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ModaFlanker

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Everything posted by ModaFlanker

  1. ModaFlanker

    i just got the gold version of arma

    Quoting a troubleshooting thread: Royal Flush campaign missing from Queen's Gambit In order to activate some content it is required to start the game with the syntax -mod=DBE1 (for example: "C:\Games\Armed Assault\arma.exe" -mod=DBE1). This problem may occur if the player directly activates the program executable (arma.exe) or use the default ArmA shortcut. Either edit the default shortcut or make a new one with the required addition. Source: http://community.bistudio.com/wiki...._Gambit
  2. If you need more testers, post a timeperiod ahead of time and I'll do my best to be there. A fix for this would dramatically increase the quality of ArmA.
  3. ModaFlanker

    Warfare 1.1[@]x_[Victor N+S]

    I've seen this happen too many times on full servers... people screaming to vote, the constant "Voting for new commander" annoyance, the insults to the team for being too lazy to vote, etc etc. Sometimes no one gets voted in at all, and the team gives up... It harms gameplay. If this wasn't acting like such a broken record repeating itself endlessly I'd not have spoken on this.
  4. ModaFlanker

    Nvidia 8800GT [or related] strange problems

    Thanks, I'll try that! I'm using the latest WHQL, so I'll try the beta driver from www.guru3d.com.
  5. ModaFlanker

    Warfare 1.1[@]x_[Victor N+S]

    I confess I don't get this argument. Who stands around AFTER they have voted? They resume playing. Conversely, on a server with MANY players online, in order to get everyone to vote at the same time, the people who are already fighting in a town will have to stop, vote, fight.... stop, vote, fight.... stop, vote, fight... until it works out. What do you mean by 60 seconds of standing around? Do you mean right after a map has been started, and a commander wants to become commander right away, but is too impatient to wait that full 60 seconds before they have been voted in?
  6. ModaFlanker

    Warfare 1.1[@]x_[Victor N+S]

    I don't understand the "30 seconds to vote". By the time we've got people to start voting its already cycled again, and we're screaming at everyone to vote again. Its made it far harder to vote that way... 60 seconds works far better. HOWEVER If you've changed it so it remembers who you voted for last [so person doesnt have to vote every 30 seconds until the wanted commander is chosen] then thats even better.
  7. ModaFlanker

    Warfare 1.1.x [ MattR N&S ]

    Okay... NO MORE GOING UP TO 1.1.8 THEN DOWN TO 1.1.3f and so on! Human nature messes this up apparently... I'm constantly seeing 1.1.8 on a server, INSTEAD of 1.1.3f or 1.1.4f! Everyone's assuming 1.1.8 is the latest...
  8. ModaFlanker

    The HEADBUG that permanently breaks a slot

    Korax, I don't play with addons and have seen it happen many times in warfare. Rommel, are you saying that you've seen this same bug in other maps that permanently break a slot? In older Evolution maps that do not have a headbux fix script, you could also fix it by going to lobby and rejoining. That does not work with Warfare, the slot remains bugged until a new map starts.
  9. I posted this deep in some other threads but am not sure that everyone who needed to see it noticed, so I am making this thread. I also had another experience with how exactly the headbug occurs, so wanted to share the clue with developers. THE HEADBUG Once a slot is headbugged, ANYONE who joins in that slot for the rest of the game will spawn with the headbug. You try hitting the numpad * key and tapping left alt twice but it does not fix it. It's a nasty bug -- not very good for a first impression for a first time player. HOW THE HEADBUG HAS OCCURED Case 1: A map has JUST started, so there are NO headbugs in any slots anywhere. This is how it was easy to recognize that I had just witnessed it happening. I drive a humvee that has filled up with players out to a nearby town. While I am driving, someone DISCONNECTS from the game. This turns the character riding in the humvee into an AI Slot Player. This AI slot player does not ever get out of the humvee. We clear out the town, and then I run back to the humvee to bring it closer to the Supply Depot. Someone joins the game in the same slot as the AI Slot player that was riding in my humvee. This person is in the middle of loading the game and has not spawned yet. I drive the humvee over a too-steep embankment and the front end crashes so hard that it catches on fire. I notice the game saying I killed someone else (Friendly Fire) which turns out to be the person in the middle of joining the game. Usually when you spawn you start at where the HQ started at the very start of the map. Not this time. At the very spot where the humvee has burned, the human player that was connecting suddenly appears. He walks around awkwardly for a moment, then finally complains about having a headbug. Thats when a light goes off in my head and I realize that it has just happened. It appears the headbug is related to the script where dead people are placed at an island between North and South Sahrani before they respawn alive again. If there is an unexpected action while the person is dead/in the respawn timer screen, the script breaks and the headbug starts. FURTHER CLUES: When I joined in an already bugged AI slot on a full 32/32 player server, I decided that I would best help my team by buying AI soldiers and defending the HQ. When I used the "Return to Formation", a long time later when I realized the soldiers were still nowhere near me, I highlighted their markers and found they were running TO THE ISLAND WHERE WE ARE HELD AT WHILE DEAD. Not to me. I had to manually tell them where on the map to go to [in order to get them closer to me again]. Another clue; I was not headbugged at all, riding in a UH60 someone else was flying. The pilot flies too close to a palm tree and crashes into the ground. I see the destroyed helicopter animation, but since it hasn't acted as if I was dead yet, I immediately selected "Eject" to see if I could hop out alive. As it turned out, it was lag that prevented me from knowing that I was already irreversibly dead when I selected "Eject". However, since I was able to "Eject" before I saw the respawn countdown screen, it broke the respawn script and I spawned with the headbug. I rejoined in the slot and another person joined in the slot after me and it was confirmed this headbug was permanent [until the next map]. So... Would the Evolution headbug fix work here, or would it have to be very different in order to deal with a different situation? The clues to be found are related to the death/respawn island. Maybe the respawn script has to be made more robust so that it can doublecheck it has the person correctly [or can run a script every time that will flush out anyone who might have just developed this bug, so that simply clicking "Respawn" would fix it].
  10. ModaFlanker

    The HEADBUG that permanently breaks a slot

    As I said in the first post, Its definitely a headbug that breaks when something interrupts the respawn script.
  11. ModaFlanker

    Captured Depos and Structures.

    Agreed! Use the same script that Supply Depots use to detect that an enemy is nearby [and that you cannot cap the Supply Depot until you have removed this enemy]. Presto, no more building structures while an enemy is nearby [and boxing them in].
  12. ModaFlanker

    Warfare Questions

    Welcome back Karrillion! I enjoyed your RTS-4 maps tremendously. I wished they had been played more often with full servers... maybe your mission needed a catchy name to draw in new users? [ie: Warfare, Berserk, Sahrani Life]. Its not so bad... it seems to make it more attractive to new users who like constant fast paced "get right back into the fight" action. What I find positive about this is that it discourages lone defenders from disinfecting a town of enemy presence. The lone defender has to risk trying to recapture the camp [and having the entire city capped because the enemy went to the depot, thus losing the entire city] or defending the supply depot knowing that the enemy is able to keep coming back every time. This forces teamwork in recapturing a city and getting rid of the enemy presence-- having someone cover the depot, having someone cover the exterior of the enemy camp, while yet another tries to cap the camp back before the respawning enemy can kill him. If the last enemy camp is captured and the enemy that keeps respawning is then killed, then this enemy is forced to respawn back at HQ... and the defenders feel relieved as they have "disinfected" the town of an enemy presence. Sometimes the respawning enemy decides NOT to prevent recapture of the camp, but instead runs away to hide somewhere in town... forcing the defenders to either root him out or make the mistake of leaving town, thinking it is all clear. So many tactical options here, that it makes it quite useful in the gameplay category. I too have wanted to order units remotely... I'm with you on this one. I loved that on your map you could order a helicopter/AI soldiers at base, crew it, and have it flown/paradropped over where you were fighting to back your attack up. I *LOVE* arty, but I do NOT love shelling HQ with artillery, mainly because it becomes way too close to "spawn killing". What I deeply desire is TACTICAL ONLY artillery-- the use of artillery on a mobile battlefield. What you are shelling might not still be there after you call the strike... so you are pressed to make accurate artillery calls. We should be able to strike anywhere on the map except for where friendly and enemy HQ's are [and sadly yes, griefers abuse artillery to shell friendly HQ, its qute the map ruiner]. There is no ArmA capability to tow artillery with trucks, which sucks. However, modded versions of Warfare have helicopter hitching ability like on your maps, and hitches are a way to move artillery pieces [although I'd personally say its a timewaster]. If arty is limited to tactical only shelling, then a hard cap on arty pieces is not necessary. I totally agree-- the AI driving in ArmA is way too flawed for the proper usage of supply trucks, and so there MUST be a radical change in the way supply works in this game. I think Resistance AI has been positive in the game... they act as nice buffers to prevent those who would race ahead at the start of the game to cap faraway enemy towns right away [you have to clear out the town to capture and then hold it, which might help the enemy more if you cap their rearward town for them]. On some modded maps the Resistance AI skill has been bumped way up to extremely hard, and those can be quite a handful to deal with! Those who do the most work in clearing out towns are also the ones who make the most money for doing so, and can then take the initial lead in buying a huge army or powerful heli/plane to affect the games outcome. IMHO it has worked well within the Warfare game... How do you create an ENEMY structure at your HQ? Isn't anything you build your own friendly structure? I'm not sure if I understand what you are saying here, so cannot comment properly. Same thing happens on your maps. I've had to manually shoot down Jets on both Warfare and RTS-4. From another thread, it appears that if a unit is moving too fast, AI will not shoot at it... so if a Jet flies slowly enough then AI may engage it. It might be possible to tweak the game using this setting so that AI will shoot at anything NO MATTER how fast it is going? [Or at least allow them to engage Jets at all but the most maximum speeds, to give Jets an incentive to always stay at top speed].
  13. ModaFlanker

    BattleEye kicking many players?

    The problem is that if your internet cuts out for 30 seconds or longer [sometimes that happens with ISPs or with the connections in between] you are KICKED off because BattleEye was not responding... Presumably to stop those who would temporarily disable Battleeye to run a cheat then undisable it...
  14. ModaFlanker

    Help With Water Please

    Does the problem repeat itself if you launch ArmA using the original shortcut that doesn't run any addons? If no one has an answer for you and the problem is still there I'd reinstall ArmA and check the game after each installed addon [or, if running ArmA without addons fixes the problem, then run a few addons at a time until you find the specific addon that causes it to occur].
  15. ModaFlanker

    ATI 4850/4870

    Whenever I've played games that have a huge world that you can travel in [as opposed to scripted, shoebox world games where they don't have to worry about you straying too far from what they have laid out for you]... There has always been the frame rate killer... WW2 Online comes to mind... you're supposed to be able to go anywhere on the battlefield in Europe without having to load new zones. Newer cards sometimes helped, but there always was that minimum framerate that was extremely hard to make a dent in. If you look at other games on the market I don't think you'll be as disappointed in the card. Maybe what you can look forward to is ArmA 2... which will use multiple cores on your CPU [ArmA is single threaded only] and hope that makes the significant difference you are looking for... About that time ArmA 2 will have to compete with OFP 2... and so as consumers we get to choose what direction we prefer.
  16. ModaFlanker

    ArmA Warfare 1.1

    Possible source of HEADBUG: I was driving a humvee that had an AI soldier [from the Human/AI player slot, not from something bought at base] inside of it. The AI soldier was inside because someone had disconnected while riding in it. Someone else joined the game and connected in that slot. While this other person was connecting into that AI slot, I drove the humvee off the edge of a steep drop at Estrella, and the front end hit the ground so hard that it got on fire a few seconds later, killing me and the new player that was in the middle of joining the game [AI had turned to human, but he was still joining/loading the game when the death occurred.] A few minutes later that guy is walking around where the humvee burnt, complaining he has a headbug. What caught my attention was that the game had JUST started... so this was not an old headbug... and that something must have happened just now to cause it. So, I theorize that if someone joins the game and is in the middle of the loading screen [or JIP progress bar] and the AI soldier that they are taking over for dies during this period, it breaks. Hope this helps.
  17. ModaFlanker

    Warfare 1.1.x [ MattR N&S ]

    Possible source of HEADBUG: I was driving a humvee that had an AI soldier [from the Human/AI player slot, not from something bought at base] inside of it. The AI soldier was inside because someone had disconnected while riding in it. Someone else joined the game and connected in that slot. While this other person was connecting into that AI slot, I drove the humvee off the edge of a steep drop at Estrella, and the front end hit the ground so hard that it got on fire a few seconds later, killing me and the new player that was in the middle of joining the game [AI had turned to human, but he was still joining/loading the game when the death occurred.] A few minutes later that guy is walking around where the humvee burnt, complaining he has a headbug. What caught my attention was that the game had JUST started... so this was not an old headbug... and that something must have happened just now to cause it. So, I theorize that if someone joins the game and is in the middle of the loading screen [or JIP progress bar] and the AI soldier that they are taking over for dies during this period, it breaks. Hope this helps.
  18. ModaFlanker

    Warfare 1.1.x [ MattR N&S ]

    This game needs a *HEADBUG FIX SCRIPT*!!! Some slots bug out while being played, in such a way that anyone who joins in the future in that particular slot WILL spawn with the headbug. There is no way around it. Possible lead as to the cause or related symptom; when I decided to play anyways on a very full server, using AI to support my team instead, I asked my troopers to "Rejoin Formation" and after a while I realized they had run a very long distance away. The direction they went makes me suspect that they were running to the island that we are supposedly held at while we are dead, and before we have respawned. Would the "headbug fix" script from Evolution and other maps from 1.08 work here, or does this require a more detailed fix?
  19. ModaFlanker

    ArmA Warfare 1.1

    This game needs a *HEADBUG FIX SCRIPT*!!! Some slots bug out while being played, in such a way that anyone who joins in the future in that particular slot WILL spawn with the headbug. There is no way around it. Possible lead as to the cause or related symptom; when I decided to play anyways on a very full server, using AI to support my team instead, I asked my troopers to "Rejoin Formation" and after a while I realized they had run a very long distance away. The direction they went makes me suspect that they were running to the island that we are supposedly held at while we are dead, and before we have respawned. Would the "headbug fix" script from Evolution and other maps from 1.08 work here, or does this require a more detailed fix?
  20. ModaFlanker

    AI AA soldier

    AA soldiers hate helicopters plenty enough... lock on and fire without prompting. They'll act like planes aren't even there though. I've always had to manually lock on and fire the rockets myself.
  21. ModaFlanker

    Warfare 1.1.x [DANIEL N&S]

    Thanks Rommel! I'll be sure to check it out. I like the changes you picked Changed: Aircraft hangars cannot be destroyed. - Excellent, too easy to abuse that by being a friendly saboteur Changed: Increased Construction Distances. Perfect, was kinda hard to put defenses on hills around HQ if they were too far Changed: Increased Max Player Group Size (27 Personnel). Hope it doesn't lag game like I've seen on another edit like this, RTS-4 didn't lag with such a size though Changed: Increased Respawn Range (600 -> 1600) Good, so it makes it harder to camp those respawning? Removed: AI Supply Trucks. GOOD FREAKING RIDDANCE they were useless and only got in the way of AI vehicles too, game always required you supply manually due to incompetent AI driving Added: 'Rommels Missile Range Restrictor'. So now the hunter has to show him/herself in order to bite.
  22. ModaFlanker

    Game Froze

    Ever since 1.14 I've had freezes (or ever since I got my nVidia 8800GT), not sure which prompted the change. EVERYONE: When it happens, hit ctrl-alt-del. Are you able to bring up task manager about 30 seconds after you ctrl-alt-del? I've been able to bring up windows with that, and then clicking on ArmA again (which is still running) brings me back and then I can resume play. Edit/Added: I had an ATI x800xl before this, and NEVER had this problem. Might be nVidia related, then....
  23. Find someone with Verizon FiOS [fiber optic] and they should have a kickass upload speed...
  24. ModaFlanker

    GeForce GTX280

    You could always download the latest OpenAL and try to install it. Usually thats for if you get a specific error but who knows, it might make a difference.
  25. ModaFlanker

    Sahrani Life

    Issetea, You are insulated. You pop out from wherever you are, say what needs to be said, and pop back out of existence. You aren't exactly social on the boards like the rest of the community has been. We all are different in our own ways, so I am not trying to say that there is anything wrong with the way you are. This does come with the territory with the type of personality that makes you such an excellent programmer. What I am trying to say is that you have failed to make good use of this resource of fans and gamers who play this so often that they keenly feel what would make this game better. It is a waste that we have come to this split in the community. A majority of users appear to be voting for the community that has split off, judging by how many people are populating their servers. Please find some way to become part of the community again. Just because there has been a split does not mean it has to be permanent. What seems to be the enemy could so much be a great friend.
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