Rexxenexx
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Posts posted by Rexxenexx
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I have an old Audigy 2.
Is your CTD regular? I have it only once in a while and it tends to happen on laggy servers.
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Hey Kube!,
I have a totally different comp than you and I get CTD's for the first time starting when I installed 1.08 Update so I don't think its a hardware issue. My comp is a P4 3.0GHz/2GB RAM/Gf 6800 Ultra. To me it just looks like a typical memory leak, might be related to video card drivers. Sometimes (rarely) I get the low LOD/low FPS/vertex pointing to origin bug, but usually it will freeze for like 3 secs then CTD, AKA Auto-Close .
I never had a CTD w/ 1.05 btw. -
Good stuff. Thx for the feedback man! For sure I'll make a couple more infiltration missions.

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Glad you liked it. Did you guys beat the mission? I didn't get a chance to beat it in MP. It's hard just sneaking by the BMP's

I tried to make a balance of easy troops at the beginning, because of the BMP's. Once you kill the commander and destroy the camp it should be hard! Especially if you run into the Ural! The troops in there won't stand around like the others.

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UPDATE to v1.10
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Make sure that mygroup is still valid, remember that in MP certain playable units can be disabled, so you must make sure that if your naming a group where all the units are playable to make sure you put the name in each unit's init incase some of them are disabled. Also try using the unit itself (_X) instead of 'ANYTHING'.Wait a min. I see what you're saying. I'll try now.
UPDATE: still didn't work. I'm pretty sure I tried this long hand before I remembered foreach units grp. I'll try a trigger and delay 1 sec...

UPDATE 2: WOW IT WORKS!!!!! I delayed a trigger 1 sec Min and put {_x action ["NVGOGGLES",_x]} foreach units mygrp
in the on Act. So this is a bug. Minor bug none the less a bug. I also found out my last minute addition of the spectator script overruled my outro script. I have to do a v1.10 update to fix this stuff. Thx guys for all your help!
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Cant the players turn it on them selves? All they have to press is N??? loolIf its AI they do it auto.
Yea, it was just a convenience thing. After the intro fades to black you're like "wtf" because I used "camUseNVG true" for the cam then all of a sudden its just black. It takes a couple seconds (unless you have your gain cranked) to realize you are playing. :P Now I put the squad closer to the city and placed a fire near them so you don't wonder wtf's up after the intro.
I released the mission anyway yesterday, depbo it and you can see its still in the init.sqs.
Kyle that was the first way I did it because I forgot about "foreach unit".
I've been away from this too long...I would actually call this a tiny bug. My first impression was "well it is actual players in MP", but then I though again "wait a minute what's the difference between me being a player in the Editor and players in MP?" Their is no (at least their should be no) difference in control between the two!
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Well that's what you use if you want to ADD nvgoggles. That's what I use for the Recons inits because they come only with laser designators.
It all works testing in the Editor. Just in MP they don't turn "on" at the start of the mission. Get it? Like if you want to turn the NVG's "on" would be "player action ["NVGOGGLES",BLAHBLAH]" in the init.sqs and it would work in the Editor but not on a server.
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* UPDATED to v1.10 AUG 2 ** UPDATED to v1.10 AUG 2 ** UPDATED to v1.10 AUG 2 *
Here's #2 hopefully you don't think its a number 2.

Your mission is to infiltrate an enemy camp in Paraiso where an enemy commanding officer is located. Take him out, destroy the camp, and evacuate.

Link: Download
Link: Armaholic Mirror
v1.10 updates:
-removed spectator script due to it interfering with outro script
-fixed NVGOGGLE at startup & repositioned start
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I have 12 players some are recon some are saboteurs so I added NVGOGGLES to the recons and put this in the init.sqs
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
{_x action ["NVGOGGLES",ANYTHING]} foreach units mygrp
It works perfect in testing but in MP off the server it doesn't work.
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easy enough.

Just put:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
titleParam1 = "Intro?";
valuesParam1[] = {1, 2};
defValueParam1 = 1;
textsParam1[] = {"Yes","No"};
into the description.ext and then put a trigger that executes the intro.sqs file with the condition "Param1 == 1". Thats it!
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http://www.armaholic.com/page.php?id=633
DLing now. I'll post how its done when I figure it out. Thx CSL

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I remember some OFP missions had the ability to turn the intro on and off in MP. I have one sqs file (intro.sqs) that I execute with init.sqs to play all the intro cam and music etc. I guess my question is how do I make a checkbox labeled "turn off intro" that sets introOff = true. Then I could put "?introOff:exit" at the top of the intro.sqs? Sound right?
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Finally a mission that works...sort of. The AI drives me crazy! Â

Anyways, Tell me if their are any bugs, improvements you'd like to see, etc...
The mission is to rescue hostages and destroy any enemy resources in the area. It's small and straight forward so I hope you like it.

Updated to v1.21 on 7/24/2008
-Fixed mobile button not activating on dedicated servers.
UPDATED:
Updated to v1.20 on 7/18/2008
Features:
  * ArmA 1.14 compatible
  * Revive ver1.49h with Mobile spawn point enabled
  * minor bug fixes.
  * Personal GPS
  * Hide bodies and destroyed vehicles enabled
Download Links:
rexxenexx.com
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It's supposed to be easily implemented. Even if its just used for a stand-alone server it would be a huge performance improvement.
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It just takes me to an ad....
Edit:
Popup killer kept me from getting the content.
It shouldn't, but you never know its a Ziff Davis POS page so they might try and spam. heres the skinny on what the page is about:
"Intel Threading Building Blocks 2.0 is a C++ runtime library that simplifies threading for performance and scalability. It is a higher-level abstraction that requires less code for threading and delivers multicore performance. It is ready today for the multicore architectures of tomorrow," said James Reinders, software evangelist and director of marketing for Intel's software development products.
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ArmA v.2.0 ? What the hell?
Well its 1.08 now and this would be a major update, maybe 1.18?

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Intel Open-Sources Threading Building Blocks
Can be useful for a ArmA v2.0 release?
EDIT: Here is Intel's press release(a non-Ziff Davis POS site): Intel Press Release
And a Direct Link
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I have that in their init. "this allowFleeing 0; this setCaptive true". I guess cowards is the wrong word because they don't run, morons is more like it. If someones firing at you or a building explodes who the hell does pushups?

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I've tried
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
hostage_1 disableAI "TARGET"
hostage_2 disableAI "TARGET"
hostage_3 disableAI "TARGET"
hostage_1 disableAI "AUTOTARGET"
hostage_2 disableAI "AUTOTARGET"
hostage_3 disableAI "AUTOTARGET"
hostage_1 setBehaviour "CARELESS"
hostage_2 setBehaviour "CARELESS"
hostage_3 setBehaviour "CARELESS"
hostagegrp enableAttack false
And the obvious CARELESS waypoint of course. But nothing works. They still get chicken when anyone fires and they stop to do pushups when they should be boning out! Whats worse is sometimes they turn around and gawk at a dead body or something blown up. That usually gets them lodged in a building walking in circles through a wall.
I want them to stay in compact column formation and run like hell. So far I had to tweak and block with wires along their waypoints to make them just stay on path. They don't even hold a column! But most important is that they are cowards. What else can I try?
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I think its done. I'll send it to your hotmail.
EDIT: k sent. It's short and easy once you know where things are. I'll make it a bit longer once I know all is OK. Right now I don't really trust the hosties to get to the chopper. Sometimes the non-leaders run into something and just go back and forth like idiots, but the mission continues if they "hang" for too long so I guess its ok. I made more move waypoints to try and prevent that and so far it seems to work.
There's got to be a million ways to do things but any script improvements or performance improvements would be greatly appreciated.
EDIT2: I'm serving it now to see if its actually playable.
Already I see that the intro trigger doesn't work. :P
EDIT3: MP doesn't like player present triggers so I made the intro trig. into a BLUFOR present trig. I should put an IF statement when the hosties board the chopper just incase someone rambos and destroys the fuel supply while they are evac'ing. IF fuelsupply <= 0 then "hosties are gettin' in clear Everon of enmy" else "hosties are gettin' in go back and destry fuel supply". Know what I mean? What else?
I beat it 3 times by myself already so it does play ok. No major bugs so far. I think I'll add the spectator script wait if you have any more input then release it finally. Its simple and straightforward so it should be a good first release.
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Eh crap! I had a "Join" right under the "Move". It works now. Kyle you mind checking it out and giving me any tips for improving it script wise? The mission is like 1/3 done.
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Use this condition instead:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{alive _X} count units hostagegrp <= 0
That triggers when they board the AH6. Like described in my first post.
This is crap. A group should hold (and count) their unique names no matter if they "board/join" whatever in the game. It shouldn't == 0 for whatever reason unless dead. I can't believe it, this is the seventh mission on hold because of a stupid bug.
<--- someone shoot this guy!! -
Hmm When I kill all the hosties (3) it doesn't trigger. Something ain't right.
EDIT: They lose their grouping after the first Move waypoint. I'm making a vid to upload to youTube.
EDIT2: Uploaded= http://www.youtube.com/watch?v=3uOl-VWK9IE
Should I just do the old million square mile trigger group to the hostage leader deal? This hostage count crap just doesn't want to work.
Remove the ability to eject?
in ARMA - MISSION EDITING & SCRIPTING
Posted
I hate to bring up an old topic but as this is the only related one I found while searching I must.
Did any of you guys figure it out?
EDIT:
NM got it!
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this lock true;
figures it would be so simple.
EDIT2:
Ugh!! It doesn't work in MP...