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Rexxenexx

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Everything posted by Rexxenexx

  1. I was wondering if their will be any improvements to the terrain lighting in ArmA2? ArmA looks to be a carry-over vertex lighting engine from OFP. In ArmA a BMP will light up the whole ground of a city at night in the direction it is pointing. Is their any new methods that would cutoff the illumination on the terrain behind a building regardless if the terrains poly goes beyond the building? Any new DirectX10 pixel shader methods?
  2. Rexxenexx

    co24 Reaper Mission

    I'm tired of waiting so here is a beta version for the beta ArmA 1.09. Reaper is a small stealth mission with destroy objectives. It's a 24 player coop with the ability to turn on or off respawn. I had problems with a revive script so I decided to make two versions. This one, "Reaper", and the revive one, "revReaper". The revive version is done their's just a bug that throws up a error hint which is just annoying, but everything works 100%. 1.0 versions will come out when 1.09 final patch comes out. Download Reaper and try it out! -Download Reaper v0.98- (Latest Version of Reaper) -Download revReaper v0.95- (Revive beta Version of Reaper) ArmA -1.08 Only version Reaper v1.00- *Updated to 0.98* Important update from 0.95 Saved on 1.11beta. Will be changed to version 1.0+ when a final ArmA patch is released. v0.98 * fixed local host vs Dedicated Server hint issue v0.97 * fixed boat respawn * fixed weapon load on spawn * fixed barrel count when barrel is out of trigger zone
  3. Rexxenexx

    co24 Reaper Mission

    Thanks for the comments. I really appreciate it!
  4. Rexxenexx

    co24 Reaper Mission

    Done. Check first post.
  5. Thanks guys I'm actually getting somewhere on this with your help! addPublicVariableEventHandler didn't work on local testing. It wouldn't error but it just wouldn't do anything. The addEventHandler works on local testing. but doesn't do anything in DedServer testing. I've tried a bunch of ways but this is the only one that is working so far: -adding to 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 "MPbarrelkilled.sqf";}; barrel_1 addEventHandler ["killed", {_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 {}; -MPbarrelkilled.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; 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 {};
  6. I have to go back a version of the mission where I was using triggers to just hint it was destroyed, that worked but I thought it was kinda lame lookin'. I wanted to pass the killer of the barrel so the players would be interested more in finding them. I tried a string variable instead of a hint for the "A Barrel was Destroyed by %2" but like you said in MP it doesn't pass/return. I shouldn't try to use an EH to do a trig's job I guess.
  7. Thanks to Anunnaki for pointing this out. Use the (-connect=<ipadressofserver> -port=<port>) options on the shortcut for the client and (-port<port>) on the shortcut for the server. Make sure ports 2302, 2303, and 2305 are open on your router. Or the port you used, that port +1, and port +3. For example: Server shortcut=C:\Games\ArmA\BETAarma_server.exe -config=server_beta.cfg -cfg=basic.cfg -mod=beta -port=2307 -ranking=ranking.txt -netlog Client shortcut=C:\Games\ArmA\arma.exe -connect=27.23.123.23 -port=2307 open ports= 2307,2308,2310. where <ipadressofserver> is the WAN IP and <port> is the port you want to use. This wasn't required in previous releases but now seems like the only way for it to work behind a router. If you have stateful packet inspection on your router or another secondary firewall, try with it off and work your way back.
  8. Rexxenexx

    ArmA 1.11b dedicated server connection fix

    Updated the first post, this seems to be working for most people.
  9. Yea I have 20-30 inbound to the server but none are connecting. I've tried everything, I guess we have to wait for a fix...
  10. Connecting failed... Still suprised there is no official comment about this, just to reassure us we're not crazy. Mosh Did you just try like a min ago? I've been trying to see what would block and I figured out one of two under stateful packet inspection firewall options block trying to connect through using the WAN IP under MP Internet>Remote. On all occasions the server is visible under Internet and LAN. When I have SPI Firewall with "Block Anonymous WAN Requests (ping)" and "Filter IDENT (Port 113)" it doesn't show up under Remote. I'm playing now to find out, but one of them makes it unable to see through WAN IP Remote connection. Anyone else trying to connect?
  11. Rexxenexx

    ArmA 1.11b dedicated server connection fix

    n/m it's not working for some people.
  12. Wierd!? It's working for me. The settings I have on my router are same as it was originally. DMZ disabled and UPnP Disabled and the three ports open only. I'll leave the server on for an hour or two with the name "-REXXENEXX-". The only thing I can think of that would stop it is a firewall on the server but you guys have been through that. UPDATE: Mosh try going to the "Security>Firewall" tab and Disable SPI Firewall then stop (if open) then run the dedicated server.
  13. Anunnaki YOU'RE RIGHT ON THE MONEY! -connect=<ipadressofserver> -port=<port> was the difference between my two servers. I didn't think that would have any effect but it does! Mosh try it out it worked for the dualPIII it should work for you! Thx Anunnaki
  14. And your server gets IP (and other network settings) from the router? If you check it with 'ipconfig' it shows something like 192.168.x.y or 10.0.x.y? Yes. I see what you guys are saying. I have the problem with one of my servers. My new Vista64 comp works, P4 Server(which I use all the time) works, dualPIII800 "Server creation failed:2302 ". I'm changing the IPs to match the server that I'm testing and I tried DMZing the dualPIII and that doesn't work. I think it has to do with copying the files to the server rather than installing and upgrading. BattleEye most likely is not there because thats where it stops and fails. I'll continue testing. UPDATE: OK yea all three work! Just the BattleEye folder was missing on the PIII server. UPDATE2: I still have a "Connection Failed" client side on the PIII. UPDATE3: I tried everything possible but you still can't connect to the PIII server. It only shows up as LAN and you can't connect to that. I have to be somewhere in 20min. so I can't beatup on this any longer today. Here is what I know. NAT is working on the P4 server running XP -latest updates-, avast AV, and Sunbelt FW. Doesn't work on PIII XP -latest updates-, MS firewall disabled, no AV, nothing! Even DMZ'd. The router is working fine so something is wrong with the Ded Server period. I tried DMZing, UPnP, and of course port forwarding (always worked before 1.11) and nothing works for that server.
  15. What IP your server has? Just curious if it really is behind NAT. IP changes by ISP, but it's either "Test Server", "Mission Test Server", or "Rexxenexx" when its up. Comp->Router(port forwarding)->CModem so yea its behind a NATing router. Mosh have you tried DMZing the server?
  16. I'm running a WRT54G using DD-WRT. uPnP Disabled. Forwarded ports 2302, 2303, and 2305. Ded Server is working fine. I wrote an artlicle on installing the DD-WRT software. It should be working fine with just those ports forwarded though.
  17. Rexxenexx

    SQF revive script

    norrin have you tried rev with 1.11beta yet?
  18. Rexxenexx

    co24 Reaper Mission

    *Updated to 0.97* Saved on 1.11beta. Will be changed to version 1.0+ when a final ArmA patch is released. * fixed boat respawn * fixed weapon load on spawn * fixed barrel count when barrel is out of trigger zone revReaper is a revive version of reaper.
  19. I think this started happening when I bought my new monitor, but I get an error at the Briefing that says "Cannot load mipmap mpmissions\__cur_mp.sara\imagename.jpg" here is a Screen It might have to do with 1920X1200 rez or Dual View. I never got this until I got my new monitor. When I played on MP for the first time I thought some one f'ed up the mission, then when I started working on my own missions that worked perfect before I get the same error. I have an 8800 GTX set on Dual View with my old 1680x1050 as the second monitor and the 1920X1200 on the first. so far thats the only bug I get with either 1.09 or 1.11 beta's. More testing on 1.11 tonight. EDIT: Actually I take that back. I'm stuck zoomed as if I'm holding my r-mouse button down (right after installing 1.11). Hopefully I'll figure it out. I can still double r-click to pull up the aimpoint. UPDATE:Joystick was enabled after installing 1.11(changed control mappings?).Anyways, disabled or wiggle thumbpad initialized it and fixed it. I disabled it, I'm not into playing w/ a joystick.
  20. Rexxenexx

    SQF revive script

    norrin do you remember the problem I had with line 65 r_killedhandler.sqf "while {true} #do " "Type String expected code"? I updated to 1.45 1.09 ver. I looked over r_killedhandler of the one you fixed and the new 1.45 but I don't see any changes that would be a problem. You told me in an email "mission was conflicting with some of the code in the revive (I haven't seen this before) so I just removed the offending code and it seems to working OK". Their was actually a problem, you'd get "|#| <NULL-object> Error Invalid number in expression" it wouldn't say the line or anything but the "unconscious and waiting" would continue. I'm guessing it would have the same issue even if we fixed the "Line 65" problem in 1.45?
  21. Rexxenexx

    Lighting improvements in ArmA2?

    Actually I didn't intend for this thread to be a suggestion, but I guess it's turning out to be one. I was initially wondering if ArmA2's lighting engine is different/improved in any way? Anyone know?
  22. Rexxenexx

    Lighting improvements in ArmA2?

    I'm sure BIS doesn't agree with the status quo in technology is good enough and they, as well as any other game studio, would like to hear ideas on how to push the realism in their game. I agree that it would be taxing on the video card to process realtime dynamic shadows on spot lights, but I think it would add the final element in this engine to create a truly realistic atmosphere. This lighting issue, the way it builds, gives away the terrain polys, and shoots through bridges and other objects is what would give future platforms using this engine the quality in realism users are desiring. Self cast shadows are awesome in this game -especially on choppers- and omni cast object shadows are also awesome. The terrain should get equal treatment in future releases, maybe not ArmAII, maybe ArmAIII.
  23. Rexxenexx

    Lighting improvements in ArmA2?

    Here is a photoshop -that image link above- of what I mean.
  24. I think I'm looking for the same thing. I want to hide enemy units until a certain point then unhide them so parachuting in doesn't give away the enemies position. I thought I could do that by setting a variable to false and ? if the variable is true then the condition of presence is true, but thats only detected at the start of the mission. Any other ideas?
  25. Rexxenexx

    SQF revive script

    I'm getting an error on line 60 of r_killedhandler.sqf when the mission starts the error says something like I'm using AI_disabled_x_1.4. I put the Server logic, Boot_Hill, center,Respawn_west, and alpha_1234 etc. in the init and names. I put Boot and Respawn on an Island next to each other away from enemies. It's a small mission with 24 players coop. Any ideas would be greatly appreciated. EDIT: I'm also using 1.09 beta. I tried it in the editor and serving it and I get the same.
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