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Posts posted by silola
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hi,
Quote[/b] ]Hi love ur workbut have a question is there any other ai addone like KI1
i can use with dac
decound one is will there be another version soon
thank
thx snoofkin911, follow the link ... ;-)
http://www.mapfact.net/include....e125387
Quote[/b] ]should bethis AddEventHandler ["hit",{_this exec "DAC\KI_1\DAC_Hit_by_Enemy.sqs"}]
For anyone else interested, this seems to work fine
I never tried this possibility. Cool that it functions

Possibly you must remove the group after its dying
still from the following arrays:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(_group in DAC_Hit_Groups):DAC_Hit_Groups = DAC_Hit_Groups - [_group]
?(_group in DAC_Radio_Groups):DAC_Radio_Groups = DAC_Radio_Groups - [_group]
bye
silola
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hi,
Quote[/b] ]5104 - Fixed: UI fade animations (ctrlSetFade) did not work for controls in control groupsWith it it could be connected. But which became exact changed?
Everything ran before absolutely problem-free ... hmm.
Quote[/b] ]Is your .RPT file also error free?The rpt-file I regarded, but found nothing remarkable.
I will check that again exactly this evening.
Quote[/b] ]Did your patching process succeed without errors?yes, without any errors.
In addition I will undertake further tests.
I will continue to pursue the problem and will give appropriate feedback.
thank you all for the first assistance

bye
silola
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Hi,
I am surprised at the fact that a script with the version 1.05 functions not perfectly,
although I did not change anything.
In the script different controls are addressed, around them to fade out for example.
In the version 1.02 everything functions without any errors and performance loss.
In the version 1.05 there is also no error message, but ArmA is expenditure-braked suddenly
and it runs only with 8 Frames (otherwise 40 frames).
I passed no idea why :-/
Here my script:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//load color settings;
private ["_para","_i","_colorArray","_color","_ctrl","_ctrls","_id"];
_para = _this select 0;_i = 0;
_ctrls = [
[16],
[15,35,36,37,38,39],
[12,13,14],
[],
[17,18],
[21,22,25,26,29,30],
[19,20,23,24,27,28],
[53,54],
[46,47,48,49,50,51,52],
[40,41,42],
[43,44,45]
];
_ctrls2 = [
500,
11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,
27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,
100,101
];
if((count XCam_ColorSets) == 0) then
{
cuttext["ColorSet not found","plain",0.1];
}
else
{
if(XCam_ColorDef > count XCam_ColorSets) then
{
XCam_DefaultColor = XCam_ColorSets select ((count XCam_ColorSets) - 1);
}
else
{
XCam_DefaultColor = XCam_ColorSets select XCam_ColorDef;
};
if(_para == 1) then
{
{_id = XCam_Ctrl_Pool displayCtrl _x;_id ctrlSetFade 1}foreach _ctrls2;
{_id = XCam_Ctrl_Pool displayCtrl _x;_id ctrlCommit 0.2}foreach _ctrls2;
sleep 0.2;
};
while {_i < count XCam_DefaultColor} do
{
_color = XCam_DefaultColor select (_i + 1);
_ctrl = _ctrls select _i;
if(count _ctrl > 0) then
{
{_id = XCam_Ctrl_Pool displayCtrl _x;_id ctrlSetBackgroundColor _color}foreach _ctrl;
_i = _i + 1;
}
else
{
_i = _i + 1;
};
};
if(_para == 1) then
{
sleep 0.2;
{_id = XCam_Ctrl_Pool displayCtrl _x;_id ctrlSetFade 0}foreach _ctrls2;
{_id = XCam_Ctrl_Pool displayCtrl _x;_id ctrlCommit 0.2}foreach _ctrls2;
};
};
[] spawn XCam_fLoadGroup;
//_id = XCam_Ctrl_Pool displayCtrl 100;
//_id ctrlSetTooltip "GroupList";
bye
silola
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hi,
Quote[/b] ]5129 - Fixed: Reduced distant unit warping / jumping.I pray that the distance largely enough that it is not any longer noticed

Thank you BIS for this extensive Patch.
bye
silola
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hi m8

great news !
And yes ... I wish u good luck

bye
silola
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hi Chops,
it's possible for infantry groups only.
You find the solution on page 35 > last post.
ofp rulet

bye
silola
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hi,
I think, with a simple marker script, it's also possible to loop the script itself.
First you preprocess the script:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">fShowMarker = compile preprocessFile "ShowMarker.sqf"
After the marker for the group was createt, the script is started:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[_group,_marker] spawn fShowMarker;
The script looks then as follows:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">private ["_group","_marker"];
_group = _this select 0;
_marker = _this select 1;
while {(count (units _group)) > 0} do
{
_marker setmarkerpos (position (leader _group));
sleep 0.2;
};
if((count (units _group)) > 0) then
{
[_group,_marker] spawn fShowMarker;
}
else
{
deletemarker _marker;
};
bye
silola
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hi,
My PC works now also in MP.
What did I undertake?
I de-install ArmA completely and I deleted all ArmA folders.
I installed the original ATI driver again, which were with my x1950 thereby.
I installed an additional standard fan, which cools my x1950 some more.
Then I installed ArmA and all Patches again.
That's all...now ArmA runs stably in MP games...so far ;-)
Thanks for all suggestions

bye
silola
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hi,
Thanks for the references.
@dob: only ctd or also reboot?
I bought also a new power supply, because I had assumed the problem there.
But this new power pack brought however no success.
Which irritates me somewhat, is the reference to “ntdll.dllâ€

This evening I make then a test without Sara Light and with older ATI drivers.
thx and bye
silola
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hi,
My problem: As soon as I play on-line, I get a black screen after approximately 5 to 10 minutes and my PC starts again.
In SP everything runs normally.
I find the following entry in the ArmA.RPT:
Quote[/b] ]======================================================================= E:\Program Files\Bohemia Interactive\ArmA\ARMA.EXE
=====================================================================
Exe version: Sat Dec 16 00:41:41 2006
graphics: D3D9, Device: Radeon X1950 Pro, Driver:ati2dvag.dll 6.14.10.6660
resolution: 1280x1024x32
Addons:
SaraLite in ArmaDemo\SaraLite\, Desert in ca\desert\, CAIntroAnims in ca\introanims\
CASounds in ca\sounds\, CAWheeled in ca\wheeled\, CARoads in CA\roads\
CAAir in ca\air\, CA_Anims in ca\anims\, CAAnimals in CA\animals\, CAUI in ca\ui\
CAWeapons in ca\weapons\, CACharacters in ca\characters\, CASigns in ca\signs\
CAFonts in ca\uifonts\, CAMisc in ca\misc\, CAPlants in CA\plants\
CAVoice in ca\voice\, CAData in ca\, CALanguage in ca\language\, CAWater in ca\water\
CA_Anims_Char in ca\anims\characters\, CATracked in ca\tracked\, Sara in ca\sara\
CABuildings in ca\buildings\, CARocks in CA\Rocks\
Mods: CA
No more slot to add connection at De61 (6952.9,8228.9)
No more slot to add connection at Fh71 (11466.8,6127.8)
No more slot to add connection at Fi71 (11613.7,6208.8)
No more slot to add connection at Gh57 (13524.3,8896.8)
No more slot to add connection at Hc39 (14473.8,12501.8)
Cannot create object 9:0
Client: Object 9:0 (type AIStatsMPRowUpdate) not found.
Client: Object 2:3860 (type UpdateAISubgroup) not found.
*** Remote: Identity Hydra transferred from 6:62 to 6:65
Client: Object 2:4134 (type UpdateAISubgroup) not found.
No alive in 10000
===FROZEN====>>>>>>BEG
Version 1.02.5103
Fault address: 7C91EB94 01:0000DB94 C:\WINDOWS\system32\ntdll.dll
Prev. code bytes: 49 00 90 90 90 90 90 8B D4 0F 34 90 90 90 90 90
Fault code bytes: C3 8D A4 24 00 00 00 00 8D 64 24 00 90 90 90 90
Registers:
EAX:00000001 EBX:00081E01
ECX:01AFF374 EDX:7C91EB94
ESI:01AFF3D8 EDI:00000000
CS:EIP:001B:7C91EB94
SS:ESP:0023:01AFF374 EBP:01AFF3C4
DS:0023 ES:0023 FS:003B GS:0000
Flags:00000202
===FROZEN====>>>>>>END
My system:
Quote[/b] ]Intel Core2 Duo 6600Sapphire ATI X1950/256MB
Soundblaster Audigy 2
1GB Ram
ArmA 1.02 German
Win XP Home Edition/SP2
DirectX 9.0c (Dec. 2006)
I tried to replace the old “ntdll.dll†by a newer version but without success: - (
Did someone have already this error?
Thanks in advance and bye
silola
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Very nice and usefull

Thx Kronzky !
bye
silola
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Quote[/b] ]Nothing great, but it's just to warm upWith me the same

Here a set of pictures of an early version of the XCam.
In the pictures are the pre-defined color sets to be recognized, which can be selected by pressing a key

In addition own individual color sets can be defined.
http://img293.imageshack.us/img293/9283/xcam7me7.jpg
http://img179.imageshack.us/img179/8738/xcam4td3.jpg
bye
silola
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hi,
thank you for the explanation sickboy

Everything which sickboy said is correct.
It will need some more time, until a new DAC version appears for ArmA.
@sickboy: Is there still ambiguity, with which I can help? (referred to DAC V1)
bye
silola
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hi,
the Biki writes that these functions are available only in connection with a control of the kind map
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
map drawEllipse [center, a, b, angle, color, fill]
Parameters: map: Control
bye
silola
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hi

a nice idea to convert the old scripts for Arma

Simple script projects can be converted thereby certainly well.
For the DAC, this kind of conversion is not sufficient.
Some Scripts must be changed ... sqs --> sqf.
The complete part of the unit creator must be rewritten.
Also the waypoint generation and the unit reduction,
which makes sense also in Arma.
For the moment I develop the "XCam Light".
This console helps me to have the DAC units under control

It will cost some more time, until DAC is really finished.
sorry, but I would like that the DAC optimally functioned.
bye
silola
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hi,
try this ...
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">onMapSingleClick "[_pos]exec ""myScript.sqs"""
bye
silola
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hi,
my result ...
my system ...
intel c2d e6600@2.6ghz
ati x1950pro 256mb
1 gb ram
winxp home ed. sp2
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hi bis

Many thanks to all, which were involved in this masterpiece.
My respect at you.

bye
silola
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hi verde13,
please try first the solution on page 4. >>> Dec. 13 2005,21:48
In this post the procedure is described exactly.
That would have to help you.

bye
silola
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hi ruckus,
following link should function now again...
http://www.mapfact.net/include....load=go

bye
silola
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hi,
sorry, please some more wait, since I am for the moment very busy.
Perhaps I have this evening the time to answer that.

Or somebody else can maybe help

The available Download does not contain changes, which were discussed here in the forum. It is still DAC V 1.0
bye
silola
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hi

I do not know this strange behavior yet.
Examine first the attitudes of all zones.
Next deactivate for a test all other zones (time > 1000000)
Is this incorrect behavior then still there?
There is still the possibility of starting the zones something deferred.
Start not all zones with “time > 1†start, but
the problem zone with “time > 2†or “time > 3â€.
Perhaps this tip is helpful. hope so.
bye
silola
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hmm. I do not know exactly whether it is compellingly necessary.
Always adjust in the case of doubt to “repeatlyâ€.

bye
silola
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hi,
the Mission.sqm does not correspond to the upper illustration

In the Mission.sqm is only one zone with infantry registered.
In the pic are however no markers for infantry

I am not safe whether DAC makes a difference between Z2 and z2.
Is better, you changes this little thing

Otherwise I cannot find anything incorrect.
bye
silola
EDIT: oops...to late...thx zigzag


Mapfact.net releases DAC
in ADDONS & MODS: COMPLETE
Posted
Many thx Batstat
and yes ... of course DAC will reach Arma.
But sry, I cannot say unfortunately exactly, how long the development still persists.
bye
silola