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CaptainBravo

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Posts posted by CaptainBravo


  1. Hey everyone,

    I really appreciate any help with this.

    Since installing 1.54, game freezes every 20-30 second and get that vpu recoverer. I revert back to 1.52 and it runs smoothly.

    Any ideas why?

    System:

    Q6600

    ATI 4870 1 GigRam

    xp SP3 32 nit

    I have tried just about every ATI driver for the card.

    Again, your help is appreciated.


  2. CaptainBravo: You are using an old version or settings other than those recommended then, as it was quite some time ago when this aspect was improved and feedback received to say it was working well.

    Protegimus

    Hey Protegimus,

    I am using v0.04e for ACE. Is that the latest? If so, is there anything I need to change in settings??


  3. kylania checkout script below, it might help with the marker issue.

    Marker follows item be it carried by a unit or droped on ground.

    Hope it helps.

    //// Local only

    if (!local player) exitWith {};

    /// spawn

    [] spawn {

    //// Create marker

    _Marker = createMarkerLocal["suitcasemarker",(getPos suitcase)];

    _Marker setMarkerShapeLocal "ICON";

    _Marker setMarkerTypeLocal "DOT";

    _Marker setMarkerTextLocal "suitcase position";

    //// Attach marker

    while {alive suitcase} do {

    _Marker setMarkerPosLocal (getPos suitcase);

    sleep 3;

    };

    };

    // init field of a briefcase: this addAction ["Take case","case.sqf","take"]; caseholder = objNull

    // trigger to check if case carrier is in an area/trigger, activation: any/side of the carrier, condition: caseholder in thislist

    _o = _this select 0;

    _p = _this select 1;

    switch (_this select 3) do {

    case "take": {

    caseholder = _p;

    publicvariable "caseholder";

    deletevehicle _o;

    _id = _p addaction ["Drop case","case.sqf","drop"];

    if (isnil "markerCase") then {

    _m = createmarker ["markerCase",getpos _p];

    _m setmarkershape "icon";

    _m setmarkertype "dot";

    _m setmarkercolor "colororange";

    };

    while {sleep 3; alive _p && caseholder == _p} do {

    "markerCase" setmarkerpos getpos _p;

    };

    _p removeaction _id;

    _o = "Suitcase" createvehicle [1,1,1];

    _o setposasl getposasl _p;

    _o setvehicleinit "this addaction [""Take case"",""case.sqf"",""take""]";

    _o setvehicleinit "player reveal this";

    processInitCommands;

    };

    case "drop": {

    _p removeaction (_this select 2);

    caseholder = objnull;

    publicvariable "caseholder";

    };


  4. Evil_Echo;

    Definitely try it without ACE. Recent reports indicated that the ACE artillery did not play well with my code, which uses the standard BIS artillery system. If that does not help, strip your mod list all the way down to just CBA and ECHO to verify that works, then add the others back one at a time.

    --------------------------------------

    It did work with vanilla arma and cba. So Not sure which mod is the offending one (have over 10 mod files) But have a feeling it is ACE as it is the only major mod I have.

    Any chance of having both working together as your mod sounds what the game misses most, smart arti for AI.


  5. Usually a message like that is due to starting a mission without having run the game with the addons the mission requires. Check that @ECHO is on your list of mods.

    I have double checked that @echo is loaded along with other mods. So I am confused as to why I am getting that error. :confused:

    The error happens as soon as arma2 loads up screen. Beofre hitting any missions.

    I am using ACE would that be a cause?


  6. What you can do is increase the likely number of units for that squad. In DAC_Config_Creator.sqf there is this segment:

    DAC_AI_Count_Level  = [[2,4],[2,6],[2,8],[2,12],[5,0]]

    which means size 1 will give you between 2 and 4 units, size 2 will give you between 2 and 6 units, etc. Size 5 will give you exactly 5 units. So you can add your own array for a different value and use it as size 6. So you could have something like

    [8,12]

    which will give you between 8 and 12 units, enough to reasonably fill a V35 even at its lowest randomisation.

    Thanks DMarkwick, now it works like a charm! :)


  7. Example Mission

    The player and objects comprising a scud site are placed in the editor on the airfield along with a invis hpad called siteObjects. Three other invis hpads are placed in various areas around the map. Using this code in the init.sqf will move the whole group of objects to one of the other hpads randomly:

    if isServer then {
     _pads = [hpad1,hpad2,hpad3];
     _dest = _pads select (floor (random count _pads));
     [siteObjects, _dest, 25] execVM "shk_moveobjects.sqf";
    };
    

    Thanks kylania for your quick response. That is what I was looking for.

    I like your site by the way, great demo missions!

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