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Rawhide

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Posts posted by Rawhide


  1. I had this exact same issue: X55 controllers show up in game, function ok, except throttle movement was not recognized.

    Did you try what I suggested? Try with just one of the two throttles, see if Arma recognizes it then.

    Running without the Saitek software is a no-go in my opinion. At least not if you want to control more than just the helicopter/plane in Arma.

    On the throttle, I've got TrackIR reset and sleep, four TFAR-radio channels (plus setup), and I use the mouse-nipple in map navigation. None of those would function without the Saitek software.

    ---------- Post added at 09:45 ---------- Previous post was at 09:42 ----------

    I'm trying to set up my Sidewinder

    (...)

    What am I doing wrong?

    I use the X-55 throttle, and as a stick I use the Sidewinder Force Feedback 2. I didn't have any problem setting it up. You might want to make sure you have not plugged it in a USB3. I believe these are only USB2 compatible.


  2. Only problem is the throttle axis will never get regcognized when I'm trying to bind it to collective raise/lower (analoge).

    I have the X-55, and to get Arma to read your throttle/collective, un-hook the throttle lock on your stick. Then move just one of the throttles, let's use the right one, when you are binding the collective. When that's done, go to Saiteks software and disable the left throttle axis to make sure it doesn't interfere with anything.

    Now, lock the two throttles together again.

    The reason for the issue is that the X-55 throttle send two signals at once when they're locked together, and then Arma won't read any of the two.


  3. The message I as a client receives, is "You were kicked off the server".

    The problem has only occured when one or more are connected to server first. I am not sure this even has to do with CBA at all, but I can connect if I disable CBA completely (clientside).

    I can provide a client rpt log by tomorrow evening.

    Strange thing, however, after I placed the .bikey in \Expansion\Keys\ on my client, the problem seem to be gone. Might be coincidence(?).

    I am running the same Arma2 OA beta version as the server, and CBA 0.7.3.


  4. Not really on topic, but it was the best thread I found.

    When exiting Arma2, both my screens went black immediately, and the computer stopped responding to keyboard and mouse input. Rebooting was the only option.

    Same thing happend when ALT-TAB was performed.

    I've had Arma2 for a long time, and these hangups came after installing Crossfire.

    System:

    Windows 7 64 bit

    4GB RAM

    E8400 CPU

    Asus P5Q WS motherboard

    Arma2, PMC, OA.

    Crossfire setup:

    2x Asus 4890

    RadeonPRO installed, and profile setup for Arma2.

    Other games, such as TeamFortress 2 and Left4Dead2 tested OK.

    Ran Furmark for 30 minutes with no problem.

    Solution: taking tips from forums, I've testing this with older ATI drivers. The latest stabile was said to be 10.4. As you all know, you need to rename your arma2oa.exe to arma2.exe to get Crossfire to load the correct profile. If not, Crossfire would not work.

    Then I stumbled over a post stating that Arrowhead was supported from 10.8 + hotfix. Which was of course, entirely true.

    I installed that driver, renamed arma2exe back to arma2oa.exe, and problem was solved.

    I believe the reason for my hangups was the naming of arma2oa.exe -> arma2.exe.

    Just wanted to share this with you.


  5. Found it.

    This is a trigger, I guess you can do the math. Works on the same way as keimosabe I suppose, but you are using "player" instead of units name.

    EDIT: Tested in ArmA2. This trigger needs no marked area. The russian truck is named: "rusTruck" without the quotes.

    class Item2
    	{
    		position[]={7052.8867,293.98999,7681.082};
    		a=0;
    		b=0;
    		repeating=1;
    		interruptable=1;
    		type="SWITCH";
    		age="UNKNOWN";
    		expCond="player in (crew rusTruck)";
    		expActiv="player setCaptive true";
    		expDesactiv="player setCaptive false";
    		class Effects
    		{
    		};
    	};
    


  6. Hi,

    I, among others, are experiencing a funny problem. Seen this on these forums a couple of times, but no solutions yet. So here it goes:

    Helicopter lands, shuts off enginges and a group of AI are about to disembark and move towards a marker. First guy coming out gets stuck just outside the helicopter. Sometimes he dies immediately. The rest of the team will do the same, get completely stuck. The team will die on this location eventually.

    Seen more examples with C-130 as well, so I doubt it is a heli issue. My helicopter is a Mi-8.

    Would appreciate any tip or workaround on this issue.


  7. Rawhide send my info about how work the server name, i can add this option in next version but i dont know if work with same sintax of IP param, tell me an example please
    The server I play the most, has this address: play1.nopryl.com. I do not has the servers IP, so I would like to enter that URL instead.

    Would love to see that option i a future release!


  8. Sorry to say I didn't get your solution to work Myke.

    Could be something I did wrong, I'm thinking about how I start the mission via the soldiers init. I guess something can be done with that.

    For now I've moved on using one script on each unit because. I have one color for each team (four teams), so it isn't that much of a difference after all. But I might pick this one up later.

    Anyway thanks for your time & help so far Myke!

    -Rawhide


  9. Yes, that worked great.

    Found a way to restart the addaction upon respawn, so the commander still has the dialog.

    Really good work Dr Eyeball. I've been looking for a dialog like this, and it will be used a lot smile_o.gif

    Best regards,

    -Rawhide

    EDIT: Deleted info about significant drop of server framerate. That was a true PEBCAK from Mr. Rawhide.


  10. Hi Dr Eyeball,

    I'm currently implementing your Team Status Dialog.

    Two questions:

    1) It seems to be working fine, but I wonder how can I make the scripts only count for players and not for AI's?

    2) Somehow I'm also not able to hide the "hideOpposition". Is my init.sqf code wrong?

    My code for init.sqf:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    nul=[] execVM "Scripts\CommonFunctions.sqf";

    _Action = cmd addAction [

      "Team Status",

      "Scripts\TeamStatusDialog\TeamStatusDialog.sqf",

      [

        ["page","Team","HideOpposition"]

      ],

      0, false, false, "teamSwitchPrev" ];

    It should only be used by the commander, named cmd.

    I'm using version 1.1.

    Best regards,

    -Rawhide


  11. Solved.

    One solution is to run one script per person. Though, you need ten almost similar scripts if you have ten players.

    I know there is better ways to solve this, but this is the only one I managed to get to work.

    The script is initialized in units init (unitname = leader1):

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">x = [leader1] execVM "Markers\leader1markersGreen.sqf"

    Create a folder named Marker, and name this sqf "leader1markersGreen.sqf"

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">/////////////////////////////////////////////////////////////

    // ArmA - Marker Script - By Sickboy

    /////////////////////////////////////////////////////////////

    // Set local variables

    private ["_obj","_marker"];

    // Get Object

    _obj = _this select 0;

    /////////////////////////////////////////////////////////////

    //_marker = format["%1",group _obj];

    _marker = format["%1",_obj];

    // Create marker and set marker shape, type, size and text

    createMarkerLocal [_marker, position _obj];

    _marker setMarkerShapeLocal "ICON";

    _marker setMarkerTypeLocal "Dot";

    _marker setMarkerSizeLocal [.3,.3];

    _marker setMarkerColorLocal "ColorGreen";

    //_marker setMarkerTextLocal _marker;

    // If object alive loop position

    while {alive _obj} do

    {

      sleep 1;

      _marker setmarkerposLocal position _obj;

    };

    deletemarkerLocal _marker;

    waitUntil {alive leader1};

    _x = [leader1] execVM "Markers\leader1markersGreen.sqf";

    Thanks for your help guys  smile_o.gif

    -Rawhide


  12. Thank you for the replies guys.

    It don't work though (tested on dedi). After the unit has died, the marker is gone (as it should), but don't re-appear as the soldier does.

    A buddy told me that when he is dead, the _obj is also deleted instantly.

    That means that the waitUntil {alive _obj} won't kick in, because _obj is nothing after the unit has died.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">waitUntil {alive _obj};

    x = [unitname] execVM "Markers\markersBlack.sqf";

    I wonder if it possible to rather have:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">waitUntil {alive unitname};

    x = [unitname] execVM "Markers\markersBlack.sqf";

    Would that work? I'm posting without testing because I don't how to write the waitUntil unitname-code...

    And one more thing. With this code, I will run the markerscript again. But shouldent we stop the existing markerscript with a exitWith-command?

    -Rawhide


  13. Hi all,

    I'm using Sickboys moving marker script. It works great, but upon dead and the follow respawn via Norrins revive, it stops working. Looking at the code, that ain't hard to understand.

    I'm new to .sqf scripting, and must ask for some guidance on this issue.

    This script is launched via units init:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">x = [unitname] execVM "Markers\markersBlack.sqf"

    The script markersBlack.sqf:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Set local variables

    private ["_obj","_marker"];

    // Get Object

    _obj = _this select 0;

    //_marker = format["%1",group _obj];

    //Changed it to work on each unit instead of group;

    _marker = format["%1",_obj];

    // Create marker and set marker shape, type, size and text

    createMarkerLocal [_marker, position _obj];

    _marker setMarkerShapeLocal "ICON";

    _marker setMarkerTypeLocal "Dot";

    _marker setMarkerSizeLocal [.3,.3];

    _marker setMarkerColorLocal "ColorBlack";

    //No text on marker wanted;

    //_marker setMarkerTextLocal _marker;

    while {alive _obj} do

    {

      sleep 1;

      _marker setmarkerposLocal position _obj;

    };

    deletemarkerLocal _marker;

    //Testcodes to try to restart script, but they dosen't work;

    //exitWith {x = [player] execVM "Markers\markersBlack.sqf"};

    //exitWith {x = ["ww6"] execVM "Markers\markersBlack.sqf"};

    //exitWith {x = [_obj] execVM "Markers\markersBlack.sqf"};

    Any help would be appreciated.

    -Rawhide

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