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Pyrodox

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Everything posted by Pyrodox

  1. I was wondering if it's possible to call the deleteWaypoint function for every current waypoint in a groups "waypoints" array? I can't seem to get the syntax right. Any help is appreciated.
  2. Unfortunately, this doesn't work... In SP it will hide the icons because it throws an error while looking for them, then I assume stops looking and leaves them blank. But in MP they still show up (oddly enough still throws an error though.)
  3. Would anyone happen to know if it's possible to disable the NATO unit/armor/aircraft/etc markers that show up on the map/screen when you use High Command and the UAV? I'd like to hide all enemy markers when in High Command, and if possible hide markers altogether from the UAV interface screen. Any help is appreciated.
  4. Pyrodox

    Arma2TS

    A further expansion of the question on the output of TS... Is there any way possible to have TS output the "speech" audio to my surround speakers, while outputting the "radio" audio to my headphones? I'd like to be able to hear speech in the game environment through my 5.1 speakers, while just having the radio transmissions come through on my headset. I would think this would involve determining whether the "source" of the audio is being transmitted through the in-game radio or speech "channel" then assigning the TS output to the available speakers or headphones depending on it's source. I don't know if it's possible, but if it is I think it would be a nice option to have.
  5. Can anyone help me out? I am using this script to call an extraction helo. It works fine in singleplayer, and if I host an MP server. However, if I try it on my dedicated server, the helo takes off and starts flying down to 0,0,0 and completely ignores the position of the player calling the script. It is called through a radio alpha trigger. _helomarker = createMarker ["HELILAND", position player] HELIH1 setPos (getMarkerPos "HELILAND") HELO1 doMove (getMarkerPos "HELILAND") #ENROUTE ? (HELO1 distance HELIH1 < 100) : goto "LAND" ~0.01 goto "ENROUTE" #LAND doStop HELO1 HELO1 land "GET IN" deleteMarker _helomarker exit
  6. Hmm, is there any way to find out which unit is triggering the radio alpha? Then instead of using "player" in the script, I can set up a variable for whoever triggered the command to be the target, then use isServer to make it only run on the server. I tried the "list" command but it doesn't seem to work on Radio Alpha triggers.
  7. Tried using p1, doesn't seem to work at all with that... I'm getting really confused with why certain things are working or not working. I used addaction to add the script to a single unit, tested it, works fine in SP, whether it's _this select 0 from the addaction itself, or putting "player" in... It refuses to work, at all, on the dedicated server, though. Can a player not issue commands like doMove to AI units already placed on the map in MP? When it is set as "player" in the script, and run through a Radio Alpha trigger, it works fine in SP but in MP the helo flies to 0,0,0 When it is set as a static name of the unit in the script, or run through an addaction menu item on a specific unit, it works just fine in SP, but in MP it does absolutely nothing. This behaviour leads me to believe you can not control an AI helicopter with script commands outside the server itself in MP, is this the case? I've tried converting it over to SQF as well, this is what I'm using now: HELIH1 setPos getPos player; HELO1 doMove getPos player; HELO1 setBehaviour "CARELESS"; waitUntil {HELO1 distance HELIH1 <= 100}; doStop HELO1; HELO1 land "GET IN"; waitUntil {{alive _X && !(_X in crew HELO1)} count (units group player) <= 0}; HELO1 doMove getPos HELIH2; HELO1 setBehaviour "CARELESS"; waitUntil {HELO1 distance HELIH2 <= 100}; doStop HELO1; HELO1 land "LAND"; When called in MP through _null = [] spawn "call_helo.sqf" in an on activation line of a Radio Alpha trigger, the helo takes off and flies to 0,0,0 so I'm assuming the "player" in this instance is the server itself. Works as intended in SP. When called in MP through this addaction ["Call Helo", "call_helo.sqf"]; it does nothing. Works as intended in SP.
  8. I was thinking it might be something with locality, I've read those websites and I still just can't seem to get it. I thought the "player" unit was local to each computer, but even when I tell the helo to doMove to "position player" when I call it on the dedicated server, the helo flies directly to 0,0,0 Does this have anything to do with the trigger? Is it something like the Radio Alpha trigger is calling the script from within the mission, therefore it thinks the "player" is the server on a dedicated server? Is there any way I can use a Radio Alpha trigger in MP while telling the helo "doMove position player" and have it go to the actual player, not the server "null" player?
  9. I thought Markers were global with createMarker http://community.bistudio.com/wiki/createMarker And I've tried using doMove (position player) but get the same results on the dedicated server, whenever I call the script from a client the helo moves to 0,0,0 however it does move/create vehicles at the player's location (I made it spawn a smoke grenade to see where it was calling the helo.)
  10. Pyrodox

    BIS_IAmBeingNaughty

    I have noticed this too. I'm in the same situation, legit CD key installed on a second computer to be a dedicated server. However, recently I've started noticing some weird things on-and-off, like spawning as a bird when I join missions in certain slots, and someone on my server randomly died for no reason on a test map with no enemy even placed on it. I too hope my server hasn't triggered FADE as I was under the impression you could host a dedicated server without purchasing a separate CD key.
  11. Hello, I believe my game has triggered FADE, although I thought you were able to run a dedicated server without triggering FADE while using the same CD key. I have a single CD key I got with the game, I have the game installed on my main computer, and I installed it (using the same CD key) on a second computer on my LAN which I intend to use as a dedicated server. I've set up the dedicated server and it all runs well, I can connect, play my missions, etc. However, recently I've started to notice some odd behavior. For instance, when I JIP into certain AI slots in a running game, I spawn as a bird, but when I switch to another JIP slot I'm a normal soldier and the slot I just switched out of is normal again, until I join that slot again and I spawn as a bird. Also, my friend was playing the other day and he randomly died for no reason (no enemy even on that map as it was just a test map so it's not like he got sniped or anything.) I've also noticed the server saving "BIS_IamBeingNaughty1" to "activekeys" array in it's ArmA2Profile file which seems suspicious. I am only running the ACE2 mod and the latest BIS beta patch and executables. Also, I only ever run arma2server.exe on the dedicated server machine, ran as a service in Windows. Have I somehow triggered FADE on the server? Do you need to purchase a separate CD key to use specifically for a dedicated server now? The key is legit, bought it through Nexway. My friend has the Steam version so he's legit too.
  12. Hello, I've been working on setting up some loadouts for a mission I intend to use in MP. My issue is that I can use the units' init line to add as many magazines as I want to each unit in the editor, and when I "Preview" through the editor they are available (they don't show up in the gear screen of the unit, but I can access them when I need to reload and they're all there.) However, when I export the mission and load it up into an MP server, the unit is stripped of all but the things in available inventory space. I've noticed when I go into "gear" from the initial loading map screen, after I've loaded the map on the MP server, but before I actually click "Continue" to start the mission, the items are still there. However, as soon as I actually start the mission in MP, the items have been stripped from the unit. I'm wondering if there's a way to get the "extra" magazines to still be available for use when I load the mission in MP. Is there a server switch to turn off checking for extra magazines or something? Or a variable I can set in some mission file? Thanks in advance for your time, and I appreciate any help I can get.
  13. Thanks, this did work. I have made a custom loadout script that gives each unit a loadout based upon their typeOf.
  14. Pyrodox

    FADE on a dedicated server?

    Is it because I actually installed the game on the server machine as well? I didn't just copy over the files. I installed it using my downloaded files which ask for the CD key before install. However, I only run arma2server.exe on the server machine. I'm concerned because I've never experienced FADE before doing this, I just installed the game on the dedicated server machine because I wanted to test some missions I'm working on with my friends and I can't run both the server and client on the same machine. But now it seems like I randomly experience the FADE effects like spawning as a bird and my friend experiencing a random death, as well as the odd "BIS_ImbeingNaughty1" key being inserted into my server.arma2profile after I installed the game on the server machine and started using the dedicated server.
  15. The test was done on the Utes runway, I stopped and restarted the mission between each run. I even went as far as exiting the game and restarting it before each run.
  16. On the stamina issue, I'm getting some weird results. Is stamina based solely on weight? There might be some bugs involved here. I made a test mission on Utes, running down the middle of the runway. I used the rangefinder to confirm distances. I'm using 75kg as a base, since someone has stated here before what they are capable of having actually carried that weight themselves. I allowed 14kg for armor, helmet, uniform, etc. Leaving me with 61kg of weight to carry in my inventory. Using the run key, not sprint, I was able to run about 350m with 61kg (plus 14kg theoretical "hidden" weight) totaling 75kg carrying 3 mines and 2 satchel charges and a GPS in my inventory. Now, here's the weird part. When I carry 3 mines, a rangefinder, battery, a satchel charge, 4 claymores and 2 grenades, all totaling 61kg again (plus 14kg theoretical "hidden" weight, again, exactly the same weight stated in my inventory as the previous test totaling 75kg) I can only run 215m, again using the run key. So, this brings to question, is the displayed weight and the weight used to calculate the stamina effects on the unit different based on gear, even though both sets of gear are displayed as weighing an equal amount?
  17. I love that ACE2 has implemented the stamina system, but I agree it needs a bit of tweaking. What I would personally like to see would be something along the lines of: In 75kg total load you can "walk" (as in the in-game walk speed) for pretty much as long as you want. In the same load, you can "sprint" about 300m, at which point instead of just going "oops I ran too much time to pass out" you exhibit signs of fatigue (heavy breathing, heart pounding in your ears, blurred vision, etc) drop back down to a walk, and you can not sprint anymore until your stamina builds back up. Now, if you continue to walk, your stamina will build up slowly, if you sit, or lay down, it will build back up much faster. Then implement a "force sprint" key, maybe attach it to the standard control for "Evasive Forward" so if you take fire while exhausted you can still sprint... Here's where the "pass out" type of effects we see now would come in. If you're forced to sprint, allow maybe 50 or 100m of "forced sprint" in your exhausted state, then you start to experience the blacking out effect, gasping for air, and eventually fall over. I think this would be a bit more realistic, because in real life you wouldn't just run till you passed out, and if you really needed to sprint out of the line of fire (until you had absolutely no energy left and just passed out) you would push yourself that hard under adrenaline until you do just that. I think having a system where you get "tired" and slow down, but can force yourself to use up the last of your energy to the point you pass out if absolutely necessary, is better than just having it use up all your energy and fall over and seems a bit more realistic to me.
  18. I'm wondering if there's a way to disable a single unit from fastroping when the ropes are deployed? I have a Blackhawk loaded with a pilot and co-pilot and the co-pilot exits as soon as fastropes are deployed. I would like to disable just that unit from fastroping.
  19. Pyrodox

    US Army 2009 Units

    Just wondering if there will be an "ACE compatible" (no backpacks) version of the '09 US Army units like the '08 ones?
  20. I'm not good with working with addons... I'm wondering if anyone could put together a tiny very simple addon for me using the standard BIS weapons. All I want is a semi-automatic-only M16A2 with an ACOG with Docter backup sight on it named as an AR-15, and a semi-automatic-only M4 with the detachable carry-handle iron sights, and an RIS with vertical foregrip named as a CAR-15. Both using the standard STANAG magazines and such. I think this can be done just with cfg files using the stock models and such, but I've been reading all night and can't seem to get it to work. Can anyone help me out?
  21. Just wondering about the sizes of the rucks... Mine don't seem to display the actual ruck size when I select them from the ruck box, they all seem to say 8000cc. Then when I equip it they seem much larger than they should be. The VTAC Rush for instance gives me 80,000cc when in real life they can only hold a little more than 33,900cc. Is this intended, or is it something still being tweaked?
  22. I've used colored smokes in MP calling in human pilots.
  23. Pyrodox

    Car Radio

    I'm assuming this plays tracks off your hard drive locally? Is there any way possible, for MP, to have the car radio automatically transmit whatever the car radio is playing over the VoN system, on the "vehicle specific" channel? So, in MP, when you turn on the car radio, it plays the track off your hard drive locally, but also streams whatever is playing locally for you to anyone who's in the vehicle with you?
  24. It seems like people are sharing the same argument over two different points. I don't see how making things "faster" would make it more realistic. The soldiers already run too fast in the game. However, there's a big difference between making things "faster" and having to completely finish an entire animation before you can start another, or move. In ArmA 1, you'd stop dead to reload, now you can reload on the move which is a major improvement. However, there are still things that stop you dead and require the animation to complete. I think this is one of the major things people percieve as being "too slow." While it's not really the speed of the animation that's at fault, it's that once you "commit" to doing something, you can't change your mind in the middle of it. Combat situations are very dynamic, they change from milisecond to milisecond, and while it may take you a couple seconds to actually switch to an M136 in real life, say... If the situation changes in real life, you'd drop the M136 and grab your rifle if you saw an emeny pop out from a corner next to you. I think if we had the option to "drop everything and grab your gun" at a moments notice should the situation change relative to the time when you started a "real life speed" animation, the same you'd do in real life, there wouldn't be as much of a perception of things being "too slow." Maybe something as simple as "if you click your fire button while playing an animation, it stops your current animation and plays a quick grab your gun and shoulder it animation, then fires." It wouldn't introduce split second weapon changes that way, but would give you maybe a second more time to react than if you're playing the entire animation, then another entire animation to switch back to your weapon. The same could be done with "step over" where you go to step over, but if you take fire or need to get down really fast you just hit forward or sprint or some other key you normally use to run, and you dive off/over whatever you were stepping over.
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