Rexxenexx
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Everything posted by Rexxenexx
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I have the same problem since I installed my new sound card, but I don't use this mod.
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If you turn on a chopper, eject, and rotate in circles can you hear the chopper all around you? Also when you put the gears up in the Harrier can you hear it loud and clear? If so what sound card are you using?
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OK I'm getting a new bug since I installed a Soundblaster X-fi Titanium card. This has only happened 3 times but I'm sure it will continue to happen. This is what happens. When a vehicle approaches from a distance the screen turns black and the sound loops then after a couple secs it goes on and off. Which reminds me of a bug with the video where it flashes the screen on and off with a message in the taskbar saying something like "the video driver failed trying to restore" or something like that. So I'm guessing I have an interrupt problem or something. I tried the usual ctrl+alt+del to get the Task Manager, alt+tab, alt+F4....enter, but nothing except resetting works. I've never had this heavy duty of a prob. until I installed the Soundblaster. My comp: ASUS P5N32-E SLI BIOS 1404 Q6600 ASUS 8800 GTX 465GB HD (500GB) 4GB RAM SB X-Fi Titanium Fatal1ty Mods: I only use AACF sounds I've played games that lasted for hours and hours so this is going to be a hard one to figure out!
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Getting a bug after installing Soundblaster card
Rexxenexx replied to Rexxenexx's topic in ARMA - TROUBLESHOOTING
Yea it's in Game mode, also the on-board is still active. I'll try what you suggested. -
OK I'm getting a new bug since I installed the card. When a vehicle approaches from a distance the screen turns black and the sound loops then after a couple secs it goes on and off. Which reminds me of a bug with the video where it flashes the screen on and off with a message in the taskbar saying something like "the video driver failed trying to restore" or something like that. So I'm guessing I have an interrupt problem or something. I tried the usual ctrl+alt+del to get the Task Manager, alt+tab, alt+F4....enter, but nothing except resetting works. I'll post this in the trouble shooting forums.
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Set it to 6Ch and go through the settings by pushing the level button (if its like my system). Possibly your "Surround" level is low, or nothing is coming out of your black wire. Make sure the pink, black, and green are all plugged in the right ports. You could pull out the green at the volume control and plug it in the blacks port to see if you get any sound out of the other speakers to. Also what sound card do you have?
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Thats the first mode I put it on but it was on.
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Wierd!? Why is it on by default?
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Ok I installed the X-Fi Titanium Fatal1ty Professional yesterday and played/tested ArmA and BF2. Everything is perfect and its insanely tweakable! For me with CMSS-3D on I got a dead spot if the chopper was directly on my right as if it defaulted to 7.1 and I was missing the sides. I think others would only notice it if you were an ass like me and ejected a running chopper on the ground and slowly rotated check speakers. I get their CMSS trick. With it off it worked and sounded flawless, and I'm using Vista64. No driver issues whatsoever! Sick! I would highly recommend it if you're looking for a soundcard and have the cashflow for it. I hope this helps others.
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I ordered the X-Fi Titanium Fatal1ty Professional last night because it has optical in and out. I have a DAT tape I'd like to use with the computer but never thought of a sound card having optical in. So that was the deal maker for me. I'll report if it's any good when I install it.
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I pretty much have a similar setup. Logitech 5.1 Z680 set with a SoundMax Digital HD Audio onboard using Vista64. Which sounds great compared to my old XP computer using an old PCI Audigy 2. I don't want to upgrade my speakers just yet but I want something that will work perfect with music, ArmA, and Vista64. I'm leaning towards this. EDIT: N/m on that card its crap for Vista. The Fatality seems to be the most compatible.
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Anyone have that sound card? If so how good is it for ArmA? I'm using my onboard SoundMAX Digital HD with a Logitech 5.1 and in the Vista test it points out each speaker fine, but in ArmA sound doesn't come from the rear.
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-does anyone know if arma will even launch with 8GB in your system? I dunno, I have 4GB. I haven't had a launch problem. -How will it perform compared to my current setup?(P35,E6750,8800GTX,2 WD disks in raid 0, with 2GB of ram on XP here, it works rather good for me in XP atm)? I'm betting not much improvement or degradation. I'll put $100 on faster loading and same performance in-game. -Is there any way to get VISTA to cache some Armafiles in memory so possibly you get less "lod-texture"loading stuff (not that it's that big a consern in XP now, but i find it to be the biggest showstopper when it does happen) Vista has a prefetching service that speeds up load times of apps, but doesn't have anything OS based to preload textures. That same problem will stick around until the ArmA engine is optimized better. -How many other known programs will not like 8GB of ram. I don't know, but I have 4GB and I haven't found any app. that freaks out about ram. -What else should keep me from doing this? If you are doing it only for ArmA or game improvements then wait longer for new boards and processors, what you have now is cool enough. From what you said earlier you have other requirements like myself besides games. I would say just match the ram you have now so you have 4GB and see if you can dual boot Vista64 and XP32. Make sure your printer is compatible, that and my MS fingerprint reader were the only two devices that were incompatible when I went to Vista64. Appwise only one game didn't work and that was Starsiege Tribes. I have a bunch of games and apps including VMware, and a boat load of USB stuff connected with no major issues. (P5N32-E,Q6600,8800GTX,500GB HD,4GB RAM). So if you are in need of a Workstation class computer then by all means go for it! Hope this helps.
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Great work man!! This is a necessity for ArmA!
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I get the same error. I have the english Sprocket Download version. I deleted the 1.12 beta folder, downloaded the 1.14 update, and double-clicked the installer. Once it was done extracting I selected Sprocket Online and the error comes up. No modifications to the campaigns folder, I've actually never played them. Maybe a beta modified them? UPDATE: I ignored it as the previous poster recommended and check it out <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Please be patient. This update may appear to take a long time to complete. It is updating and installing very large data. Sprocket Online Version ArmA: Updating version 1.08 to version 1.14... Update 1.13-1.14\CAMPAIGNS\CA.PBO.UPD.#CZECHONLINE cannot be applied, error xdelta3 returned error code: 1 ArmA patch 1.14 has been applied successfully. It is an update from 1.13-1.14.
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I found a bug playing Evolution on 9th's server last night. I don't know if this is fixed yet, but while you're healing if you press "Build MASH" a bunch of times you spawn a bunch of MASH tent's. http://www.youtube.com/watch?v=o0SM4S-9cCg What really sucks is they don't disappear if you Build another MASH. Maybe you could delete the "Build" action for a time period when someone triggers a self heal?
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Your mission is to locate and eliminate enemy officers to aid allied forces incursion into hostile towns. The enemy has air superiority so don't expect air support until most defenses are down. You will be informed about other high value targets as intel provides. Features: -8 Player Coop with respawn -m24 or m107 at start with same weapon loadout on respawn that you died with -Mobile Respawn Humvee loaded with m24 m107 and satchels -Personal GPS and MR GPS locators -6 cities with Air defense [REXXENEXX.com DOWNLOAD] [ARMAHOLIC MIRROR]
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Created unit doesn't move to waypoint
Rexxenexx replied to Rexxenexx's topic in ARMA - MISSION EDITING & SCRIPTING
This seems to be working: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _group = group (crew _vehicle select 0); _wp = _group addWaypoint [position _vehicle, 8]; _wp setWaypointType "GUARD"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointSpeed "FULL"; It looks like they lose their grouping even though its called as they are created. Now I bet this isn't going to work in MP for some reason. -
Created unit doesn't move to waypoint
Rexxenexx posted a topic in ARMA - MISSION EDITING & SCRIPTING
I'm using Zonekillers vehicle and crew respawn script. The respawned vehicle doesn't move after it respawns. It's only sometimes when an enemy fires at it it will move/react, but not to the designated waypoint. I tried a bunch of waypoint calling (add,setCur,delete then add etc.) but nothing seems to work. -
Need help with addEventHandler for barrel "killed"
Rexxenexx posted a topic in ARMA - MISSION EDITING & SCRIPTING
I'm using <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> barrel_1 addEventHandler ["killed", { barrels = barrels - 1; hint format["A Barrel was Destroyed by %2",_this select 0, name (_this select 1)]; if (GetDammage barrel_1 == 1) then {barrel_handler = execVM "barrel_hint.sqf"}; } ]; To each barrel (12 total) to detect if they are destroyed. It works perfect in testing but I just found out on a dedicated server it does nothing. What's another way I can do this? Thx. -
Need help with addEventHandler for barrel "killed"
Rexxenexx replied to Rexxenexx's topic in ARMA - MISSION EDITING & SCRIPTING
I finished this mission a while back but do you mean: -init.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "killer" addPublicVariableEventHandler {_this execVM "barrelkilled.sqf";}; "killer" addEventHandler {_this execVM "barrelkilled.sqf";}; -barrelkilled.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> barrels = barrels - 1; barrel = _this select 0; killer = _this select 1; publicVariable "barrel"; publicVariable "killer"; killername = name killer; sleep 1.0; _string = format ["A Barrel was Destroyed by %1",killername]; hint _string; sleep 3.0; _string = format ["%1 Barrels Remaining",barrels]; hint _string; if (true) exitWith {}; will work? -
Are you guys talking about like when you turn around you see the lowest MipMaps and then like 2-3 seconds later it switches higher, or are you talking about actually no texture and then it pops on? I get the former more so in 1.12 than the previous versions.
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Need help with rearming vehicle on respawn
Rexxenexx posted a topic in ARMA - MISSION EDITING & SCRIPTING
When the script executes this is the code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> deleteVehicle _vcl; _vcl = _type createVehicle _pos; _vcl setdir _dir; _vcl setpos _pos; sleep 1; _vcl addAction ["Terrain low/high","terrain_switch.sqf"]; _vcl addMagazineCargo ["10Rnd_127x99_M107",30]; _vcl addMagazineCargo ["5Rnd_762x51_M24",30]; _vcl addMagazineCargo ["15Rnd_9x19_M9",20]; _vcl addWeaponCargo ["M107",2]; _vcl addWeaponCargo ["M24",2]; _vcl addMagazineCargo ["PipeBomb",8]; For some reason on the dedicated server it doesn't add the Cargo. I've even tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _vclname = vehicleVarName _this; _vcl SetVehicleVarName _vclname; _vcl Call Compile Format ["%1=_this; PublicVariable ""%1""",_vclname]; But not even that works. -
Vehicle and Crew Respawn Script
Rexxenexx replied to zonekiller's topic in ARMA - MISSION EDITING & SCRIPTING
Hi Zonekiller. I've been looking for a script like this. It works good but the problem I'm having is the respawned vehicle doesn't move after it respawns. It's only sometimes when an enemy fires at it it will move, but not to the designated waypoint. I tried a bunch of waypoint calling (add,setCur,delete then add etc.) but nothing seems to work. I was wondering if you can help out. -
Need help with rearming vehicle on respawn
Rexxenexx replied to Rexxenexx's topic in ARMA - MISSION EDITING & SCRIPTING
I'm still working on this right now. Seriously its harder than it should be, but I got it working properly. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (!local server) exitWith {}; was at the top of the script. Without it two would spawn when it was killed the first time and no ammo would be in one, but ammo would be in the twin. Plus both would respawn in the initial position once destroyed. I changed it to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (local server) exitWith {}; and the executing script looks like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> deleteVehicle _vcl; _vcl = _type createVehicle _pos; _vcl SetVehicleVarName _vclname; _vcl Call Compile Format ["%1=_this; PublicVariable ""%1""",_vclname]; _vcl setvelocity [0,0,0]; _vcl setdir _dir; _vcl setpos _pos; _vcl addMagazineCargo ["10Rnd_127x99_M107",30]; _vcl addMagazineCargo ["5Rnd_762x51_M24",30]; _vcl addMagazineCargo ["15Rnd_9x19_M9",20]; _vcl addWeaponCargo ["M107",2]; _vcl addWeaponCargo ["M24",2]; _vcl addMagazineCargo ["PipeBomb",8]; The vehicle is also a mobile respawn. The "Call Compile Format" line has to be there otherwise you will respawn in the middle of the ocean. Note: the way it is now it doesn't work when you preview it OR locally host it. I'm still trying to grasp this total disconnect between dedicated server and local serving. It just seems like a total f'up in programming. If I learn anything more I'll post.