

grendel [aps]
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Everything posted by grendel [aps]
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Excelent! Thanks Doomguy.
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Vista Troubleshooting Thread: The one and only
grendel [aps] replied to sickboy's topic in ARMA - TROUBLESHOOTING
*Sigh*. I thought it'd be something along those lines. I tried a bunch of the solutions that had been posted earlier with no joy. I just posted hoping against hope. Oh well back to 4 gig, pity about the other games that perform better with the extra ram. -
Vista Troubleshooting Thread: The one and only
grendel [aps] replied to sickboy's topic in ARMA - TROUBLESHOOTING
I'm having problems running arma now that I've bought 4 more gig of ram even though I've updated to 1.15 beta. System: Intel core2 E8500 3.16Gh 8 Gig DDR2 ram Ati 4870x2 2 gig Vista Ultimate 64bit gigabyte 6-quad/ S-series mobo While Arma ran fine on this system and the 1.15 patch before I put the new ram in, it now takes up to 2 mins of black screen to get to the main menu screen. When the main screen comes up everything is blocky and in untextured grey tones, running at about 1 fps. As an added bonus all the menu buttons and windows are blacked out So all I can see of them is black squares and rectangles with no writing. Any help appreciated. Thankee. -
What would be required to arrange it so that several depots are already pre-captured for both teams, instead of neutral, at the start up?
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I just had a quick play of your mission and really liked what I saw. After having a play around I depbo'd the mission and had a look under the bonnet, so to speak. I was wondering how I'd go about evening up the sides to 10 per and returning the RACS to a more democratic "I hate everybody"?
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Off and on, since November, I've been trying to make a template for warfare in which the SLA defend capture points and the RACS replace the SLA as a playable team. While I've had some extremely limited success, I've gotten nowhere near a playable version. What I'd like to know is... Has anyone else tried something similar with any luck? Or is it even possible? There are plenty of quality addons for the independent (RACS, civs) forces to make for a good opposing force. It seems a shame not to use them.
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Could someone post a quick pointer on changing the skill levels of the ai please?
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Don't know if this civ script would be of any use to anyone, especially seeing as it says it's for single player only. But it might make a basis for a multi-player version. Civ script
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Thankee muchly.
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I'm currently working on my first warfare map, for ic_barbuda, and have either found solutions in these forums or nutted out ( ) Â most of my problems. Unfortunately I've come across 2 problems that I can't figure out and am hoping for a "wee bit o 'elp". Is there any way of un-randomising the occupation of resistance MG nests? I've been trying to organise the MG nests to have interlocking fields of fire with nests at other camps but with the randomisation my efforts amount to bugger all success. My other and, so far, final problem is the semi working dynamic weather. I've been trying to include the weather system from Domination, and have gotten it to the point where the rain markers show up moving across the map. Only minus the actual weather effects in game though. Any help muchly appreciated. Â
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I've just finished my first warfare map for Isla Barbuda and will be giving it a server test shortly. Thing is though, I've used a few script alterations that I picked up in these forums and I don't know if it's poor manners to make a public release without permission of the people who posted them. Oden has already given me permission to do a straight rip of his weather script. I've also used doomguy's stuck supply truck and fuel fix. And Mankyles ai purchase of aircraft. If an admin could post a general guideline on this subject that'd be great. The last thing I want to do is tread on anyone's toes.
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I've gotten to the point of prolonged testing of my warfare. ie: Starting up a game then going off to work and coming back hours later to see what's gone wrong. I'm getting two errors that seem to be conected. " 'Driver _vehicle l#l DoMove ([GetPos _destination,10,20] Call...' Error Type Any, expected Number" And. " 'Name l#l' Error Invalid number in expression" Both of which creates a scalar economy. While I've tracked down the command line of the first one in  the "Server\AI\AI_SupplyTruck" sqs file. I'm too new at this to figure out what the actual problem, let alone the solution, is. My final problem is arty. I've altered the price of arty in the "common\config\config_structures" sqs to $2500. And it works for arty purchased either by the comm at base or by a player via the service truck. But arty bought at camps remains at the default price of $1200. I've looked, but couldn't find any files that seemed to control camp specific structure options. Again, any help would be muchly appreciated. Once these 2 problems are sorted I'll be ready to inflict it on my local server.
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Aha, excellent. Thanks for that Oden.
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Ta muchly, it worked a treat. It's nice to know I don't have to worry about one of those bloody messages popping up when I'm lining up on someone anymore.
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As a matter of interest, what was required to achieve this bit? It's one of those minor things that drives me around the bend.
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Apologies for the slight sidetrack, but I couldn't see the point in starting a new thread when the question I have is so closely related to this one. How would I go about making RACS the OPFOR team and the SLA forces the ones defending towns? I've only just started mangling Warfare and what I have learned is mostly based on blundering around and experimenting.