

KaRRiLLioN
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Everything posted by KaRRiLLioN
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That was one of the first things I did, but the boost was only marginal over the custom profile they whipped up at the slizone for me. I've tried it in FEAR and other FPS's and have seen 70-150 FPS even in heavy firefights at 2560x1600. There must be something funky about ArmA's graphics engine.
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I've been posting over at http://forums.slizone.com/index.php?showtopic=822 as well about this. Â The moderator said he was forwarding the info to nVidia. This is particularly vexing to me because I've gone full out on my rig. Core 2 Duo Extreme X6800 @2.93gz (default) ASUS P5NSLI mobo 2GB DDR2 800 RAM SB X-Fi eVGA 8800GTX SLI Seasonic M12 700W PSU with 4 PCI-E pwr connectors I've been futzing about with the settings. Â If you look in my post on the slizone, you can see the attempts he made with the profile. ATM, I run at 2560x1600 with most other advanced settings on normal, except post-processing that I put on low--I can't stand that blur effect. Â I get about 30-40FPS in most circumstances with SLI disabled. Â With it on, I get 15-25 FPS. Hopefully we can figure this out.
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I've been posting over at http://forums.slizone.com/index.php?showtopic=822 as well about this. Â The moderator said he was forwarding the info to nVidia. This is particularly vexing to me because I've gone full out on my rig. Core 2 Duo Extreme X6800 @2.93gz (default) ASUS P5NSLI mobo 2GB DDR2 800 RAM SB X-Fi eVGA 8800GTX SLI Seasonic M12 700W PSU with 4 PCI-E pwr connectors I've been futzing about with the settings. Â If you look in my post on the slizone, you can see the attempts he made with the profile. ATM, I run at 2560x1600 with most other advanced settings on normal, except post-processing that I put on low--I can't stand that blur effect. Â I get about 30-40FPS in most circumstances with SLI disabled. Â With it on, I get 15-25 FPS. Hopefully we can figure this out.
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Matt: The main issue I see is the use of braces {} and quotes. Unless you're using foreach, i.e. {_x command} foreach array, you need to use quotes instead of braces. So, when exec'ing any script, it needs to be quotes, not braces and so forth. If you're erroring out and there are braces involved, change them to quotes. Â Just remember that in some cases, you need double quotes. This "minor" change in code has been a major PITA for me. Â Personally, I hate double quotes. Â They're an ugly nuisance. Â Braces look so much lovlier, especially since one pair of braces could replace double quotes. Â Therefore, a ton of my OFP scripts used braces instead of quotes in most areas. Â You can imagine the porting headache I'm having. Doesn't matter. Â I'm rewriting most stuff in sqf code format anyway.
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I snuck around to the entrance, crawled to the first T72, satcheled it, then had to wait for the right moment for patrols to leave the 2nd T72, put a satchel there. The most irritating part was the BMP. Bastards in the tower kept seeing me. Finally I crawled along the fence near the BMP and stayed in some bushes near it. Put a satchel near the bmp and crawled out of the base, around the fence and toward the exfil zone. Blew the satchels and killed the tanks. Even though I was a ways away, all the AI immediately started firing on me and I was lucky to make it up the hill in one piece. Still, I'm glad I did it stealth. When I tripped the alarm by accident once, I hopped in T72 and laid waste to all, even an Mi17 that came flying over. Then I reloaded from the save and completed it stealthily.
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Back on topic...how do you beat this mission? I've destroyed all tanks and tons of infantry at all the small sandbag camps. I killed all AI at this one outpost with snipers and such in the towers around it. Now I'm driving around in tanks checking out each outpost to see where in the hell the final AI is hiding. Am I missing something?
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I'm surprised to find a topic about this. Â TBH, I hardly thought about this incident because it consisted of 1 TK. Â We'd just started to play Royal Rescue and I remember Cerebral TK'ing Trouble. Â It was group respawn so that wasted one of our AI and I told Cerebral to cut it out. It was one TK. It's not like someone was TK'ing you over and over again. Â If that were the case then I'd have kicked whoever was doing it regardless. Â I've known Cerebral for about 4 years since he started playing on my OFP server. Â Still, if he'd been repeatedly TK'ing then he would have been kicked. Â Period. In any case, you really need to get shot with the Cluegun before coming here and ranting about an incident as minor as this. Â If this pisses you off, then I fear the day you get on the same server as Fire_Scorpian. Â That kid and others like him are a nightmare to play with.
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Make sure in the init field you put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">s = this execVM "vrs.sqf" It sounds like for some reason it's pulling an empty array into the script. Â You might have: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">s = [] execVM "vrs.sqf" Make sure the exec statement is correct and let me know. This script can be used on dedicated or host servers--it'll work either way. EDIT: I'd listed the exec statement incorrectly in my previous post. Corrected now.
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Respawn with x Weapon only
KaRRiLLioN replied to dan9of9's topic in ARMA - MISSION EDITING & SCRIPTING
Why even bother with weapons? Use this script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> removeAllWeapons Player ~1 player playMove "AmovPercMstpSnonWnonDnon_exerciseKata" Exit Now, sit back and watch your guy fight with Kung-Fu! ;p -
AFAIK, you only need to make the respawn marker 100x100 and the game will spawn you somewhere within that marker. Â Whether it's random or not, I don't know. So if everyone is on West, then make an ellipse marker 100x100 named respawn_west. If you really want to randomize spawn locations, you can always script it. Â Just place the respawn marker outside of the zone, then in the zone place some invisible Heli pads or Game Logics and name them each like Spawn1, Spawn2, etc.. Then put a trigger, set to repeat and put condition Alive Player in it. Â for OnActivation, put [] exec "randomSpawn.sqs" Then make a script with something like the following code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ~2 ;;Set this number to the number of spawn locations _spawnNumber = Random 12 _spawnNumber=(_spawnNumber+.05)-((_spawnNumber+.05) mod 1) player setPos getPos call compile format ["Spawn%1",_spawnNumber] Exit
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Another trigger question.
KaRRiLLioN replied to turbosol16's topic in ARMA - MISSION EDITING & SCRIPTING
For the building, the simplest thing to use is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> !Alive (getPos player nearestObject 337) Then when it's blown up, it'll set your objectivestatus = 1. For the extraction trigger, you need to make a small edit. ATM you have the condition set only to objectivestatus == 1. Â Even though you have it set to activate when BLUFOR is present, you removed one vital word from the trigger so it will wait on both conditions. Â The condition should read: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this && objectivestatus == 1 "this" basically means, the condition of this trigger plus any other conditions I put in here must be met. Then the evac trigger shouldn't activate until the building is destroyed AND BLUFOR is in the trigger zone. As for your AI attacking you, I have no idea what's causing that unless you killed a couple in the blast. -
How to have players respawn when they die?
KaRRiLLioN replied to KiwisDoFly's topic in ARMA - MISSION EDITING & SCRIPTING
Matt, can you really use those marker names? Â I've always used: respawn_west respawn_east respawn_guerrilla (resistance/independents) Also, from what I remember, if you have a group named groupWest1 then you could have a respawn marker for them named respawn_groupWest1 and theoretically, they'd spawn there. Â It seems I tried that on one ocassion and it worked okay, but there was something a tad buggy about it. Â Perhaps it works better in ArmA. In long coops, I typically use BASE respawn with an updated respawn position when players hit checkpoints. -
I made a small change to the script. Â The While{}...do{} loop has a hard-coded 10,000 loop limit and in longer games, there's always the possibility it could hit that limit and exit. Â I tweaked the script to use the for...do loop instead which AFAIK is infinite. Â <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">for [{}, {_run}, {_run}] do is the only change I made. Â I edited my post with the change in case you want to update the script.
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1) Â Place a Game logic in the mission editor. Â Name it Server. 2) Â Place a vehicle in the mission editor. Â 3) In the init field of the vehicle put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">s = this execVM "vrs.sqf" 4) Copy the code from my earlier post into a file named vrs.sqf and put it in your mission directory. Now it should work.
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That script snippet from my vrs.sqs is ancient stuff.  Just from looking at the credits, I can tell it came from before OFP 1.8 when they added the typeOf command, lol. Anyway, for ArmA, I redid it as an SQF script.  In the mission editor, simply put this in the init field of each vehicle: s = [] execVM "vrs.sqf" You MUST have a dummy variable, in this case 's', for the script, or the mission editor parser will error. And copy the following code into a file named vrs.sqf and put the file in your mission folder. What this does is monitor the vehicle until someone gets in it, or it's destroyed.  Let's say Joe Player hops in a jeep, drives it across the map and abandons it at the enemy base.  If no one hops into the jeep for 150 seconds, then it'll respawn it.  You can adjust that with the _crewWait variable.  Put it high if you don't want it automatically respawning even if it's not destroyed. Then of course it'll respawn it once it's destroyed anyway.  You can adjust the _respawndelay to change the timer on that. I also will be adding a couple more things to this script later, such as the ability to change the respawn time depending on the type of vehicle, i.e. plane, helo, tank, etc.  It'll only require a few extra lines of code, but I haven't put it in yet because I wanted to test some new script commands besides the age-old countType command that I used.  Anyway, then if you want planes to take longer to spawn, you'll be able to do that. I tried the BIS version of respawn, but it's sort of half-assed, TBH.  The ONLY thing I want to have to put in the editor is the vehicle itself and the execVM command in the init field.  Having to put markers and such simply to respawn a vehicle is a PITA.  And I've used this script with hundreds of vehicles at once so I know it doesn't bog the server down at all. I'll also be changing the while...do command to a for...do.  Just haven't done it yet.  That way it'll prevent the script from exiting after 10,000 loops.  Seeing as how there's a lot of sleep commands, it'd only be an issue with very long missions. Anyway, here it is. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> //BEGIN vrs.sqf //By KaRRiLLioN //IMPORTANT: ADD A GAMELOGIC NAMED Server //to the mission to prevent multispawn private ["_vcl","_respawndelay","_dir","_pos","_type","_run","_crewWait","_wait","_delay"]; if (!local Server) exitWith {}; _vcl = _this; _respawndelay = 20; _dir = Getdir _vcl; _pos = Getpos _vcl; _crewWait = 150; _wait = 0; _type = typeOf _vcl; _run = TRUE; sleep 1; for [{}, {_run}, {_run}] do {   while {canMove _vcl && count crew _vcl < 1} do   {      _wait = Time + _crewWait;      sleep 1;   };   while {Count crew _vcl > 0 && Alive _vcl} do   {      _wait = Time + _crewWait;      sleep 1;   };   while {canMove _vcl && count Crew _vcl < 1 && Time < _wait} do   {      sleep 1;   };   _delay = Time + _respawnDelay;   while {!canMove _vcl && count Crew _vcl < 1 && Time < _delay} do   {      sleep 1;   };   if (count Crew _vcl < 1) then   {      deleteVehicle _vcl;      _vcl = _type createVehicle _pos;      _vcl setdir _dir;      sleep 1;      _vcl setvelocity [0,0,0];      _vcl setpos _pos;      sleep 1;      _vcl setvelocity [0,0,0];   }; };
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Private addAction and radio command
KaRRiLLioN replied to celery's topic in ARMA - MISSION EDITING & SCRIPTING
Are you asking how to add an action to the player's action menu? Â Or how to add an action to the radio menu, i.e. 0-0-1? If you want to add an item to the radio menu, I think you have to have a trigger either pre-placed in the mission editor, or you can use createTrigger and then set the options for the trigger type, etc. Â So, AFAIK, there's no way to add an item to the radio menu without using a trigger. As for adding an action to the player's action menu, you use this: object addaction ["Action Name","actionScript.sqs"] If this is a mission where the player is respawning, then you'll probably want to create a trigger with a condition of Alive Player and an onActivation with the addaction command. Â Object would be whatever object/man/unit you want to add the action to. If it's a mission where there is no respawn, then you could add the action via the init field in the mission editor. Another thing you need to be aware of with actions, is that once you board a vehicle, your action will likely vanish. Â That's because ArmA only attaches the action to the soldier, not the vehicle the soldier boards. Â In that case, a looping script of some sort that adds the action when the player is in another vehicle works well. Anyway, I'm guessing you're after the information for a radio command, not an action menu item. Â If you need more info on adding actions, I can put up more detailed stuff. Hope this helps. -
I'm stuck on it too. Looked like a UH60 was going to land troops at the enemy base, then it took off again.
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Spaces in MP Mission Folder Names
KaRRiLLioN replied to fer's topic in ARMA - MISSION EDITING & SCRIPTING
Underscores are so 1980's! It's 2007 now, you'd think operating systems/games/software should be sophisticated enough that they wouldn't have a problem with spaces. Anyone who says spaces in filenames isn't smart, probably thinks more than 32MB of RAM is unecessary as well. -
[playername] killed an innocent civilian...
KaRRiLLioN replied to icebreakr's topic in ARMA - MISSION EDITING & SCRIPTING
No. The mission automatically execs init.sqs on the server and all clients. If it's a dedicated server, then it's exec'd locally on the server, and each client execs the script on their own computer. If you're hosting a session, then it exec's locally on your machine, which is also the local server, and on each client. So just put it in once: [] exec "killmonitor.sqs" -
One thing that drives me crazy with the dedicated is that I have to take the server down if I want to upload updated mission files. The server locks all mission files once it starts so I can't delete any of them to upload updates. Is there a way around this issue, or is it just a bug? I make a lot of missions for my server and I HATE it when I have to upload a simple fix when there's people on the server because I have to turn off the dedicated console.
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Private addAction and radio command
KaRRiLLioN replied to celery's topic in ARMA - MISSION EDITING & SCRIPTING
I'm not entirely clear on what you want, but it sounds like you don't want all players to see a radio command. Since a radio command is assigned by a trigger, then it'll show up for everyone. Â To hide it for some people, you'll need to put this in init.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 1 SetRadioMsg "null" That should set the first radio message to nothing for everyone. Â So let's say you only want the leader to be able to see it, then you could do this: First, name the group, i.e. in the init field of the playable units put: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> group1 = group this Then in init.sqs put this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?Player != leader group1 : 1 SetRadioMsg "null" Using that same code, you can change the radio command name as well: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 1 SetRadioMsg "Launch the Nuke" Now, if you're talking about adding an action to the player's action menu, then that can definitely be added locally as some of the others have suggested. Â But if it's a radio command via trigger, then what I've written above should point you in the right direction....I hope. -
Spaces in MP Mission Folder Names
KaRRiLLioN replied to fer's topic in ARMA - MISSION EDITING & SCRIPTING
This has driven me crazy ever since 1.00. Here's another interesting tidbit. In order to avoid the %20 thing, I used ctf.corazol.32.Sara instead. That worked fine until 1.02 when it started putting %20 in the place of the .'s I wasn't pleased, so I went back and renamed the folders using - i.e. ctf-corazol-32.Sara. I hate it. OFP worked fine with spaces. I don't see how it has to do with Linux compatibility. Linux is case sensitive, but otherwise I don't think spaces are an issue for it. Then again, I don't use Linux so what do I know. -
Ladder 2m Front of Player
KaRRiLLioN replied to mattxr's topic in ARMA - MISSION EDITING & SCRIPTING
The trigonometry looks okay, just from glancing at it, but is it supposed to createVehicle a ladder at some point? And then is the ladder supposed to be static, or will it move around until the player sets it in a spot? Unless I'm missing something, this just does the trig. -
[playername] killed an innocent civilian...
KaRRiLLioN replied to icebreakr's topic in ARMA - MISSION EDITING & SCRIPTING
Sorry, guess I wasn't totally clear on how to use the killed EH. First, in the mission editor, put this in the init field of each civilian you want to track like so: <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 "Killed.sqs"}] You could also give each civilian a name and then add the event handler from init.sqs or another script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> man1 addEventHandler ["killed",{_this exec "Killed.sqs"}] Whichever way you do it doesn't matter, but if the civilians aren't respawning, which I'm assuming they're not, then adding it in the init field is easier. Â Then just copy and paste the civs you want. Â Then you need the Killed.sqs script and it would be something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _killed = _this select 0 _killer = _this select 1 unit_killer = _killer publicVariable "unit_killer" unit_killed = _killed publicVariable "unit_killed" Exit Then from init.sqs you'd need to add a line to exec the monitor for each client: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [] exec killmonitor.sqs Then create the killmonitor.sqs file with the following code in it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #Init unit_killed = objNull unit_killer = objNull #Monitor ~1 ?isNull unit_killed || isNull unit_killer : goto "Monitor" player groupchat Format ["The civilian %1, was killed by %2.",unit_killed,unit_killer] goto "Init" The monitor will loop and check for both unit_killed and unit_killer to become non-null objects and then name them. Â Note that if a unit is killed by being run over, then it might assign a dummy name. Â That was the case in OFP. Â I'd see messages that so-and-so was killed by Igor Menendez or something, or one of the stock names of the units in OFP. -
Looks interesting! I put it up on my dedicated server.