    With so many FAQs around I can't find one that answers this question.


  15. First, let me say that I am new to scripting, however, I used to be a programmer, and what I *can* do is see a logical approach to the problem.  So, I can't write the script you need (yet) but I think you should tackle your problem like this...

    First, use a trigger which tests your tanks, including, perhaps, a check that no enemies are currently attacking.  The latter makes sense to me because I wouldn't want a tank pissing off to repair while I needed his gun in action...

    Say, set the condition to damage >0.3 and <1.0 (after all, if the tank is 'dead', no point telling it to repair).  When you get a "true" condition, call your script.  Why do it this way?  Because (as I understand it) a script uses a lot more CPU power than a trigger, so this way your script does not rn ALL the time.

    Now, I understand you can have global variables.  Ok, at the start of your mission create a Global array containing all of the tanks you want to be in this repair loop. I think you should also have another array with each tank's guard post marker.

    You might want your first action be to move your repair truck closer to the tanks... You might want the truck "tucked away" so to speak while a battle is going on, and only bring it out when repairs need to be done so the tanks don't have to drive as far... Saves time.

    Now, forgive me hacking your code -- I don't even know the correct syntax for what I'm going to add here, but I trust you will be able to make sense out of it...

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

    _index = 0

    _Max = count TankArray  ; You want the number of items in your "Array of Tanks"

    _aunit = WR1

    ;Just a suggestion, but I don't think you need these anymore.  

    ;You WILL need markers for  EACH tank's guard position (Guard1, Guard2...Guardn),

    ;a safe place for the repair Truck to "hide" (SafePlace)

    ;and a common location for these vehicles to meet during the repair cycle (RepairSite)

    ;_posunit = getpos _unit

    ;_posrepair = getpos _aunit

    ;"Tankpos" setmarkerpos _posunit

    ;Bring out the repair truck.

    _aunit commandMove getMarkerpos "RepairSite"

    #checkarray  ;Changed this for meaningfulness

    ;This tests for having checked all the tanks in our array.

    ? _index == _Max: goto "parkit" ; I think that's right... 0-based arrays and all.

    ;~0.1 -- since this script no longer runs non-stop, we shouldn't need this delay.

    _unit = TankArray[_index]  ; Syntax???

    ?(getdammage _unit > 0.3 ) and (getdammage _unit < 1): goto "gorepair"

    _index = _index + 1

    goto "checkarray"

    #gorepair

    _unit commandMove getMarkerpos "RepairSite"

    ~5

    ?(_unit distance _aunit < 5): goto "repair"

    goto "gorepair"

    #repair

    ~5

    _unit action["repair", _aunit]

    ?(getdammage _unit == 0): goto "return"

    goto "repair"

    #return

    ;Changed the following line to use our positioning array

    _unit commandmove getMarkerpos MarkerArray[_index]

    ~5

    ;Increment our index

    _index = _index + _Max

    goto "checkarray"

    #parkit

    ;Put the repair truck back in a safe place

    _aunit commandMove getMarkerpos "SafePlace"

    end

    <span id='postcolor'>

    Well dude, there it is... I haven't the foggiest if it will work, but the concept is sound.  Nut out the actual coding where necessary and I believe you'll find the concept elegant and correct.


  16. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Major Fubar @ Jan. 24 2002,08:37)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Brain is not a muscle.  tounge.gif<span id='postcolor'>

    Are you telling me I can't flex my brain to impress the girls at the beach any more?

    *hmmph*

    Maybe I'll just go back to crushing beercans with my belly! tounge.gif<span id='postcolor'>

    Well there you have it! There's two things you've been doing wrong with the girls, Meathead! tounge.gif

    BTW...."3 - Goto Morgue - 4 o'clock - 700000"


  17. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ex-RoNiN @ Jan. 14 2002,00:25)</td></tr><tr><td id="QUOTE">Black&White better than OPF?confused.gifconfused.gif Who came up with that??

    Other than practising to "spank your monkey" (heheh wink.gif ) and making it eat your people, this game stinks! the most boring thing ever! it's like 3-D tamagochi!<span id='postcolor'>

    That's a little harsh tounge.gif

    Black & White was, IMHO, not bad at all. Not something I've ever replayed, but I did play it all the way through and enjoyed it.


  18. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (762WorldOrder @ Feb. 08 2002,16:41)</td></tr><tr><td id="QUOTE">Screw scores, anyone who sits down and finishes both games, and then tries to extract any replay value out of them will see that OFP is far and away the better game.  People love the pretty trees in GR, but I could give a fuck what the trees look like when I'm in the middle of a war.  I'd much rather have an entire world to explore and complete freedom of movement than pretty trees, thanks.  

    The difference between the two games is simple.  

    Ghost Recon is a game.

    Operation Flashpoint is an experience.<span id='postcolor'>

    Absolutely!!!


  19. I love Star Trek, and when I first say a Star Trek game, I thought, "Cool, must have..." Now, after having purchased three "Star Trek" games, I'll never do it again because, IMHO, they all sucked badly.

    I also like Tom Clancy's novels... You think I would have spotted a pattern by now, though :-(

    I play OFP, and I recently bought GR, had to go back to the store and spend $400 upgrading my video card because GR crashed on my old Voodoo II (yeah, yeah, I know, about time anyway).

    Well, I think it's ok. It's got good graphics, and some of the AI commands are nice, like RECON with Hold Fire(?). The guys move in a nice synchronised way, and as soon as one in a group spots an enemy, the whole group ducks for cover and gets BEHIND and object -- they don't leave their asses sticking out in the breeze for the enemy to spot and shoot. And the guys WILL return fire in this mode if fired upon, or if the enemy gets REAL close. PERFECT for setting up an ambush on an enemy patrol.

    But that's about where my praise ends. I played GR all the way through, thought, yeah that was ok, then put it on the shelf, went out and bought Red Hammer, and played OFP right through from the start again, and I'm now not quite done RH for the first time.

    IMHO, the things that matter are the things OFP has... Atmosphere, immersion. I have some continuity comlaints about the game, but I swear I get so wrapped up sometimes, sneaking up on an objective, that I near shit myself when I suddenly get shot by an enemy who outflanked me.

    OFP is FAR from perfect... I could write pages of complaints... but IMHO it is still more deserving of GOTY than GR. Problem is, so much of this is just opinion. I am cynical enough to believe magazines get bribed directly or indirectly to favour one game over another, but who's to proove this wasn't PC Gamers' real opinion?


  20. P.S. Istari? How the hell did you find time to shoot off ALL of your rockets during the first tank assault? By the time I got my ass over to them, I seemed to have like 60 seconds (probably actually 180...but the tension and all...). I wouldn't have thought you could fire off all those missiles in the time available. Did you just fly over there, and then fire non-stop in their general direction?


  21. I spent hours on this mission. Had to get up and walk away for a while before coming back to try again. I was beginning to think it was un-winnable...

    ...And then I decided the AI gunner sucked, so I took control myself. But hell, you just don't seem to have enough time to take out the entire column. The bastards will not slow down, and it seemed I only had time to kill two of them before they reached the town. Finally got it by taking out the the Vulcan, then flying in front of the column a ways (about where the target town was), hovering, then just shooting the shit out of everything that moved...Forget locking up on targets. Look for dust plumes, lead off a bit, and ride that fire key like a sewing machine!!!

    Just a little bitch about so many games. I REALLY HATE "ARTIFICIAL" DIFFICULTY. I mean, for godsakes, I could fly to the town ahead of the column, get on the ground, and say, "Come on, Meatheads, get in!!!", but they just stand there with their dicks in one hand and a cigarette in the other and look at me. Duhhh!

    Anyway, got that off my chest... I understand game restrictions, limitations, yada yada... It just pissed me off cause I couldn't take out the column in time....


  22. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (FetishFool @ Feb. 08 2002,00:17)</td></tr><tr><td id="QUOTE">Sorry for the late reply:

    Any change in gameplay is a result of either FADE, or a faulty addon.  Either way, your gameplay will be different.

    Everything is a sign of FADE.  If your gun doesn't reload after the first time, or if you seem to be running slower than the AI, or if you get lock-ups during gameplay...  Making a list of signs of FADE would be endless.

    Psycho1, if you get the "Original games do not FADE" message during MP, then you have FADE.

    If you're not cheating, or using any unofficial addons, then you know it has to be a third-party that's causing your FADE.

    I just know that people in MP can give you FADE because of my experiences.  

    Especially when your PK clip shortens to 30 rounds, and your M60 sounds like an MP5.  This just tells you that someone's addons are changing your game.

    And since their minor addons can change the core of your game, they can give you FADE.<span id='postcolor'>

    Can't agree with you... These things are hardly "evidence". For example, your clip-size seemingly being reduced can also be because you are reloading before a clip is empty, you've run out of full clips (a common occurence with things like PK's) so when you reload, you have a less-than-full clip available. That's normal gameplay.


  23. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Psycho1 @ Feb. 07 2002,06:37)</td></tr><tr><td id="QUOTE">Care to explain why you think other people in MP can make you have FADE?  I find that VERY hard to believe, I've never experienced any problems whatsoever concerning FADE even though I've seen that "original games don't FADE" message in MP several times.

    Concerning trainers.....if the trainers work for single player than their will probably be a way to get trainers to work in MP as well.  OFP already has built in cheats for you to use in single player if you are having a hard time, their is absolutely no reason for you to need a trainer in single player.  You can save all you want in each mission, just hit left shift and - on numpad, than type in savegame and you got an updated position.  I'm pretty sure their are several other cheat codes built into the game that can help you, so I'll have to say again that their is no excuse for using a trainer in OFP.<span id='postcolor'>

    I don't use the in-game chets so I don't know from experience, but rumour has it that there *IS* a difference between in-game and external trainers. The in-games cheats do come complete with penalties. Some one even said they could trigger FADE...

    ...Hey, just repeating what I heard.

    FROM PERSONAL EXPERIENCE... Trainers have NOT caused fade in my game, least ways I've never had that message about counterfeit copies. *BUT* whether or not I use a trainer, I *DO* find that after a few hours of play that the game becomes so disk-bound (ie the hard drive is going crazy) that the whole thing is unplayable. This is especially annoying when an "Updating Retry Position" occurs in the middle of a heated battle or while flying a chopper close to the ground. When control is returned, I'm stuffed. I've been shot six ways from Sunday, or I've augered (or even done a full-on face plant).

    The only way to clear this problem is to reboot. Then things are pretty good once more...

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