Rexxenexx
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Posts posted by Rexxenexx
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Updated to v1.16
New Features:
  * Personal GPS
  * fixes to triggers and scripts
  * new mission area added to total three hostile towns
  * some sqs changed to sqf
Download here
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LOL found them!
C:\Users\_USER_NAME\AppData\Local\VirtualStore\Program Files\Bohemia Interactive\ArmA\MPMissions

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wow nobody?
I changed it to an sqf.
EDIT5: This is what I got so far. Test it out. Replace "winner" with some variable that tells when your mission is over or just leave it. It should work anyway. []execVM "simple_gps.sqf" in your init.sqs and mygrp = [this] in any player you want to track. Save as simple_gps.sqf text file.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
/*
##################################################################
# #
# [ Simple GPS v0.5] #
# Script by:KurosM AKA:REXXENEXX #
# - Date 12/02/2007 - #
# #
# Required: #
# init.sqf file with the line: []execVM "simple_gps.sqf"; #
# and #
# This line in your players init: mygrp = group this; #
# #
# What does this script do?: #
# This script detects if a unit is a player. It then #
# creates a marker with the players name on it and #
# and tracks the position of the player. #
# #
# #
# #
##################################################################
*/
while {winner != 0} do {
{
if (isPlayer _x) then {
_playermarker = ((str(_x)) + "_marker"); //Get name from array variable!
_playermarker = createMarker [_playermarker,(position _x)]; //Spawn a new marker!
_playermarker setMarkerType "Empty"; //Empty marker!
};
} forEach mygrp; //Create empty markers for all playable characters and fill array with real players!
{
_playermarker = ((str(_x)) + "_marker"); //Get name from array variable!
_playermarker setMarkerType "Empty"; //Empty marker!
if (!(alive _x) AND (isPlayer _x)) then {
_playermarker setMarkerType "Dot";
_playermarker setMarkerColor "ColorBlack"; //Change the players marker to black if dead!
_playermarker setMarkerText ((name _x)+"'s dead body"); //Dead!
} else {
if (isPlayer _x) then {
_playermarker setMarkerType "Dot";
_playermarker setMarkerColor "ColorBlue";
_playermarker setMarkerText (name _x);
_playermarker setMarkerPos (position _x);
}; //If alive follow!
}; //If the Players are alive follow if dead then change marker to black!
} forEach mygrp;
sleep 2.5; //Wait! (to reduce lag increase time default=2.5)
};
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This is weird! I've checked Documents/ArmA the only folders there are missions, Saved, and UserSaved. I checked the usual C:\Program Files\Bohemia Interactive\ArmA\MPMissions and made a folder I called XMissions and put all the pbo's there so they won't be available on the Ded. server. Still three missions I exported are available on the Ded. server so it worked but where on earth are they?
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K I'll try that to if the first doesn't work and report what works.

Update: Awesome W0lle I think that worked they're red in the editor and AI called them out as Enemy. I'll double check MP but I'm confident that it will work. Thx man!
UpdateII: Works perfect!
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That was the first thing I tried.

The editor doesn't allow it.
I also tried addrating and addscore.
EDIT:
OK I have an idea. In mission.sqm the side="Empty". I'm going to change it to EAST to see what happens and report back.
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Anyone know how to set Barrel objects to enemy side so you don't get negative Armor points in MP?
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I'm making a personal gps like you see on some Evo servers. Here is what I have so far"
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
{ if (isPlayer _x) then { _playermarker = ((str(_x)) + "_marker"); _marker = createMarker [_playermarker,(position _x)]; _marker setMarkerType "Dot"; _marker setMarkerColor "ColorBlue" } } forEach units mygrp;
~1
#loop
{ if (isPlayer _x) then { _playermarker = ((str(_x)) + "_marker"); _playermarker setMarkerType "Dot"; _playermarker setMarkerText (name _x); _playermarker setMarkerPos (position _x) } } forEach units mygrp;
~2
goto "loop";
The problem I'm having is after you respawn the marker still gets the pos of the dead body.
EDIT: I think my name reference is the problem since is unique to the object. I have to figure out how to reference it to the actual players name I think? Any ideas would be greatly appreciated.
EDIT2: This is working better, but I have to test more to see if it really works.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_spawnMarker = {{ if (alive _x) then { _playermarker = ((str(_x)) + "_marker"); _marker = createMarker [_playermarker,(position _x)]; _marker setMarkerType "Dot"; _marker setMarkerColor "ColorBlue" } } forEach units mygrp};
#loop
{ if (!(alive _x) AND (isPlayer _x)) then { _playermarker = ((str(_x)) + "_marker"); _playermarker setMarkerColor "ColorBlack"; _playermarker setMarkerText ((name _x)+"'s dead body") } } forEach units mygrp;
{ if ((alive _x) AND (isPlayer _x)) then { _playermarker = ((str(_x)) + "_marker"); _playermarker setMarkerType "Dot"; _playermarker setMarkerText (name _x); _playermarker setMarkerPos (position _x) } } forEach units mygrp;
{ if (isPlayer _x) then { call _spawnMarker } else { _marker = ((str(_x)) + "_marker"); _marker setMarkerType "Empty" } } forEach units mygrp;
~2
goto "loop";
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RexxenexxThis thread is about disappointments with ArmA, not a wishlist thread.
Wishlist? Where's the list? What did I wish for?
*Santa is watching*Here, I'll give you a disappointment wish-list to validate your comment:
1.) I wish ArmA was optimized.
2.) I wish AI didn't come free with Aimbot v4.6.
3.) I wish Server.exe would run under XP on a Dual PIII system (my old server) like it does on Linux ON THE SAME MACHINE.
4.) I wish SP code worked in MP ALL THE TIME!"
5.) I wish anti-hacking code actually worked.
There's your list, but your comment is still null and void because the wish-list is on topic!

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It would be nice if ArmA owners could get a discount when buying ArmAII. It only seems fair.
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my biggest problem with ArmA is the troubles with the 8800. its desperatly frustrating spending 1k of hard earned cash and then not being able to play one of your most favorite games.Without wanting to turn this into a troubleshooting thread, is there any sort of solution to the 8800 problems?
Cut the view distance (don't go over 4000, try 3000 first), No Shadows, Aniso to Normal, Post Processing to Low (PostP just makes ArmA look like a Porno), no AA, crank everything else. Try that and see how long you can play. If all is good then crank Shadows and try again for a long time to make sure (I always leave Shadows off in MP). If THAT is good then slowly try adding View distance. Texture pre-fetching is what turns our cards retarded, but I've had worse with my other computer's 6800 Ultra until I tuned things down. Good luck!

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You have to be upfront and honest. So far Arma IS disappointing. Maybe it is because of people on this board maybe it isn't. The point is to tell it like it is to hopefully lay a foundation for the next release. Their model should be OFP and improving on that experience not changing it. ArmaII will be the nail in the coffin if major problems aren't resolved early!
Their should be:
1) an initial release
2) patches for performance and compatibility (ignore the babies like myself who cry about waypoint/AI issues
Just focus on all the hardware issues)3) patches for code (waypoint/AI issues) which include new objects to entice the community
4) then a major update like Resistance.
Getting all the CTD's and glitches fixed should be a priority take a look a GoW for the PC. When I went to return it the guy at Gamestop said everyone who bought it has returned it. In the US tolerance for major hardware related issues is very very low. And thats just the honest truth!
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"a dime out of a goats ass"Totally agree about Queens Gambit. It should have been part of a patch w/o the noob Venice beach artist loading screens.
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Pros: Works 100% in XP. Works 100% on Vista64. Easy setup and config. No extra BS. No Dr. Watson or CTD's.
Cons: It takes like 3 or 4 minutes to stop laughing when you first play. For me it's pretty much every time I start a game.
Another Con is ArmA's fault. Someone should make a mod where you can throw stuff out of an MH-6. I can't count how many times I flew low close to an enemy squad and looked out the side window at them thinking "If I had a grenade or a rock even!"

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I don't know why you would have media player open while also have ArmA playing.I wasn't really thinking about it. I just was going through motions testing things out. I just copied all my music over and clicked "play all" on the top of the Music folder window. I continued to do other stuff including testing out ArmA. I've since played ArmA from a fresh restart and theirs no difference.
I don't think performance is an issue anymore with the new comp. Now it's on BIS to really fix ArmA's memory leak...
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If you search Vista 64bit on this forum, you'll find links to dozens of people having various problems with it and ArmA. Just because it works with some programs doesnt mean that it will work with all of them.Personally my experience with Vista wasnt impressive - all it did was hog up resources and change around the layout in some really random and arbitrary ways, and yet it didnt have any serious benefit over XP to justify this.
OK you made your point.
So far today I installed BF2, BF2142, and GRAW. All are working perfect (+30fps/no lag) w/ cranked settings.
For ArmA I settled with:
Res=1680X1030
Vis=5000
Ter Detail=low
Obj Detail= Normal
Tex Detail= Very High
Shading Detail= Very High
Post=Low
Aniso=Normal
Shadow Detail=Normal
AA=Disabled
Blood=High
This gives me good performance, stability, and visual quality in MP. Hasn't CTD yet but I expect it to sometime.
It still lags when trying to either swap textures or LOD's but as long as you are on your feet and not flying around you don't notice it. -
Vista hasn't crashed once on me. I think most peoples crashes are because they either don't know how to setup the BIOS, don't download the proper Drivers, or they install over XP. I blame people in general because I have the exact opposite experience from what I've read for months - since Vista launched. Or maybe M$ fixed those issues? It took @-30 min to install Vista and right after I did a windows update which all the files were 900+MB most of which were critical updates.
My experience is awesome so far. I don't listen to the news but I do take legit high-end gamer sites for their word and what I've heard is true. Make sure your stuff is compatible with each other based on the MOBO on up then make sure everything has Vista64 drivers and apps. I did my homework and it paid off, I only wish I got 2X2GB sticks instead of 2X1GB sticks. I'll order two more and fill it up since it's about $40 with rebate.
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ArmA is insane on it. It has CTD a couple time already but honestly I expected it to be worse. One thing I experienced -and fully expected- is the amount of RAM Vista64 uses. It's ridiculous. Having Media Player, and FTP app DLing, uTorrent DLing, ArmA, TrackIR and other device stuff running netted 1780MB+ of RAM being used.
I built the new computer specifically for 3DSMAX 2008, After Effects, and Painter. My budget was $2000 and I ended up spending about $1700. I honestly think I made a big miscalculation on how much RAM I REALLY need! I had the budget for more RAM! If you guys are building a Vista64 comp INVEST in as much RAM as you can buy. It's not like Vista is wasting it, ITS USING IT PROPERLY! Everything is snappy and smooth! Anyone else have the same experience?
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Okay here goes my official complaint after playing this game non-stop since the german release.In OFP, it was MUCH easier to have things work in MP when it comes to designing missions. I am guessing all of these problems are related to BI "streamlining" the net code. Granted it's possible that there ARE indeed ways to get the alarm trigger to play for everyone that should hear it, but it's humbling to strip the wiki, forums, and friends only to read "oh that bug has been around since OFP". Getting a AI controlled UH-60 to land seems impossible too, and I think I've tried everything short of installing someone's set of script files to import and implement just to get the f&*king thing to land for extraction!!

I used to have a feeling that anything could be thought up and done in OFP, but now it feels like I should take some drugs to dumb down my imagination levels to make another kill everyone in the base/town mission and end without proper extraction.. Or maybe take even more drugs and play evolution (NO OFFENSE EVO FANS I AM JUST SICK OF IT!! ) for f&*king ever!!!
Sure i've spent a full 12-hour-a-day-week making a kick-butt mission for my friends and arma community that has plenty of color and fun only to spend another week researching why things don't work in MP/COOP mode. Sure you devils at BI make us click the disclaimer about multiplayer mode sucking everytime we join. Please let me know if you are going to fix arma's multiplayer mess? OFP was fine in my opinion, keep the graphics, lose the chitty netcode (if that's the whole SP/MP mission problem.)
-Valuable Customer & fanboi
P.S. I am serious about the question suma, PM me.

Ditto!
It's not worth the effort if some commands work perfectly in SP and not in MP.
Point, shoot, kill, the end. That's all I feel like making for ArmA. Hopefully ArmA II will be better at launch.
I'm glad I bought Gears of War locally yesterday. I just returned it today because MS Live crashes the game if you don't start a game in 30 seconds, and if you do start a game the Live backend crashes and you have to Alt-Tab back into the game without closeing DrWatson's FTardBox. Live and learn. If a game has a MAJOR issue I'm not buying it.
BTW I traded GOW for Call of Duty 4. And Yes I did beat GOW before I returned it.


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Check your Nvida Control panel. I can't open mine because Nvidia can't program or don't give a crap about 6800's anymore. Whenever I click to open it nothing happens and these are the absolute latest drivers.

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This looks like a z-buffer problem. Any texture close to each other keep swapping because the card can't pick which is actually visible. Nvidia should fix it but then again they never fixed tearing issues on any of their cards (Mehmehmehs and Dwardens problem maybe). I have tearing with my 6800 Ultra but it's so not noticeable that it doesn't bother that much.
Can you guys see if you can adjust the z-buffer? Like switch it to 32-bit z-buffer?
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This is funny. I put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x lock true} forEach units eplanes and a hint -based on the "locked" command- to tell me if "the planes are locked/not locked" and in both SP and MP they say "locked". So apparently it's not fully implemented in MP. It's so straight forward I'm just gonna leave it as it is and call the mission finished. No point in wasting more time.

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It might work ok for players but for AI it doesn't work for sure. I want the AI not to eject out of a Camel before they crash. I wish I knew the eject index I would try removeAction but I searched all over even the wiki and I found nothing.
This is what I tried in the inits so far<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this lock true; this allowFleeing 0; this disableAI "ANIM"; this disableAI "MOVE"; still they bail before eating dirt. Just the "lock" alone in the init works awesome in the editor. It amazes me how so many simple coms don't work from the editor to MP and STILL all you need is one pbo to exploit hugely important coms!
co12 Tied Up
in ARMA - USER MISSIONS
Posted
respawn = 4; in description.ext.
Info on it in the Wiki.
EDIT: Tomcat, I just looked at your site. Good stuff! I'm going to work on putting norrin's script into v1.18 and see how it goes. I like that much better than spawning into AI. I loved revive in OFP!
Is 1.25 the latest revive script?