messiahua
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Posts posted by messiahua
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6DOF would be great for infantry, it would allow to look over any cover, but I can't imagine how it would work with current animation system.
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Does the:if (condition) then {fox = false};
have to be inside the while code? Can it not be in another script?
No it hasn't, you can change fox variable anywhere, because it's global.
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Then it is enabled somewhere else. I can take a look if you will pass me all mission files.
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how to completly disable spectatingdelete file onPlayerRespawnAsSeagull.sqs
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I think it's a very bad idea to use addons glt_signs, cwr2_signs, brg_africa from other islands for malden, because they could be updated by original authors and it could break one of the island if you use both.
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Is it possible to enable single bushes/trees on map? I ask because some worlds (everon2010) where made with single trees and map is completely clean without forests... it's very hard to navigate.
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Perhaps you're experiencing this; http://dev-heaven.net/issues/14766#note-6or have a mission that doesn't have XEH enabled units on the client, or the client runs addons that break XEH for the units, in that case it still initializes, but later once an entity is spawned that is XEH enabled.
In any case, to be able to analyze it properly, need to create a ticket with the rpt file for both server and client.
Yes, i guess that's the problem. At least now I know, that I'm not doing something wrong. It also happens randomly, sometimes it works, sometimes not. I was struggling with this for almost a week and could understand what's wrong, because there was no pattern. I made my own "preInit" script call, which runs from every unit init and compiles all needed CBA functions. This way everything works for sure, but unfortunately I have to use "call compile preprocessFile" in each init field instead of function.
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CBA and ACE functions are in place before inits run (at least stuff that is initialized in preinit).After some testing i've figured out that preinit is unreliable on dedicated server for some reason. I was using diag_log and on server everything was fine, mission init after preinit, but on client it was other way around, it started to load mission init and then finished preinit.
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Is it possible to wait or prioritize full ACE and CBA load before mission init (before it reads init fields of units)?
The problem is that I'm using CBA/ACE functions and mission can start way ahead they are initialized and it causes a lot of troubles :(
Actually I don't think it is possible, but maybe I'm wrong...
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OFP:
1. normal campaign
2. "dull" colors, almost all new games look cartoonish
3. movement speed of units was realistic, in arma you walk 6 km/h, jog 18km/h, sprint 23 km/h :rolleyes:
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Is it possible to switch weapon to "safe" via scripting?
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I´ve got a little Question about the ACE Stanag Magazine Classes. There are S, SB_S, SB and T Classes. T would be Tracer Ammo, right? But for what are the others standing for!http://ace.armastack.info/index.php/176/what-is-the-difference-between-different-magazine-types-ace
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From another standpoint this is all sign of positive overactivity and scrupulous attention to the game in spite of only recent announcement, which is good, it shows a lot of potential buyers (supporters of developer and game) and also feedback (good / bad), which is also important and could be encouraging for developers at some point.
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Forcing things like shadows from objects on within the server is a bad idea for people who cannot run at a decent frame rate with them on. It can be a advantage in PVP at close range but everyone has the option to turn them of.It could be optional. For example grass and viewdistance are and they are also on server-side by default. Following your logic nobody should play on any server, because there could be grass on (which is fps-hungry), but this parameters could be changed via scripting and shadows couldn't.
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I hope it will be at least more usable then in current arma2 state. It is almost impossible to create some specific and complex missions without such editor... there is very often a need to place different objects precisely, which is impossible without real-time placing and preview.
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The most important aspect of all this stuff - every graphical option should be forced by server. For example, it's very sad, that in arma2 anyone can turn off shadows and gain an advantage over other players.
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Thanks for such detailed explanation. I think that it should be included into standard ACE documentation or any FAQ.
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Probably something to do with suppressed / tracers, etc?Tried looking em up in the config browser and comparing values?
Thanks for answer.
I've unpacked configs and looked before posting, but it's not always clear what all those config values do.
That's obvious:
T=tracer
S=suppressed
But:
B = ball - what's that?
For example I still don't understand what's the difference between 20Rnd_762x51_DMR and ACE_20Rnd_762x51_B_M14. Which one should I use?
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Can anyone tell me what's the difference between magazines: 30Rnd_556x45_Stanag, ACE_30Rnd_556x45_SB_S_Stanag, ACE_30Rnd_556x45_SB_Stanag and also 20Rnd_762x51_DMR, ACE_20Rnd_762x51_B_M14?
What are those SB, SB_S, B? Where each type should be used? Are they better then standard magazines?
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Hello, you have Arma2 or ArmaOA alone?please post in here, if the problem still others have. Thx
No I use other mods/addons.
I see, that nobody have this error, so I guess that's my local problem. Stupid me, should have checked that on vanilla game. Thanks anyway, will try to find the cause of it.
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Hello,
this project is great. I often miss old OFP atmosphere and these islands make up for that. Also I want to ask about this error on all islands:
Warning Message: Cannot load texture ca\misc\data\fuelcan_b_co.paa.Probably it's already known, but I want to make sure, that it's really an island problem and if it is so, then it will be fixed sometime later if possible.
Thanks for your work on these islands! Waiting for Malden. ;)
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Are there any new tools to create new signatures?
CWR² Demo
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Using winter kolgujev and latest cwr2 demo files I get error:
http://img580.imageshack.us/img580/4711/arma2oa2011071715254626.jpg
Maybe I missed some update for cwr2_buildings.pbo?