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Millenium7

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Everything posted by Millenium7

  1. I'm trying to use the 'IF' statement in scripts and it flat out doesn't work. I have not been able to get it to work. If I include it in a script, the script doesn't work properly, and it seems that anything after the 'IF' statement does not get executed either i.e. if debug==1 then // Doesn't work ? debug==1 : // Doesn't work if debug ==1 then { }; // Doesn't work, so I tried a suggestion on here to do this... _d = player getVariable ["debug", 0]; hint str(_d) if (_d>0) then { null = execvm "debug.sqf"; }; // Should work right? DOESNT WORK! argh! always returns 0 What am I doing wrong and why does it have to be so hard?
  2. Millenium7

    Operation Goswell

    holy crap, worst download site in the world Please host it somewhere that works
  3. I'm working on a stealth mission that essentially overrides the stock AI's ability to detect or engage units, as I find it woefully lacking when it comes to 'stealth' Now, units are more alerted, but not necessarily alarmed by sights or sounds and may look at or investigate an area without being certain anything is there. Instead of being either 'aware' or 'unaware' of ones presence with no middle ground The problem i'm having is a long lasting one. Light has absolutely no impact whatsoever on AI visibility. Even if I stand in front of a spotlight the AI won't see me. I don't really care about the standard behaviour, but are there are scripting commands that can tell me my 'illumination'? I realise I can check for proximity to any fixed lights, but that doesn't work for aimed lights (flashlights, spot lights) and would make standing behind a light, the same as in front of a light Additionally. Any way to increase or decrease lights range and intensity? I want flashlights to be more powerful and cover a longer range
  4. I tried that with a campfire and flashlight and it did absolutely nothing
  5. The way I see it you guys have 90% of the hard work implemented already. You already have .bisign files in place which verify the integrity of files stored in addon folders You already have the ability to query and download remote server info (in the form of Squad XML) You have a progress bar in place when downloading missions from servers So whats missing? 3 processes with an optional 4th 1) When joining a server, just like it currently does the game should query against the servers .bikey files to find which files are either missing, or fail the integrity check (old/outdated or tampered with files). When it finds a file that is invalid or missing, download it from a server. Where? thats step 2 2) Look at the servers .bikey file (or a seperate spreadsheet/database file bundled with mods/addons containing all CRC32/MD5 file checksums) which would contain an entry for a server URL or IP address. i.e. 'ftp://myarma3mod.com/mymodfiles' 2.1) If the URL field is empty, do exactly what the game currently does and kick the player from the server 2.2) If the URL field contains a valid URL (filled in by the addon maker), begin downloading all files which have failed the integrity check (or are missing) from THAT url, NOT from the game server. Be kind and show a progress bar with remaining filesize as well 3) When finished reload the new addon file, or if necessary prompt the user "To join this server your game must restart and load the required addons" with a yes/no, you click yes it restarts and rejoins the server 4) Since some servers may run different versions of addon files with the same name. Allow the game engine to also check for _xxx.pbo's, and not strictly the original name This sounds a bit complicated so here's an example. A bunny.pbo file fails because its version 1.0, the server requires version 1.1. Rather than overwriting, rename the downloaded file bunny_001.pbo. When joining a server it will load whichever file matches the .bikey starting with the name 'bunny' I don't want to blow my own horn here but I used to write software as a hobby and I really can't see this as being difficult. If there's something i'm missing please let me know but it seems this could easily be whipped up in no time at all It also covers some much needed bases. Yes people can use third party software but its such a pain in the ass, especially for newer people to understand. And it presents a giant problem with small or individual addons. At present its impractical for a server to run missions containing generally unknown addons that float about the internet, as it'll kick everyone. So a lot of smaller addons never get used in multiplayer for that reason alone, this would fix it. A small 20kb addon suddenly becomes viable and not an impractical nightmare to have running on servers Sincerely - Millenium7
  6. There would be no need for a central server. Please reread my original post concerning a "Server URL field" It would be mod/addon specific, entered by the mod maker, to elect any server of their choosing to be used for distribution. Thus, there is no need for a central server, of course the option to have some sort of central server is still there. Again BIS dev's, where does the problem lie? You already have the capability of multiple concurrent connections through Squad .XML files. Add one more to download files from another server which is passed to the client from the game server (which is read from the addons) It would be nice to have the engine load/unload addons on-the-fly but again its not necessary. Even a simple 'You must restart to join this server' option would be good, not great but it doesn't require any new code to be developed, just a simple restart of the game client with the appropriate -join= and -mod= parameters None of my suggestions violate the current game engine limitations or require 'new' sections of code, only modification to some dialogs, checks, file reading and establishing 1 more connection edit: If i'm wrong about the multiple concurrent connections, it's still not a problem. Upon encountering mod files that fail the validation check (or are missing), still kick the client but before doing so, pass them a URL. This will trigger the client to begin downloading. Once its done, reconnect to the server, simple no?
  7. The point is to have a 'server URL' field, filled out by the mod makers themselves. It would not attempt to download addon files from the game server, it would download them from an external server (again no different to sixupdated) so no additional load is placed on the server There are 2 glaring problems with external tools such as sixupdater First and foremost, it makes it highly impractical for a server to run missions that have small individual addons. As mentioned if I load a mission with a small 20kb addon, it kicks everyone else because they don't have it. They'd have to quit, find it, download it, activate it then reload the game and rejoin. If there are 10+ seperate little addons, thats a huge pain in the ass. So unless your addon is part of a larger pack (which is more about marketting and less about creating addons) there is slim to no chance of it EVER being used in multiplayer And the second is that you need to explain to people how to use sixupdater and why. Don't get me wrong I think its fantastic, but it's just too complicated for what should be a simple task. I perfectly agree that its more suited for larger addons of several GB, but smaller ones of only a few MB would be so much better to have downloaded and activated directly through the game when joining servers
  8. hmm well it now works for some reason. I dunno what I did I just rewrote everything seemingly the way it was. I have noticed however if I place a single character out of line, i.e. if (so and so) then { { } else { }; The whole script fails because theres that extra { in the second line. Nothing gets run at all, maybe I had a typo somewhere. But please, for the love of god BIS, I really really REALLY hope you guys plan to implement a better way of scripting than this. A GUI built in to the editor would be fantastic, preferably with a compiler that can pick up basic syntax error, and also gives you a bit more information on how to use commands than the current editor (which does almost nothing, still have to look up wiki's for hours)
  9. its not working I have a trigger with Condition (repeat <= time) and on activation null = player execvm "runscripts.sqf"; repeater = time + 1 I also make it 'beep' so I know its running. It continues to beep no problem I placed.... if (debug==1) then { hint "debug is 1!"; }; into the script and I never get any hint I have another trigger (radio alpha) which sets debug = 1 No hint when I do 0-0-1
  10. i'm using SQF I'm running a main .sqf file every 1 second from a trigger (if there's a faster and more reliable way, i'd like to know about it, as I'd like to be able to play a sound as frequently as 10 times a second but triggers are hopelessly unreliable at timing) and that script calls additional scripts It doesn't seem to matter how I lay my 'IF' statement out, it never executes. And calling 'getvariable' always returns the number after the variable (in this case 0, if I change it to 5 its 5) I can however access the variable ssuccessfully if I just put something like hint str(debug) it'll show 1. Just whenever an 'if' statement is involved everything goes to crap
  11. I could understand maybe a config file gone wrong, I think a clean install is unnecessary. latest official patch works fine, but now 'any' beta patch does not. It's specifically to do with running the beta. normal patch lets me load and play fine. I'd rather avoid downloading enormous data again if possible
  12. same problem. Doesn't matter if it's run by launcher or shortcut, still crashes at startup before getting to main menu
  13. I'm hoping someone can help. I've left ArmA2 alone for about 2 weeks, yesterday I applied the latest beta patch and tried to start it up the usual way through arma2 launcher. I get to the first screen with the tanks in the foreground and hangers/jeeps in the background and the game will crash to desktop with... Problem signature: Problem Event Name: APPCRASH Application Name: arma2oa.exe Application Version: 1.60.93.825 Application Timestamp: 4fdb3f79 Fault Module Name: arma2oa.exe Fault Module Version: 1.60.93.825 Fault Module Timestamp: 4fdb3f79 Exception Code: c0000005 Exception Offset: 0011d188 OS Version: 6.1.7600.2.0.0.256.1 Locale ID: 3081 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 this was NOT happening previously, and if I run 'without' the beta patch it works fine. Strangely even if I revert to a beta patch I had working previously, it too will cause a crash. log files here http://www.sendspace.com/file/az96bv I'm not aware of changing anything and my system is fine for everything else. Help?
  14. I'm hoping someone can help. I've left ArmA2 alone for about 2 weeks, yesterday I applied the latest beta patch and tried to start it up the usual way through arma2 launcher. I get to the first screen with the tanks in the foreground and hangers/jeeps in the background and the game will crash to desktop with... Problem signature: Problem Event Name: APPCRASH Application Name: arma2oa.exe Application Version: 1.60.93.825 Application Timestamp: 4fdb3f79 Fault Module Name: arma2oa.exe Fault Module Version: 1.60.93.825 Fault Module Timestamp: 4fdb3f79 Exception Code: c0000005 Exception Offset: 0011d188 OS Version: 6.1.7600.2.0.0.256.1 Locale ID: 3081 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 this was NOT happening previously, and if I run 'without' the beta patch it works fine. Strangely even if I revert to a beta patch I had working previously, it too will cause a crash. log files here http://www.sendspace.com/file/az96bv I'm not aware of changing anything and my system is fine for everything else. Help?
  15. Millenium7

    ARMA 2's player movement "feel"

    I really liked the movement in hidden and dangerous 2. I looked at it as OFP movement massively improved. Basically you rolled the mouse forwards and backwards to set your 'speed'. I believe it had 5 levels, so if you roll your mouse down all the way then you would crawl (laying down) or walk (standing up/kneeling) very slowly and precisely. Roll mouse wheel forward once its a bit faster, once more its now a regular walk, one more it's now a jog and the last one was a run/sprint I'd 100% stand by this system as it allows you to simply and quickly select your speed wherever appropriate. I think we can simultaneously get rid of the hopeless slow and inefficient action menu, and replace it with a simple tap of the 'F' key to be bring up a catagorised menu. I.E. F-2-1 = Menu->Vehicle->Drivers Seat F-2-2 = Menu->Vehicle->Gunners Seat F-1-4 = Menu->Self->Use Medkit F-1-3 = Menu->Self->Switch to RPG/Secondary Weapon F-0 = Close Menu F-F = Context sensitive, interact with whatever mouse is pointing at
  16. Millenium7

    All the Bis game have Counter Strike sounds

    wow 10 pages and people are still complaining about the actual sound files themselves. Screw that, that is the LEAST important thing regarding the issue at hand The biggest issue is the sound engine itself. If you are in a tank you can hear a bird chirping outside........ no matter how good the sound files are you can't fix that at the moment. The sound engine itself needs to incorporate dynamic volume range, reverb, echo, amplitude, dynamic equalization etc. If a loud vehicle is rolling past, everything else should be quitened significantly aside from equally 'loud' objects. So a bird chirping next to a tank will make absolutely no sound at all, whilst gunshots would still be audible (not silenced weapons). Tanks in the distance should have all high frequencies reduced so it sounds like bassy thunder, as they approach they equalize towards neutral so you can hear all the little squeeks of the wheels etc. Gunshots in the distance should be the same as above Weapons fired indoors should be much shorter, louder and reverberated Extremely sudden loud sounds such as a near explosion should cause all volume levels to reduce, and a ringing to be heard Dynamic audio is what makes great audio! NOT the sound clips themselves!
  17. Millenium7

    Customizable Soldier Load ( seriously?? )

    my thoughts
  18. Millenium7

    Rail-Based System for Vehicles and Aircraft

    I agree 100% as long as it's an addition rather than a replacement 'open' AI is fantastic in that it can work in any environment, with any weapon, against any enemy without writing a single line of code, it just does its thing. Unfortunately it also does its own thing when it really shouldn't. Whether it's considered arcade or not, it's far more viable to be able to force a driver to move forward, or force infantry to sprint out of it's current position, or force it to suppress a location, or force it to do anything WITHOUT disobeying like an insubordinate S.O.B. Ideally I think it should be available in the form of some new combat behaviours I.E. safe, alert, danger, stealth. And then suppressive (stays within range but moves up when necessary, far more aggressive fire, even on blind targets) objective (puts its designated task FIRST, i.e. move WILL MAKE IT MOVE! it will sprint between cover to follow leader/waypoint, only stop or return fire when no other tasks are given, this will turn 'railing' on for drivers/aircraft)
  19. I have a question (or suggestion, name in credits? :)) for the developers. Since RTT is now confirmed does this mean that you would have a focus on dynamic retexturing or simply multi-layering textures onto objects. I.E. - If it started snowing then trees would start to show snow on them, the ground texture would start to become more and more white, vehicles and units will start to have snow covering them up - If it starts raining, puddles can dynamically form on the ground creating a more shiny or reflective surface. Metal objects could have an additional amount of 'shine' added to them, etc - In autumn the trees and the ground around them would be much more brown/orange Apart from the obvious eye candy my hope would be to reduce the need for addons just for a simply re-texturing. So a standard M1A1 would not stick out like a sore thumb in a winter environment, it would be partly covered in a snow texture with the original texture underneath it. Or the texture could be swapped to make it fit winter/desert/jungle environments without the need for 3 seperate units So my question is, is this likely to be a feature in ArmA3?
  20. This may not be directly related to RTT and instead multi-layered textures buuuuut...... This could be used for dynamic weather as well, for instance when it's raining then you could apply another 'shiny' and transparent texture on top of metal objects such as tanks, weapons, whatever. Or create artificial and realtime mirror surfaces, such as puddles forming on the ground You could also use it to dynamically change textures, such as falling leaves for an autumn setting will make the ground texture go more brown/orange, winter would cause everything to go white. An additional texture layer on top of weapons/vehicles/soldiers would see their original uniform underneath but heavily covered by snow, or just simply change the texture altogether. This would massively reduce workload by having 1 soldier model instead of one for each (winter, desert, jungle). Which has it's obvious benefits, such as not REQUIRING to downloading several GB of addons just to play a winter mission Actually I might just make a new thread about this....
  21. no more bloody evolution! it is ri-god-damn-diculous how many servers run 'evolution' on them, literally 90-95% of the servers are running it and i'm gobsmacked as to why? evolution: - makes mods/addons almost redundant unless playing singleplayer - creates a tiny mission maker community since nobody plays anything else, the amount and quality of missions available for ArmA2 is a joke compared to OFP - stops me playing multiplayer, there is no feeling of immersion or accomplishment like doing a 'proper' mission from start to end. Boring! Bring back proper coop scenarios to multiplayer! Anyone feel the same?
  22. Millenium7

    mission makers, please, for the love of god!

    the reason for my rant and putting this in the arma3 section is Arma1 introduced the evolution/domination concept, up until that point multiplayer was good as new coop missions were popping up quite regularly. The law of the land states that most will be crap but so what, the gems do appear. There was a good community to go along with it, continual support, feedback, and maps seem to float around varying servers. Hell i've even made a few maps and if I filtered the server results i'd see a few servers running some of them Now once evolution/domination came out things changed, if you make a mission it became almost impossible to get it played because almost every server is running evo/dom. There's no longer much variety, the community dies because nobody is playing anything else anyway. Saying "don't like it do/make something else" is ridiculous because all the servers are FLOODED with evo/dom, I really don't have much of a choice other than single player Arma2 followed this exact same path, however evo/dom was brought out much quicker. The end result is if you go digging there are absolutely bugger all missions available in comparison to OFP. The map making community dies out and relies entirely on forum posts to get anything played at all, or a small private session Mods become redundant because evo/dom doesn't utilise them. 90% of the market is gone! except for total conversions if evo/dom gets ported to arma3 then exactly the same thing will happen, there'll be a nice little growing community to start off with, then evo/dom comes around and it dies and everyone starts playing that rubbish again. There's not much variety
  23. Millenium7

    mission makers, please, for the love of god!

    agreed however the reality is right here n now (and ever since evolution was ported to ArmA2) 90% of servers have been running evolution. The idea of 'host your own server' is ridiculous, the whole point of multiplayer is to play with other people. I don't have the bandwidth nor the amount of people to fill one by myself In my case, evolution has killed my multiplayer experience, I bought and played ArmA2 up until evolution came around because it was varying coop scenarios whereby you had to work towards an objective, not do the same capture rubbish over and over. After that I just can't stand it, I play 'maybe' a couple times every 6 months
  24. Millenium7

    Does ARMA II support SLI?

    just to add my 2c Once I added a 2nd GTX275 I could run at 3840x2160 and not take much of a performance hit. Using EVGA precision (or MSI afterburner for ATI cards) it definately shows usage on both cards going up. At 1920x1080 it's usually only about 40% usage per card (or 80% with SLI disabled) and trying 3840x2160 on 1 card results in a MASSIVE performance hit, but almost none though a higher usage of 80-90% on both cards in SLI So at the end of the day yes SLI works, as does Crossfire as i've tested 2x6970's and they both hit 100% usage. But you gotta keep in mind the CPU almost always holds it back, add in some AI and things happening and the usage is generally not anywhere near 100% on the graphics cards unless looking at a complex scene. So on an empty island even a crappy CPU will see triple digit framerates using a good SLI setup. Once things are moving around and thinking, the CPU struggles and framerate drops significantly and shows a massive drop in GPU usage because they are waiting on the CPU
  25. Millenium7

    Tanks are really unrealistic

    yes but this is the best example I can give of how arma2's vehicles operate on hills or with other obstacles. If anything they are making lots of peak horsepower but no torque. It's not just tanks (or the sound thats playing). All vehicles seem to need a lot of momentum to get them moving on hills, whereas in reality the dirt bikes would launch very quickly from a standstill , or not have such a drastic reduction in speed or acceleration. Cars and trucks would still be able to climb inclines from a standstill, and tanks would not be defeated by a small rock. The tanks top speed might be sort of accurate, but the bigger problem is that they and everything else has so much trouble getting around when they aren't at their top speed, and theres too big of a reduction when meeting little resistance
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