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guttersnipe

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Everything posted by guttersnipe

  1. Understand that interest has shifted elsewhere to ACE 2 but can any of the ACE team give me some support with my issue, please....
  2. Hi, and thanks for taking the time to read my request: - Basically I'd like to have a user-configured script for MP that effectively forces the other players in a coop game to follow a set of basic squad orientated rules. Ideally this could be used in online MP COOP where the players don't know each other/not in a clan etc so that lone wolf behavoir is restricted (also be good to get my kids workign together for a change :) ) 1. All players in a group to stay within a certain distance of the squad leader e.g. 100m. 2. Players which fall outside of this radius would have their respawn abilities limited (ie either no. of respawns or no respawn at all) and/or suffer increasing damage the further they strayed from the pack. Anything spring to mind?
  3. nothing doing with the single player/wound sys fix ? could use a little help...
  4. Super mod - been hoping for something like this for ages, thanks man! Any chance of something similar for Arma1 ? (greedy, I know ;) )
  5. Any luck with my problem? Have been faffing about with it myself, but have realised the scripting involved here is way over my head :) As an aside I've also noticed problems with multiplayer respawning (yep I was trying to get the mission to work in MP so when I got injured I could try respawning) : - 2 times out of 5 I'll respawn (using the base marker method) and all I can see is a black screen - if I hit escape I can see normally, however when I hit continue it all goes black again..... I can hear my character moving/shooting etc, but can't seem to get my view back again whatever i try. Also noticed that when I use a vehicle respawn script (mr murray's) that whilst the armour & cars etc respawn without problem if I try to spawn a helo of any kind the aircraft will respawn without prompting/damage automatically during the helo spin-up cycle (just after the pilot reports 'no fuel'). Odd. Any help appreciated with (1). Problem (2) is a nuisance, but not critcal. cheers
  6. Thanx mate I appreciate you taking the time...
  7. Tried this already - doesn't work: On load of Arma I get a addon dependancy message ("ace_config_men" requires "ace_sys_wound". If I try to edit/play one of my missions I get the "you cannot edit/play .... downloadble content deleted" etc message. I've tried removing the ace_sys_wound.pbo requirement from this mission file etc, and even when I create a new mission from scratch & try to play/preview I get "No entry 'bin......................./Cfgmagazine.ACE.bandage (I assume this appears because all of the @ace troopers carry bandages and threrfore have a dependancy on the "ace_sys_wound.pbo" I've tried placing the @ace wounding game logics which proport to disable various effects etc but can't see any noticable difference. Any other ideas to get this working without the wounding/blackout effects? My single player missions are unplayable because of it (even when I play them multiplayer LAN the AI isn't interested in helping me, & I can't get back into the fight :| )
  8. Anyone able to comment on the disabling of the wounding system whilst using the rest of the ACE features/scripts - this has been bugging me for ages (since 1.04). Lol think I posted the question in the page no. 50's and never got a satisfactory answer..... On the other thread - ace2 is looking sweet so far, nice work.
  9. guttersnipe

    WIP British 4 Rifle Soldiers

    Always taken great pleasure in using your excellent mods - hope you feel better soon mate..
  10. (yes I searched ;) ) (http://community.bistudio.com/wiki/Artillery_Module#ARTY_Quick_Start) Here's my problem: I want to simulate the capture of an arty battery - and once captured I want any of the units in my squad to be able to use the arty with the fire control module directly (i.e. provide fire support directly rather than via a radio call). Here's what I did: 1. Created the empty arty battery (3 x 81 mm) to be captured. 2. Created the Arty logic. 3. Synched the two above. When I take over the battery I don't get access to the targeting control map. I also tried synching an arty logic straight to my squad then climbing into an empty piece - doesn't work (and actually made my regular infantry weapons so inaccurate that I thought I was suffering form FADE till I worked out this wasn't right) :D How do I create that ability? (As a work around I tried creating a friendly battery elsewhere which I could teamswitch into to use - what happened here was that if I tried intially spawning as the arty gunner it would work, however as soon as I switched & switched back, or spawned as another group leader then tried to take over the battery, the control option was no longer availible.) Any help appreciated.
  11. Tried getting in & out - no joy. Yep team switch does work in MP COOP (think it's the single player version that is broken at the moment)(least I assume it's teamswitch as it uses the T key & doesn't kill the charcter you're using like respawn does). Best way for a story driven MP COOP in my opinion, esp if you've only got bandwidth to host only a couple of mates - can switch round roles no hassle. This arty thing is really busting my nuts now.....
  12. Tried your suggestion Cellus - seems to work briefly (for a about the first thirty seconds of the mission), then when I switch character & then back to the new 'arty gunner' I loose the Targeting option. Cany figure this out at all, must be a bug?, or am I missing some other logic (mission is going to be MP (though i get the failure in the preview option on the editor too) Is there any way to call the module on demand from a radio script for example? That way if I loose it I call quickly call it back....
  13. *bump* anyone shed some light on this for me please?
  14. My squad/the guy i want to take over the arty is a player (ir me) and not an NPC. I am using the normal arty module and not the virtual one. I've tried using the peice without the arty module at all & it hasn't worked either. The arty is sitting on the map at the start of the mission & not spawned later, and the character I'm using also spawns from the start of the mission. Any other advice?
  15. Still can't get a game to launch properly from the pre-game lobby - everytime I try I get the broken link symbol & everything de-syncs/crashes. . . . Also my mate can only connect to the lobby through the Remote option. HOWEVER ... we've noticed that whilst the connection drops immediately on launch if I maintain the game as live he can subsequently re-connect to the game 'in-play' & play without any/much lag for +1hrs. I can only surmise that since I've not changed any ports/firewalls etc during the rejion that the connection problem IS caused directly by the netcode - most likely when the game is starting there's far too much info sent immediately on jion (ie whole groups of AI all suddenly on the move at once - which is smoothed out in the first5-10 secs before my mate rejoins. Maybe you could try this too Redfilf & let me know what happens - this still obviously isn't ideal, however it might let you play for a while anyway. Typically in Arma I I always tried to phase the AI groups into movement over the period of a minute or two & this might be worth a try as a temp workaround if you're any good with the editor.
  16. Having the same problems - regardless of what ports are open/firewall on/off/MDZ on/off. Needs fixed (along with alot of other stuff)....
  17. Hi, Just wondering if anyone has had much joy/luck with non-dedicated/self hosted MP. Ideally I just want to play with myself & 2 mates, coop. I tend to make my own missions & try to cut the amount of unnesscary AI down to the min (ie AI is scripted only to respond when inrange/triggered, and only so many activated at once. Just wondering how much bandwidth is needed to support a set number of units [AI group + players]. Also I've seen it suggested that it is possible to host a dedicated server & a seperate game from the same machine (though with the poor performance I've had I'm unlikely to try that....). Any opinions? Cheers
  18. Hi Two simple requests to the devs/beta testers who helped decide what the recommended min & optimum specifications for the game/packet are : 1) What settings did you use ? (both in game & the 2 fiddle factor config scripts in the user profile)(for both the recommended minimum spec & the recommended optimum spec please) 2) Using these settings, what frame rates did you achieve in the campaign ? (particular in the missions with well forested areas, with a large number of units in action). These are the quoted specs (from the community wiki (same as the specs from the 505 UK version that I bought): Minimal PC Requirements CPU: Dual Core Intel Pentium 4 3.0 GHz / Intel Core 2.0 GHz / AMD Athlon 3200+ or faster RAM: 1 GB Video Card: NVIDIA GeForce 7800 / ATI Radeon 1800 with Shader Model 3 and 256 MB VRAM or faster OS: Windows XP Optimal PC Requirements CPU: Intel Core 2.8 GHz / AMD Athlon 64 X2 4400+ or faster RAM: 2 GB Video Card: NVIDIA GeForce 8800GT / ATI Radeon 4850 with Shader Model 3 and 512 MB VRAM or faster OS: Windows XP or Vista I think a direct statement from BI/beta tester would be most useful here - there is plenty of information available in the forums as to end user experience, however I'd/we'd like to see what the official result of all that testing was, and also what the justification of choosing these values is. Personally my experience is that of a practically unplayable campaign even at low resolutions, and low settings. My spec meets & exceeds the optimum rec. spec, and I'd like something official to compare performance with ; and from what I've read a lot of people would also like an explanation of the way in which bench mark specs. are chosen. I'd prefer to post my specific woes in the general performance sticky, rather that have this important info from the devs lost in the thread. It's the first piece of info most people will seek when visiting troubleshooting for the first time. I understand that there may well be performance improvements with future patches (still waiting for an official final patch for Arma 1 :) ) however I would think that it is only fair to quote the rec. spec for what you have already developed, and not for what might/might not arrive in the future ... Many thanks. Intel 2 Q9400 quad core O/C @ 3.2 XP SP3 Nvidia 9800 GTX 512 on 186's 4 G DDR 2 Asus PQ-5 latest bios & drivers **edited for spelling**
  19. guttersnipe

    Simple requests re:optim spec settings...

    Well thanks for posting that much anyway Placebo, appreciate the effort. - hopefully if you find it's the software you'll fix that for us too, because while I can do the others, that's a little beyond my scope ;)
  20. guttersnipe

    Simple requests re:optim spec settings...

    Looks like we're not getting the info then ? Was a pretty humble request & could have helped alot of people ....
  21. totally agree. I've been PC gaming for 20+ years, and the suggestion that I'm not configuring my system properly, updating my drivers, defragging etc etc is more than a little irrirating - and I don't believe those test specs were even used for anything other than screenies.....
  22. guttersnipe

    Simple requests re:optim spec settings...

    Thanks for the reply - just to be clear though, I didn't expect a huge list of specs from BI (or even any specs at all) - just a simple, averaged, list of what video settings etc. produce a playable single player campagin game at the rec.min & rec. opt. specs. Presumably there must be some process at arriving at these two group of specs for publication etc and I assume that quality control etc must have used some normalising proccess to produce them . . otherwise they'd be meaningless, even as a guide. I don't think anyone realistically expects every single pc in the spec range to run the game exactly the same, but judging form the number of complains/posts some guidance as to what could be realistically expected from the hardware would be useful. Thanks
  23. No even getting that far -- when i run it I get 'Arma 2 is not installed or your computer or installation is corrupted'. Using the 505 game version - is there a seperate patch for each country ? edit: I have tried several different download sites, all same message ...
  24. guttersnipe

    Performance woes - 1920x1200 with 9600GT

    think his cpu is faster than the rec. opt. spec if you go by this - Fair point about the resolution - though i've seen plenty of people with above the rec. opt. spec unable to get above lo-med settings : 1280 x 1080 res. Rec min. spec should be the bare min require to have a PLAYABLE game at low settings..... Rec. Opt spec should be that req'ed to have a PLAYABLE game at HIGH spec at a reasonable resolution...... It really cheered me up when I was preordering the game to have a quick look at the Troubleshooting section afterwards - and see whole threads devoted to pipeline burst ratio/pci-e exchange rates, DCP latencies etc & a whole pile of other techincal cr*p which is way over the heads of the average PC user.... I particularly liked the 'Check your CPU>GPU<CPU etc etc' thread - lots of tests suggested to try by one of the moderators...... basically saying that if certain ratios aren't high enough, you're basically stuffed, regardless of the hardware you're using. What's the point in providing a benchmark spec at all ? (what cheered me up was the warm sense of deja vue from Arma 1 ....
  25. guttersnipe

    Performance woes - 1920x1200 with 9600GT

    <- from the offical wiki. Have to say I get the guy's point - he's at the so-called 'recommended optimal' spec & can't play with anything over low settings. Makes you wonder how the game performs with the 'recommended mininium' spec...... I remember this farce well from Arma 1 - the specs quoted on the packet were woefully understated, to the point of a downright lie..., probablt be 1.08 patch before you get a playable game....
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