SD_BOB
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Everything posted by SD_BOB
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Multi-Session Operations v3.45 released
SD_BOB replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Hey Wolffy, i know the 3.4 is still a Beta but are there any performance issues currently known about? Have just finished a test session... Noticed after about 30mins, the server performance drops from a steady 40/50 down to 20/30 then continues to drop steadily until it gets to about 12/16 then sits there. The after about 1hr 30mins the server crashes. Done it twice now... Now i need to clear out my RPT and do another test session which i am hoping to do tommorow to give you more of an idea, but i just wanted to post... -
LJ has already stated that the ACE version of the new JSRS is in the works, just be patient.
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Do you have the "No Stamina" module on the mission? If so this will disable the ability to pack equipment.
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Dynamic-AI-Creator (DAC) V3.0 released
SD_BOB replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Has anybody sucessfully activated a zone mid mission and had the AI spawn in? I'd like to think im not completely useless when it comes to DAC, but for the life of me i cant figure out why if i preplace a zone then activate it mid-mission no units are spawned in..... If i could get this working it would save alot of hassle haveing to setpos units then add them to DAC. If i read the instructions correctly, the zone's just prepare everything during the init then just carry on spawning the units once the zone is activated. :confused: -
Post Deleted - Problem Solved
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Group In Vehicle - Check
SD_BOB replied to SD_BOB's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers guys, testing this now. -
Hi guys, i'm currently using the following as a condition for a vehicle to move. ({_x in vehicle} count units mygroup == {alive _x} count units mygroup); I've run into a bit of a problem with capacity of the vehicle. So my question is... Is it possible to create a condition such as above, but checking two vehicles rather than just the one? I would like to be able to meet the condition if all of my group are in either of the two vehicles... Thankyou in advance for any help.
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Do you not have ftp access for your server? If so why not just download one of the previous 1.60 beta, just upload it like a mod and use the beta .exe I use the latest beta on the SixUpdater and everything works fine.
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Ok thanks mate, i'll keep an eye on the server performance next time.
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I'm really hoping someone can help me with this. How do you send Sidechat/Hints etc. to all clients from within a script? I understand that using triggers works globally for all players, this is fine for certain things, but for the life of me i cant figure out how to acheive the same results from within the script only. I would appreciate any help...:o
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Hey guys, last night my guys played this for the first time. But we had a lot of trouble with JIP, players not showing up on each other lists for money transfer etc. Is this a known problem, is there anyway to fix it? We love the mission, but cant really play properly due to this problem.
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Arrest Script - Dedicated Server Problems
SD_BOB posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey guys, i'm really hoping someone can help me out with this. I have a script (not sure who the original author is, as i couldnt find any credits), anyway i want to use it for a snatch & grab mission i'm working on but i am running into some problems in a dedi enviroment. Here is the first part of the script:- _suspect = _this select 0; _bomber = (_this select 3) select 0; _action = _suspect addAction["foo", "foo.sqf"]; while {_action >= 0} do { _suspect removeAction _action; _action = _action - 1; }; _suspect playAction "gestureNod"; sleep 3; if (!_bomber) exitwith {hint "Questioning Complete\nConfirmed Civilian\n\nRelease Suspect"}; _suspect playAction "SceneCommanderTalk"; sleep 5; _Player = _this select 1; //suspect setpos position _player; _Player action ["Gear", _Suspect]; hint "Search Complete\nID Confirmed\n\nDetain Suspect"; _suspect addAction ["Detain Suspect","scripts\civ_at1.sqf"]; Is there a simple way to make this dedi compatible? I'm at a very basic level with .sqf and MP specific scripting is something i'm having some trouble understanding. The main thing is that the animations and the action which is added and removed are synced across the clients. -
Does anyone know if there is a way to put glowing chemlights on the ground from the editor? I've had a good search, but cant see anything obvious...
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Asymmetric Warfare Components
SD_BOB replied to DetCord's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah i for one would be very interested in seeing how this progresses and using it. IED's are something that is a major part of combat operations all over the world today. Personally from an ArmA point of view i'm still trying to find a good IED system, as both the ACE IED and Reezo EOD have some problems which can be a real pain. If you do continue with this, it might be worth look at the IED's within ACE and the EOD mod by Reezo just for a reference. ACE - Easy to plant an IED, but apart from placing them manually then setting the tripwire from them there is little else that can be done. Also the fact that IED's can be detected by the ACE metal detector is cool. But there is no diffusion options for engineers (if the IED is placed from within the editor). EOD Mod - Very nice idea and works well on vanilla maps, but has some shortcomings on custom maps (not a major thing). Biggest problem i have found really is that IED's placed with this system can only be placed on roads. This is all well and good for those missions, but it would be nice to have the option to plant IED's whereever you want. These are the options i would like to see in a IED mod/addon... 1. Ambience (EOD mod does this well using the ALICE & SILVIE) 2. Ability to pre place IED's and various positions (Roads and Offroad). 3. Ability to detect certain IED's with something like the ACE metal detector. 4. Have the ability to attempt to diffuse the IED if its a simple enough device. (Engineers only just so its not too easy, not sure if it could be scripted that if you approached it slow in the prone position you could get close enough to diffuse). I really like the idea of having to cover an EOD team as they approach an IED. 5. Ability to jam RD IED's, again the EOD mod is a good example with the THOR III Anyway those are just some thoughts... As the other guys have said there is interest out there, me personally i would love to see an IED mod that is addaptable enough for most maps/situations. Hopefully you will reconsider your stance on the addon... -
Great job on this, great fun... Can you tell me how you have allowed more than 2 ACE medical supplies to be carried in the special ACE medi slots? Last night we we're able to take 4 of each rather than the normal 2. This would be very handy for other missions, and i was curious to how you have done it.
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Well i was refering to any docs regarding the use of IED's within ACE... As for your referal to the tracker. If its already part of ACE then i need to find out, not just go and request for something to be added that might or might not be part of it already/planned soon. Hence the reason for the post and the clarification... I dont need smart remarks, i would just like a yes or no on the problem. As more people read the forums generally, its a good shot that if it is included within ACE already someone will have the information i need.
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Is there any documentation or even the ability to use the IED's through the mission editor like you can in game? In game for instance you can set the IED/Tripwire/Bury IED through the ACE menu... Now the ability to do those things from the editor would be great as the ACE metal detector works now, it would be nice to be able to use it with those buried IED's.
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I cant seem to get the suicide bombers to explode, made a couple of them via the Suicide Bomber area module, but i can run upto them without them exploding....These are the variables that are being used. this setVariable ["reezo_eod_probability",1]; this setVariable ["reezo_eod_interval",1];this setVariable ["reezo_eod_range",[0,5]]; Any thoughts as to why they wouldnt be working? Also it might be worth mentioning that a civilian unit is needed on the map somewhere otherwise the module doesnt seem to spawn a bomber at all. Also is there anyway to get the IED Area module to spawn an IED offroad? I.e force it to spawn on the module rather than a road near the module?
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I cant seem to get the IED Area module to work with this latest version, could that have something to do with what Tup has mentioned about the error?
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yay! prob wasnt worth all the effort DM, but credit due for persistance :p Currently trying to work out whats going on...
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MultiDiscussion : TES5: Skyrim, BattleField 3, COD, R6 etc.
SD_BOB replied to Second's topic in OFFTOPIC - Games & Gaming
.Its quite a way SW of Helgen, its directly below Falkreath if you've found that. The place is called Angi's Camp. -
MultiDiscussion : TES5: Skyrim, BattleField 3, COD, R6 etc.
SD_BOB replied to Second's topic in OFFTOPIC - Games & Gaming
For Archery training, explore the southern most mountain area below Riverwood *(or whatever the first little village is you come to when you first get out of the underground section at the start of the game). There is a women living alone in a cabin ontop of a ridge, go and be friendly to her and she will give you free lessons, which get your levels up a good 3/4 levels -
Has there been a change in the way the ACE viewdistance and terrain detail is initialised? using the following:- ace_settings_enable_vd_change = true; ace_settings_enable_tg_change = true; For some reason doesnt seem to work anymore... I only have the option from 1 to 10 in the view distance and although i can select the terrain detail the box still says disabled when i click the menu there is nothing in there. It may very well me something my end. But i have used this in the past in exactly the same way with no problems.
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Dynamic-AI-Creator (DAC) V3.0 released
SD_BOB replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yeah thats a shame.... Will just have to work around it for now by setpos on the units i need into the barracks then add them to the DAC system (hoping there isnt a problem with that). EDIT:- Does anyone know if there is a waituntil check for ChangeZone as there is for NewZone? I'm trying to change over multiple zones onto a new Behaviour config, but even with a sleep 10; i still get the message "ANY ZONE ACTION IN PROGRESS PLEASE TRY AGAIN LATER". Maybe i'm missing something.... -
Dynamic-AI-Creator (DAC) V3.0 released
SD_BOB replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I hope someone can help me with this. I am trying to simulate reinforcements in a barrack building. So far i have a zone around the barracks with a camp defined for respawns and 2 groups of infantry. Now these zones are set as deactivated until the alarm condition is met. At which point they become activated.....simple so far. At this point the camps in each zone are activated fine, but the infantry groups do not spawn (i.e men pouring out of the barracks). It was probably too easy to expect this to work, but is there a way of doing what i need? EDIT:- Have played around with call DAC_fNewZone, as a different method. But am running into the same problem of the units not spawning. Currently i have this: [(position camp2),50,50,1,0,["camp2men",[1,0,0],[5,2,15,3],[],[],[],[0,2,0,0,4]]] call DAC_fNewZone; which is activated again when the alarm condition has been met. Now if the above is initialised along side the rest of the DAC (not what i intend, just did it as a test), then the units are created fine. But if this is activated mid-mission (after the DAC has initialised), which is what i want. Only the zone gets created, none of the infantry spawn.