Rexxenexx
-
Content Count
549 -
Joined
-
Last visited
-
Medals
Posts posted by Rexxenexx
-
-
-
Hi,when I try to join a multiplayer game, ArmA hangs with the message "Wait for host". Since nobody thought it necessary to add a cancel button, I hat to try to kill the game from the Win XP task manager, but it just won't die and I need a hard reset to get rid of it. How is that even possible? I never had this problem with any other program.
Thanks
Next time try to logout of XP. When stuff like that happens I try that or I push the sleep button and wake it back up. That usually gets it unstuck.
-
This is a MUST HAVE! Thanks man! No more copy/paste BS or line hunting.

-
I set it to 3 (# of hosties) and it works. Thx Trapper. Thats weird because I've used that code for all my missions to end when all of our team dies. Never had a problem in that use MP or SP. I might have to make a variable that counts at the init of the mission so it will work 100% of the time, just in case.
Thx guys for your help!
-
I have three hostages grouped to hostagegrp. The mission is to escort them to a field to be evac'd. When the chopper is above us the "({not alive _x} count units hostagegrp) == count units hostagegrp" trigger goes off and ends the mission. My guess is they lose their grouping when they are triggered to getIn the chopper?
-
Hi guys, I have a similar question. I'm trying to get troops in PBX's to jump out of a boat into the water. I have a Move waypoint with this exec "ejectAll.sqs"
ejectAll.sqs=
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_this action ["EJECT",vehicle _this]} forEach units _this
Only one guy ejects and the rest head for shore. How can I force them all to jump out at the same time?
EDIT: Whooops! N/M :P Brain fart! I got it...It should be:
ejectAll.sqs=
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x action ["EJECT",vehicle _x]} forEach units _this
EDIT2: OK heres the best version I got so far:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_troops = units _this
{unassignVehicle _x;_x action ["EJECT",vehicle _x]} forEach _troops
_troops allowGetIn false
They jump out and stay out.
-
I have about 20min left on my download. Glad to hear it "should" work with a re-reg. I think I'll make a copy of the folder once installed just in case I need to revert back to it for a later update.
Frederf did you email Sprocket the first time you re-reg. just to let them know that it's not installed again, you only patched? What did you say if so?
Update:
Install was smooth for me.
Quote[/b] ]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
Verifying ArmA, version 1.05...
ArmA: Updating version 1.05 to version 1.08...
ArmA patch 1.08 has been applied successfully.
When running it asked for License holder and Purchase Reference thats it. Started normally. I'll reserve comments on performance for another thread. 1.08 Install was good.
-
Was it straight forward? I heard people had a re-reg. problem?
-
okay nice il get the 8800 GTX, umm one more question what should i get the windows xp or the vista ?can some body tell me if this is good for Arma
-------------ChOICE 1 ------------------
-Windows® Vista™ Home Premium
-Low-Latency DDR2 memory
-AMD Athlonâ„¢ 64 X2 6000+ Processor w/ HyperTransport and Dual Core Technology
-768MB NVIDIA® GeForce™ 8800 GTX
-2GB - 2 x 1024MB
-Ageia PhysX Processing Unit w/ 128MB GDDR3
-Creative Sound Blaster® X-Fi™ XtremeGamer High Definition 7.1 Audio
-Logitech® Z-5300e 5.1 280-Watt Speaker
-AlienAdrenaline v1.0: Video Performance Optimizer
--------------Choice2---------------------
-Intel® Core™ 2 Extreme QX6700 2.66GHz 8MB Cache 1066MHz FSB - Overclocked to 3.2GHz!
Includes Liquid Cooling
-Genuine Windows® XP Media Center Edition 2005
-2GB - 2 x 1024MB
-768MB NVIDIA® GeForce™ 8800 GTX
-Ageia PhysX Processing Unit w/ 128MB GDDR3
-AlienAdrenaline v1.0: Video Performance Optimizer
-Creative Sound Blaster® X-Fi™ XtremeGamer High Definition 7.1 Audio
-Logitech® Z-5300e 5.1 280-Watt Speakers
Correct me if I'm wrong but I thought Vista doesn't install drivers for Creative cards? But Creative has a OpenAL patch/wrapper or something to compensate? I read it in an IT mag. if I remember correctly. MS was saying how third party audio was the main cause of too many BSD's. The mag. was saying that was BS just MS wants more control over copyright audio blah blah blah...
I still can't decide on a new rig myself. I use 3DS Max, Photoshop, Sony Vegas, BF2, and ArmA more than anything else so I need a pretty HD rig.
Here's my wishlist so far:
EVGA 122-CK-NF63-TR nForce 680i SLI Socket 775 1333MHz DD2-800 Extreme Overclocking Motherboard
2X Corsair TWIN2X2048-8500C5 2GB Kit DDR2-1066 XMS2-8500 Memory Retail
Intel® Core 2 Duo E6600 Conroe Processor 2.4GHz
EVGA 768-P2-N831-AR GeForce 8800 GTX
2X Western Digital Caviar SE16 WD800AAJS 80GB 7200RPM 8MB Cache SATA II Hard Drive Retail
Western Digital Caviar SE WD2000JS 200GB Serial ATA II 7200RPM Hard Drive w/8MB Buffer
Now that one of you said the 6850 price drop I'll wait till then. Already prices I've got for this list changed in just a couple days! I guess I would hang tight see how 1.08 patch works with ArmA and by that time we will all have a better idea on what to buy.
EDIT: OH yea DON'T get WMCE 2005 I have it downstairs and its a worthless POS! You are better off getting WinXP Pro. and Beyond TV (http://www.snapstream.com/) if you don't want Vista.
-
I've been using Premiere and After Effects for years but I switched to Vegas because it can do most of the same stuff but faster, and with better organization.
-
Can one of you test if you can shoot street lights out at night like in OFP? I have a sprocket ver. I don't want to upgrade until the final 1.07.TIA
I just tested yeasterday, and no u can't shoot the lights(shame cuz u can shoot vehicle lights)
Thx for checking. Usually next-gen games are everything the old-gen had plus! I would think it would be simple to implement by getting the damage from that object and turning the light off. IE: (object 376482) switchLight "off". Something small -but very important for the atmosphere of stealth missions- the developers forgot.
-
Can one of you test if you can shoot street lights out at night like in OFP? I have a sprocket ver. I don't want to upgrade until the final 1.07.
TIA
-
Brok3n, you most likely have an on-board graphics "chip" otherwise you shouldn't see AGP anything since you have an PCI-E card. It's actually an embedded AGP graphics card (assuming I'm correct). You should have a setting to disable the on-board video. The PCI latency timer is actually the timing for the PCI components. If you make it high then you'll slow down the PCI bus. It's an up/down deal which you should probably leave it default if you start running into probs.
Here is a copy/paste of a better description:"If the latency timer is set too low, PCI devices will interrupt their transfers unnecessarily often, hurting performance. If it's set too high, devices that require frequent bus access may overflow their buffers, losing data."
-
This is with Win32 Server 1.05.5136
-
I've tried 1.04 and now 1.05 Ded server on my Dual 800 P3 Server and so far I don't have any luck running it. What would cause it to close/crash or load up a cpu? I copied over my sprocket install from my other computer and copied over the reg's just incase I need to update it later. I've also played around with the config this is what I have (cutting the missions to one I know should work):
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
passwordAdmin = "XXXXXXX";
hostname="ARMA Coop Test Server # 1";
motd[]=
{
"Welcome to ARMA server.",
"Hosted by Rexxenexx.",
};
motdInterval=1;
maxPlayers = 20;
MaxMsgSend = 256;
MinBandwidth = 768000;
voteThreshold=0.33;
reportingIP="";
voteMissionPlayers=3;
kickduplicate=1;
equalModRequired=1;
class Missions
{
class Mission01
{
template = MP20CamelDogFight.Sara;
cadetMode = 1;
};
};
If I run it like that it loads up the cpu the first try (on starting up the comp) any time after it just closes. I keep an eye on the Task Manager and the server just popsup for a second 50% load and close. Like I said the first try/run it overloads the cpu (one cpu since it only uses one) and I have to force quit it to stop.
Any Ideas to try? Anyone have a fool proof minimalized config I could try?
-
Crap. I have to put that mission on hold I guess. I can't even get a squad to mount a PBX while in water. The boat either heads to shore and back to the squad then sits there or just sits there... I would hate to just trigger a script but looks like I have to. Defeats the purpose of the editor.
EDIT: WHWHAHAHAHA!! I tried to make the squad get get in the PBX from the beach and three (squad of 4) of them crawled into the water and died the squad leader just stands there and watches.
EDIT2: Ok he doesn't just watch. After a little while he swims out to the PBX and treads water but doesn't get it. Looks like I'm gonna have to moveInCargo.
EDIT3: I tried CRRC and a squad of 2 US and it does the same thing. I swam with them when they went for the CRRC and noticed we all spooged our weapons and ammo onto the ocean floor. I only had my M9 and 4 clips when I went back to shore.
-
I just reported it on the bugtracker under #2123Good job.

I substituted the BRDM to a BMP2 for now but it's gonna be overkill for the mission.
-
I search here and the Biki but I can't find anything about it. Seems like it would be posted a million years ago but I can't find anything. I can't remember if OFP was like this...I don't recall any BRDM issues. :P
Anyway, how do you make a BRDM go in and out of water or just spawn in the water and move? I tried putting a BRDM and a waypoint but it doesn't move it stays above the water. I set it's Pos -1 but it still doesn't activate as a boat until you shoot it then it still doesn't go for the waypoint. I also tried starting it on land but it just heads to the waypoint and stops at the edge of the water.
TIA
-
-
I've never heard a BRDM explode, they just "visually" explode. I hear gren explosions and rockets launching.
P4 3Ghz P4P800SE mobo
2GB ram
Audigy 2 (Set to 5.1)
Gf 6800 Ultra
-
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Operation Flashpoint Resistance dedicated server 1.96
x - creating lock directory
x - extracting server (binary)
x - extracting ofpserver (binary)
x - extracting tolower.c (binary)
x - extracting readme.txt (binary)
Converting OFP directory:
597 file-names were converted
WHA!! You're genius!!

Thanks Hitman!
One last run with OFP coop missions until next month!!

So for anyone w/ Ubuntu install 3 things first (gcc, sharutils-for uudecode-, and build-essential)
-
when I type sh server-1.96.shar I get this:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Operation Flashpoint Resistance dedicated server 1.96
x - creating lock directory
x - extracting server (binary)
x - extracting ofpserver (binary)
x - extracting tolower.c (binary)
x - extracting readme.txt (binary)
Converting OFP directory:
tolower.c:11:19: error: stdio.h: No such file or directory
tolower.c:12:20: error: stdlib.h: No such file or directory
tolower.c:13:23: error: sys/types.h: No such file or directory
tolower.c:14:22: error: sys/stat.h: No such file or directory
tolower.c:15:20: error: dirent.h: No such file or directory
tolower.c:16:20: error: unistd.h: No such file or directory
tolower.c:17:20: error: string.h: No such file or directory
tolower.c:18:19: error: ctype.h: No such file or directory
tolower.c: In function ‘convertDirectory’:
tolower.c:25: error: ‘DIR’ undeclared (first use in this function)
tolower.c:25: error: (Each undeclared identifier is reported only once
tolower.c:25: error: for each function it appears in.)
tolower.c:25: error: ‘dir’ undeclared (first use in this function)
tolower.c:29: error: storage size of ‘st’ isn’t known
tolower.c:34: warning: incompatible implicit declaration of built-in function ‘strcpy’
tolower.c:35: warning: incompatible implicit declaration of built-in function ‘strlen’
tolower.c:39: warning: assignment makes pointer from integer without a cast
tolower.c:40: error: dereferencing pointer to incomplete type
tolower.c:41: error: dereferencing pointer to incomplete type
tolower.c:42: error: dereferencing pointer to incomplete type
tolower.c:43: error: dereferencing pointer to incomplete type
tolower.c:46: error: dereferencing pointer to incomplete type
tolower.c:58: error: ‘S_IWUSR’ undeclared (first use in this function)
tolower.c:68: warning: incompatible implicit declaration of built-in function ‘printf’
tolower.c:79: warning: incompatible implicit declaration of built-in function ‘printf’
tolower.c: In function ‘main’:
tolower.c:93: warning: incompatible implicit declaration of built-in function ‘printf’
server-1.96.shar: line 152005: ./tolower: No such file or directory
This is on a new install of Ubuntu 6.06 with gcc and sharutils installed. It looks like the first set of errors are commented out in the file "tolower", why they parse is beyond me. Any ideas?
-
Razor wazzup! I remember playing on your server way back!

Cool! I see you have ECP, what other addons are needed?
-
http://www.roemedia.com/index.php?ref=pages/games/ofp/ofp.php
These are old coop missions, I would like to play them at least one more time with others before the become too old!

Post your addy if you can or at least the name of the server so I can look for it.
TIA

ArmA Effects
in ARMA - ADDONS & MODS: COMPLETE
Posted
ArmaVidz thats the sickest video of ArmA I've seen to date!
I'll put it on top of the news at my site for a while hopefully more people will buy ArmA when they see it's real potential.
@Maddmatt: The grens are so awesome, they don't look like they were made in 1990's (w/ the mini nuke texturemap) anymore.