Rexxenexx
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Posts posted by Rexxenexx
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Lol.
You won't believe it! It does work that way up top! :P Upon undoing @40 cases -splitting the statements so I can put them back into separate switches- I found out I deleted the end of the switch "};" ...FECES!!! It's working now. Oh man... I think I wasted an hour trying to find out why nothing was happening. :P
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Wondering if you can you set an array from a switch?
EX:
_array = switch (param1) do { case 1: {["Bill",4]};case 2: {["Bob",130]}; }; _name = _array select 0; _IQ = _array select 1;I have something similar but it doesn't do anything, it doesn't even throw a script error. I used to have a bunch of switches to get variables just from the param1 selection. Ideas?
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I think I did that years ago -in ArmA or OFP can't remember- for a mission that req destroying barrels and it worked...I'll try it! Great idea!! Thanks H3NRY!
UPDATE: I tried WEST for the BLUFOR box LOGIC, UNKNOWN. Nothing. I even tried to blanket it by:
WEST setFriend [CIVILIAN, 0]; WEST setFriend [EAST, 0]; WEST setFriend [RESISTANCE, 0]; CIVILIAN setFriend [WEST, 0]; CIVILIAN setFriend [EAST, 0]; CIVILIAN setFriend [RESISTANCE, 0]; RESISTANCE setFriend [WEST, 0]; RESISTANCE setFriend [EAST, 0]; RESISTANCE setFriend [CIVILIAN, 0]; EAST setFriend [WEST, 0]; EAST setFriend [RESISTANCE, 0]; EAST setFriend [CIVILIAN, 0]; EMPTY setFriend [CIVILIAN, 1]; EMPTY setFriend [EAST, 1]; EMPTY setFriend [RESISTANCE, 1]; EMPTY setFriend [WEST, 1];
That theoretically should work since everything is side="EMPTY", but it doesn't. Is their a way to create a new side?
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Hmm that explains why only the civs can access the boxes...I'll try the neg score.
EDIT: Hang on, if I do that wouldn't the Civs be against eachother?
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The first problem I'm having is Not getting points when killing AI but points only from real players in MP. The First Aid Sim Module stops the kill scores.
The second problem, when you setFriend the side loses ability to open any ammo crate.
No pressure guys, I know you have bigger fish to fry I just thought I'd note it.
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Yea, using both the first or second codes you can get in vehicles. Putting vehicles where I have ammo boxes won't look right ;) Their all over the map hidden sometimes near trees. I'll try naming an ammobox and put code after the setFriend code to empty then add stuff.
This bug and the First Aid bug seems like major basic problems, I hope a Dev see's this.
EDIT: If I remember correctly, as soon as you <this_side> setFriend the <this_side> loses access to ammo boxes. Except Civilians. If you join the game as a Civ. you can grab from any ammo box like normal.
EDIT2: I just tried empty/add with,
CIVILIAN setFriend [WEST, 0]; WEST setFriend [CIVILIAN, 0]; RESISTANCE setFriend [CIVILIAN, 0]; CIVILIAN setFriend [RESISTANCE, 0]; removeAllWeapons ammo_1; ammo_1 addMagazine '5x_22_LR_17_HMR'; ammo_1 addMagazine '5x_22_LR_17_HMR'; ammo_1 addMagazine '5x_22_LR_17_HMR'; ammo_1 addMagazine '5x_22_LR_17_HMR'; ammo_1 addMagazine '5x_22_LR_17_HMR'; ammo_1 addWeapon 'Huntingrifle'; ammo_1 addWeapon 'Binocular';
no dice... :P I'll try a veh. same code, I'm sure it'll work but I can't use it if it does.
EDIT3: Hey, the gun Icon (gear) that pops up on the back of a HMV doesn't show. I commented out the "WEST setFriend [CIVILIAN, 0];" line and it shows.
BTW using the code above and naming a M2 HMV "ammo_1"puts the rounds in the M2. Never tried it because I know thats not how you add cargo, but its funny! :D
EDIT4: For sure now it stops any access to ammo in anything. "ammo_1 addMagazineCargo ['5x_22_LR_17_HMR',8];" on anything doesn't show up if you use setFriend. Commented out shows up.
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OK I've added a poll to the thread, please vote if you have this problem so the Dev's can attack it before the next patch is final!
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If I use
WEST setFriend [CIVILIAN, 0]; WEST setFriend [EAST, 0]; WEST setFriend [RESISTANCE, 0]; CIVILIAN setFriend [WEST, 0]; CIVILIAN setFriend [EAST, 0]; CIVILIAN setFriend [RESISTANCE, 0]; RESISTANCE setFriend [WEST, 0]; RESISTANCE setFriend [EAST, 0]; RESISTANCE setFriend [CIVILIAN, 0]; EAST setFriend [WEST, 0]; EAST setFriend [RESISTANCE, 0]; EAST setFriend [CIVILIAN, 0];
in the init.sqf -the mission has playable units on all sides- the ammo crates are only able to be opened by the Civilians. (The crates are stock west and east crates)
I've cut it down to:
CIVILIAN setFriend [WEST, 0]; RESISTANCE setFriend [CIVILIAN, 0];
Where only "CIVILIAN setFriend [WEST, 0];" works and if "RESISTANCE setFriend [CIVILIAN, 0];" is added then Indep. can't open crates. US can open crates. So is Civilan some kind of loose side which doesn't get affected -ammo crate wise- by the setFriend code? If that makes any sense?
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Well the only mod I have is mod=beta so..dunno. I'll try the waiting for the BG to load textures and report back, sounds like a good plan.
Just happened again with the Udes (Carrier Fly over) in the BG before exit. I waited. Next time I'll look at the HD lights to see when they go out/slow down then try.
UPDATE: It's not repeatable. Today its not doing it. Yesterday it was consistent. Tried a couple things. Maybe Fraps...Still testing...
UPDATE2: Ok I think it is fraps. The first go. Started Game, as soon as Exit button showed up (Utes Carrier Demo) I clicked Exit and got the Frozen grey screen. Still testing...
UPDATE3: Second try with fraps on, same steps as above, exited normally. Ugh. This is odd...Still testing...
UPDATE4: fraps off. froze. I'll post a youTube of the sequence of testing.
UPDATE5:Sry for so many updates. I have a youTube I'll post the link once it's done uploading. It took a while to reproduce so for sure it's not repeatable like yesterday. Cool thing is the Fraps was still running even on grey screen -also when I alt+tab to quit the exe in Task Manager- so you can get an idea of what happens. I recorded as soon as the splash started so you can see all steps.
youTube (still processing video when I posted):
_H0thjVo6NM
To sum up, freezes on exit: with fraps on or off doesn't matter| with Utes Carrier Demo/Chern landscape Demo | I don't think loading a mission has anything to do with it since in UPDATE2 I hit Exit as soon as ArmA2 loaded.
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I'm having a prob on the same subject. On the mission I have BLU, OPFOR, Civs, and Ind. All should be against eachother thats the goal and all playable. I've set Ind friendly to nobody. If I group the Civs with a 0 presence OPFOR and shoot them I get -1 score. If I set the 0 pres. OPFOR to a higher rank I get a +1 score but the units are not playable. I've also put in the init.sqf "civilian = sideEnemy;" Don't know what else to do.
UPDATE: I deleted the 0 pres. OPFOR and tried this and it works!
WEST setFriend [civilian, 0]; WEST setFriend [EAST, 0]; WEST setFriend [RESISTANCE, 0]; civilian setFriend [WEST, 0]; civilian setFriend [EAST, 0]; civilian setFriend [RESISTANCE, 0]; RESISTANCE setFriend [WEST, 0]; RESISTANCE setFriend [EAST, 0]; RESISTANCE setFriend [civilian, 0]; EAST setFriend [WEST, 0]; EAST setFriend [RESISTANCE, 0]; EAST setFriend [civilian, 0];
One major problem, I can't open any ammo crates! Stock Special Weapons US and East doesn't work. Only the Civilians can open crates. Is this a bug or what?
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If you start a game (I do localhost LAN MP) then Exit you get a grey screen, no mouse, alt+tab doesn't do anything, not much hard drive action. The only thing you can do is Ctrl+Alt+Del then Task Manager and End Task. The mouse is only visible in the Task Managers window. Outside it's invisible (still captured). This happened in the two previous builds I believe.
CompSpecs:
Win7-64bit
4GB RAM
Nvidia GTX285
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I made a mission on Utes where their are civ, res, west, east players and spawn locations for each (respawn_west, respawn_east etc etc). The desc.ext is just:
respawn = 3; respawndelay = 8;
Nobody gets points for any unit killing except for when you destroy vehicles. Even teamkilling doesn't do anything. No "1" when you shoot the first insurgent, nothing, just blank. It's only when you kill a real player do you get points. Anyone know what's wrong? It's got to be something simple I'm missing.
EDIT: I also have First Aid Modues.
UPDATE: LOL nm I saved a temp and deleted the First Aid Modules and that fixed it. I must have did it wrong. Kinda rushing on this one.
UPDATE: It was only the First Aid Simulation that stops the score count.
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I made this for fun while testing a mob type script I was working on. What it does is spawns armed units at a trigger and also creates a trigger at that location so when the trigger is clear the armed units disappear.
I want to see if someone can test it out in MP. Also if anyone has some advice on making it better I'd appreciate it! ;)
hitsquad_spawner.sqf
/* HIT-SQUAD v0.5 By REXXENEXX http://rexxenexx.com [ABOUT] This script will spawn armed units dressed in business suits with the highest skill! Use- this script to shock unsuspecting players when they go out of bounds. REQUIRES hidebody.sqf [TO USE] Create a trigger covering the area you want to protect with the hitsquad. Make sure its set to repeat the trigger and triggered by who you want the hitsquad to- attack. In its On Activation type: nul = [east,3,thisList select 0] execVM "hitsquad_spawner.sqf"; where "east" is the side you want the hitmen to be on. ex: "east","west","resistance","civilian" "3" is how many units in the squad you want. Don't go too high, three can get the job done! "thisList select 0" doesn't need to be changed, it's just used to select the person that - triggered the trigger. [CHANGELOG] v0.5: -first release -no known bugs */ _debug = 0; //show debug messages? 1 = yes 0 = no _say = 0; //say when the hitsquad spawns? 1 = yes 0 = no _rad = 50; //this is the radius of the new created trigger which despawns the hitsquad. Default = 50 if (isServer) then { _side = _this select 0; _howManyUnits = _this select 1; _loc = position (_this select 2); _createWhat = "Functionary1"; //change this if you want something other than Business man units. Default = "Functionary1" _SideHQ = createCenter _side; spawnGroup = createGroup _side; if (isnil ("spawn_count")) then { spawn_count = 1; publicVariable "spawn_count"; if(_debug==1)then{hint "Declared spawn_count"}; }; _unitName = format["hitmanName"+"%1",spawn_count]; _spawnString = format["'%1' createUnit [%2,spawnGroup,' %3=this;this setSkill 1;this addEventHandler [''killed'', ''(_this select 0) execVM ""hidebody.sqf""''];removeAllWeapons this;this addMagazine ''30Rnd_556x45_G36'';this addMagazine ''30Rnd_556x45_G36'';this addWeapon ''M8_compact''; ',0.1,'PRIVATE'];",_createWhat,_loc,_unitName]; _despawnString = format["deleteVehicle %1;",_unitName,_howManyUnits]; if ( _say == 1 ) then { _spawnString = format["player sideChat 'a hit-squad has spawned!';'%1' createUnit [%2,spawnGroup,' %3=this;this setSkill 1;this addEventHandler [''killed'', ''(_this select 0) execVM ""hidebody.sqf""''];removeAllWeapons this;this addMagazine ''30Rnd_556x45_G36'';this addMagazine ''30Rnd_556x45_G36'';this addWeapon ''M8_compact''; ',0.1,'PRIVATE'];",_createWhat,_loc,_unitName]; _despawnString = format["player sideChat 'the hit-squad is gone!';deleteVehicle %1;",_unitName,_howManyUnits]; }; _count=1; while {_count < _howManyUnits} do { spawn_count = spawn_count + 1; publicVariable "spawn_count"; _unitName = format["hitmanName"+"%1",spawn_count]; _spawnString = _spawnString + (format["'%1' createUnit [%2,spawnGroup,' %3=this;this setSkill 1;this addEventHandler [''killed'', ''(_this select 0) execVM ""hidebody.sqf""''];removeAllWeapons this;this addMagazine ''30Rnd_556x45_G36'';this addMagazine ''30Rnd_556x45_G36'';this addWeapon ''M8_compact''; ',0.1,'PRIVATE'];",_createWhat,_loc,_unitName]); _despawnString = _despawnString + (format["deleteVehicle %1;",_unitName]); _count=_count+1; }; if(_debug==1)then{player sideChat format["SpawnCount = %1",spawn_count]}; call compile _spawnString; call compile format["_trg_spwn%1=createTrigger['EmptyDetector',_loc];_trg_spwn%1 setTriggerArea[%2,%2,0,false];_trg_spwn%1 setTriggerActivation['ANY','NOT PRESENT',false];_trg_spwn%1 setTriggerStatements['this',_despawnString,''];",spawn_count,_rad] }; if (true) exitWith {};hidebody.sqf
sleep 2.0; hidebody _this; sleep 5.0; deleteVehicle _this; if (true) exitWith {}; -
Dude this is great! You can make a real train mod with this! ;)
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This is constant on my comp. Noticed it for a long time. I'm on the latest 191.07 drivers with a GTX285. It's only visible in third-person view as you can see in the new video below:
HmeCglYkPzI
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g_hint command so it's easier to globally throw out a hint.
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This isn't exclusive to this beta build but it is something that distracts the player. Here's a vid.
wIfmgg6qWF8
See how the shadow map of the hanger disappears a couple feet from the player? It's not a major bug (or a new bug) just a graphical problem that might be able to be fixed before the next patch is finalized.
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It does not run for me on Win 7 64. There are no textures at all in the game, everything is flat, and the game chugs at 5-10fps. I tried the last two Nvidia driver versions for Win7 64 with the same result. It ran great in Vista 64.What card do you have? I have a GTX285.
The Beta (Build_59323) fixed the CTD and slow FPS. I can still see a white flicker here and there but it's not bad at all. I think the next ArmA2 patch is going to be real good.
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when hosting a server the "unlock/lock" button should say "Unlocked/Locked". Easier to understand.
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For sure going from Vista64 to W764 its much better but I seem to have way more CTD than Vista64 due to that white bitmap glitch...then CTD "ArmA2.exe stopped blah blah". It only seems to happen when I fly around.
Two main probs, either FPS slow down (flush doesn't help/stopping and waiting works) or white bitmap+crazy polys(flush works).
I don't remember having the FPS slow down in Vista. I did have the white bitmap prob. in Vista but it was rare. Actually CTD's were rare.
Still the FPS when walking around are much much better in W7. Keep in mind I just installed W7 and ArmA2 and only did some playing around w/ the graphic settings in ArmA2 so I think with the beta patch(gonna try now) and some more tweaking it's gonna be awesome!
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Someone said before that bitmaps won't even show up without using the -winxp switch I think. Looks like the same problem.
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Sucks nothings worked. Your rig sounds good so that's not the problem. We'll have to wait I guess. No joke, every time I play the game I have to fudge with the settings just to be happy with it. Not a great thing.
DR hopefully will be the exact "idea" of OFP/Arma -military sim- but one thing is for sure, the engine is going to be 1000 times better. Nothing beats a good engine code!
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Yea that's gotta be a Arma thing.
Next time it happens do a Flush. Press LeftShift and - key then let go and type flush. You could try reinstalling DirectX. Any mods running when this happens? That's all I can think of. I would say try other drivers but if the same thing happens to ATI's AND Nvidia's then :P
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teaboy, what card are you using and what is your settings (in advanced) in arma2?
Two things/bugs, if you guys can look into when you get a chance
in ARMA 2 & OA - BETA PATCH TESTING
Posted
Yea I signed up, it looks like they have alot on their plate. Here's a vid I made of another problem relating to the Empty=Civilian deal.
XaJUX8tq08Y
I tried this because I couldn't figure out why triggers were going off for no reason. Sure enough theirs a short period where Empty vehicles are Civilians. Empty needs to be a whole different side if possible.