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stilton

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Everything posted by stilton

  1. stilton

    Arma 2 demo bug

    Found it: http://www.arma2.com/demo its there, in blue.. under " Troubleshooting " that's what i get for getting it from fileplanet.. - You need this airbornemilk : http://download.microsoft.com/download/3/C/4/3C46A69A-CB0F-4CCA-B1E8-248D43270D5F/directx_mar2009_redist.exe
  2. Preamble: Ok.. This is about the third freetrack thread - I'd like it to continue.. with this poll. on here - where its more likely to get dev attention than any other board.. If the mods would please allow us to have some sort of 'Freetrack campaign' on their boards would be sweet, as its not a small amount of people who want it to work. Its just really sad that the silly minority amongst us have a problem controlling their zeal when discussing it.. ..someone said they were making a poll.. but i never saw it happen, hopefully this will stay.. Freetrack: Freetrack is a free piece of headtracking kit. If you havent used it.. get it, its awesome in the Original Arma [most importantly, its FREE]. However for some unconfirmed reason [from BIS] Arma2 no longer works with freetrack. This thread is an effort to get the devs to undo what they did, and re-enable support for Freetrack as it was in the original Arma. [i'm no programmer but i must bring this up, as people seemed to miss this fact.] Most importantly, the original Arma worked with freetrack fine. We can only speculate why it no longer works, but its pretty irrellevant.. The fact is, it doesnt matter. Free-track can be enabled to work in many ways: - The SDK for freetrack is Freely available to all [including developers] who wish to enable support for their product on their website, alongside the free download of the normal software. - It's supported in MS Flight Sim games using simconnect.. - someone already mentioned a DirectInput / DirectX standard head-tracking thingy (is API correct term? ) Like i say repeatedly, im no programmer, but these alternatives surely allow the devs the ability to include more than one professional-standard for head-tracking, and helps keep us what we are.. A community driven, user-friendly community.. ..Now we can only vote, cross our fingers, and await to hear if the devs will either: - Undo what they did, thereby fixing freetrack so it works in arma2, as it did in the original. [perhaps unlikely as i understand they have upgraded the TrackIR interface, which is now encrypted, which is infact the root of the whole problem.] - Implement the freetrack SDK? - Implement one of the alternative which freetrack is capable of using? [ Simconnect / DirectInput? i think? showing my ignorance, im not a programmer] Lets hope the devs are willing to and are allowed to make this kind of compromise for their loyal free-track user fanbase.. - I rambled, but i tried to stay on topic (I'm no PR guy so any suggestions feel free..) Thanks Tony Carter / Stilton Control your zeal freetrack disciples [Disclaimer]: Please ONLY discuss freetrack in here, and how to get it to work in arma, using PPjoy or whatever. That and your opinion on getting it to work, DO NOT be the person who gets a popular thread with 10,000 views locked please. Some of us would actually like a chance to hear back from the devs regarding this. Although i guess it was typed in the last few threads, but no-one listened.. ill do it here too: PLEASE DO NOT DISCUSS ANY NAMEBRAND HEADTRACKING SOLUTIONS AND/OR COMPANIES. YOU, YES YOU, WILL GET THE THREAD LOCKED IN DOING SO. TRY NOT TO BE THAT INCONSIDERATE. THANKS.
  3. [Edit] - Thanks Arrowhead. ;) It seems sensible to protect the integrity of this thread so we can at least have our prescence here.. - Hopefully Fincuan edits his, or a mod removes it.. If we are a locked thread, nobody bumps it.. it gets no views... nobody knows whats going on, im sure you understand.. Hopefully with this thread sitting in position one, just below the stickies.. with 20,000 views... it might become such an eye-sore that the devs are forced to reply ;)
  4. stilton

    realistic carnage

    After reading the original post [and having not played the game] i was thinking "hmpf, shame they are still using the same animation system, and no rag doll - after death - effects.. ..then i read: - made me chuckle, funny because its true.. You can hear them laughing now "Look how his leg twitches when i shoot it! - LOLOLOLOL"
  5. stilton

    Will ArmA 2 support FreeTrack?!

    Wow, this is a damn shame.. having actually read the whole thread, which i rarely do.. I'd just like to jump on the bandwagon as another person saying "BIS Please add support for freetrack in arma2" ...now im starting to worry if SoftTH support has been removed and only Triplehead2go works... :\ infact, after giving it some more thought.. I doubt i'll actually buy arma2 now.. as silly as that sounds... - someone else said it though.. the non-inclusion of my head-tracking setup has made me gone from thinking "wow arma2" to "meh" - and i really don't like the idea of being forced into using 'another namebrand solution'. [considering in arma i use it for jets/helos & infantry and find it great in all3 - but it adds 1000x to jets helo situation awareness] so i'll stick with my arma1 for the moment, i bought a friend a copy a while ago and we both play it.. i would have considered buying a second copy of arma2 as well but.. ..meh.. i'll bide my time and keep my fingers crossed :) [and incase anyone's reading this thinking, this is a - 'look at me, im making a stand: include freetrack OR ELSE bis - post, it isn't, this is merely me voicing my honest thoughts and opinions, before i sod off to play something..]
  6. Hi, I am editing this to include my latest problem hopefully someone will see this before it needs to be bumped.. I have a trigger next to a table that gives the player the option to call a taxi, which appears to work fine so far. Condition: (player distance Taxistop1 < 2) OnAct: taxireq01 = player addaction ["Request Taxi", "TaxiReq.sqf"]; DeAct: player removeAction taxireq01 This is what i have in my TaxiReq.sqf _TaxiPilot1 = 0; _TaxiPilot2 = 0; _TaxiPilot3 = 0; switch (_TaxiPilot1) do { case 0: { _man sideChat "Pilot 1 is Idle"; }; case 1: { _man sideChat "Pilot 1 is Busy"; }; case 2: { _man sideChat "Pilot 1 is Dead"; }; }; #end _man sideChat "The End."; exit I was trying to give each pilot a 'state' of being IDLE / BUSY / DEAD.. Then check this with the switch But its all going a bit sketchy :) Mostly arma crashes and complains about something about file preprocessing, which tells me im doing something horribly wrong.. and ive spent a few hours now but i seem to be making more errors than im fixing :) could a coder guru please tell me what im doing wrong, thanks.
  7. stilton

    Lan Server Settings?

    that's what i like to hear! Confidence! :D i actually hope you're correct and there is some way to fiddle with client-hosted lan settings.. but as im supposed to be doing uni work this very second, i cant really test. some official feedback could sort all this out but ill get around to testing it myself eventually. thanks for the info anyway ;)
  8. stilton

    Lan Server Settings?

    Hi, When a friend pops over to my house, he plays on my second computer over my 100mbit lan. Typically, i would host an arma game on my primary PC, and he would play on the second one. Something im putting in the missions i create is causing lag, but what im most curious about is this.. If i were to host the dedicated server app on my PC, and a copy of arma, i would know where to edit the performance options so the game fully utilizes my lan connection, however as i am hosting the games from within the game itself (not using the dedi server app) i am not sure how i can change the bandwidth options/etc. Any information people can give would be appreciated, thanks.
  9. stilton

    Lan Server Settings?

    ah, wow.. thanks. i didnt realise it was that simple ;) here was me thinking that you couldnt change bandwidth settings on a client-initialized server.. Its funny, after i posted and continued searching for other versions of this question ;) there's someone asking the same thing, who gets told that you can't change it :) - i guess i just hope hes wrong and you're right - It's actually on page 5 by now lol. http://forums.bistudio.com/showthread.php?t=70189
  10. stilton

    Server Host Recommendations

    I would have to agree with Daniel about GamingDeluxe, i've personally had great experiences with that company. They will upload mods and addons on request for you, when last i had a server with them they uploaded Ace and the AceIsland packs for me, ofcourse.. they give you the ability to do it yourself, but its quicker for them to do it. Obviously they are UK based, but i thought id chime in and give some personal experience ;) - oh, looking closer at the topic, i see daniel was the person who asked.. and is also now using gamingdeluxe, guess they advertise enough already :D
  11. Give each Enemy and Friendly group a 'move' or 'search and destroy' waypoint, this is where they will clash. When you double click the waypoint, and are about to create it, try setting their behaviour as 'combat' or aware. Combat means they move slower, but are.. well, yeh. more combat focused. Aware is their default status (which you probably have now) which means that if they do spot you, they should engage you. Now for a few minor tips that should make sure they attack you. If you want to make sure they dont run away because of one sides superior numbers/strength.. Double click on the leader of the group who you think might flee (or do this for every group, meaning no-one will flee) and in the 'Edit Unit' window that comes up, in the initialization box enter: If you want to make sure that a group holds position/formation at a waypoint you've set, and the leader doesnt send his men in, ie: "2, ENGAGE THAT MAN" (2 then runs off and gets shot) in the leader's initialization box put: You can use both commands in the same unit's init box, just make sure it has the ';' i have included between the 2 examples. That's how id set up a quick and dirty firefight in an exact location i wanted. --- answering specific questions: Guard waypoints only work with 'Triggers' you put down.. i think its the activation box in the 'insert/edit trigger' screen, has a 'Guarded By' option, and you choose which side guards that tigger-area. Any units who have 'guard' waypoints will then move to that area, but in my experience messing around with them, guard waypoints/triggers arent really worth the hassle. Sentry ones are good for patrols as i believe the units only engage things they spot and if they eliminate them continue their patrol, whereas guard waypoint units apparently share information on enemies spotted, which might sound great, but its not if they end up running in the wrong direction to attack enemy that another guard-waypoint-squad has spotted, when they should be guarding their area. Seek and destroy waypoints are what they say on the tin, units given them search an area around the waypoints centre, not sure how big an area to be honest. ..and yes, you can give your own character a waypoint. It may not be showing up because you have turned them off in the difficulty options? If you cant actually create one for your player character in the editor, you must not have the unit selected or something, because its basically the same way you create one for an AI squad. Hope this helps ( since people are linking guides, the Biki has a great page explaining in detail each different waypoints purpose and use, just what you're after: here )
  12. ive looked on the comref briefly but im a bit retarded when it comes to scripting.. in short, ive made a version of evo for me and a friend that uses desert vehicles with the hamas soldier as the enemy, on a desert map.. ..im now trying to replace the hamas soldiers with the FFAA-terrorists.. but when i tried to get their class names by dePbo'ing the pbo file, the config.bin is all garbled and hence i cant read it to get the classname.. ..so is it possible to use some sort of editor command to get it to show up in a hint ingame, or fix the config.bin so it isnt all garbled.. any help would be appreciated. thanks
  13. thanks i also got a pm explaining that i can use kegety's unRap to 'unwrap' the bin into the original config cpp.. which is also good, means i can check all the different classes for the different units.. thx for your help
  14. stilton

    New X-Fi drivers

    Ah this is great, i was going to post a thread asking a question about my x-fi but this thread seems like a good place to put it... If using vista, which i've heard doesnt fully support EAX if the program is using DS3d, but if it's using OpenAL it's fine... you can use this ALchemy program to.. do something longwinded which basically fixes the EAX in directsound. So in order to get it to run properly, with EAX, do i need to use the -openAL switch on the command line? does that switch even work anymore? thanks, time to get thesen drivers anyway
  15. stilton

    BattlEye problems

    wow... ..well i dunno if you fixed it, or one of my fav servers turned off BE... ..but i got on it using Triplhead/SoftTH.. works like a charm. if you did infact change something for SoftTH.. Thanks a lot, really.. as someone else said, its really great your taking all this feedback to heart, amazing
  16. stilton

    BattlEye problems

    well its great to know that you guys are at least considering keeping the direct3d method so people can infact have their whitelisted programs...  but until you fix it, there are plenty of Non-battleye servers**  I wasn't suggesting anything really though, MadDog i guess has extrapolated a possible programming solution from what i asked for, which is merely.. allow for SoftTH... how you allow this, i leave to you.. although i doubt it would be clever to go spilling about how exactly its done.. or writing in pseudo-code  'Allow for softTH.dll'  because then.. like you say, the cheat-devs would name their cheats SoftTH.dll and BE would be useless. To be honest, the only cheats you are preventing against are the ones who don't know programming and go and download their 'free hacks' or know a cheat developer... Because as long as you make the games, people will make cheats for them... ..and whilst im not trying to scorn your efforts, as i only really play public myself and see people get kicked (that is, before i got kicked from battleeye servers myself) it was reassuring to know that the 'newby cheats'  were getting kicked. But you can be assured that there will be others, privately developing their own cheats.. and i can't really see them (the ones who keep their methods secret anyway) being stopped. sort of like, swimming against the tide.. I mean come on.. there are entire communities orientated towards cheating?  people can still connect to servers using dodgy arma.exe files... Or even better.. Look at Counterstrike source...  with its Valve-Anti cheat support.. and banning of your entire account if your caught cheating.. How many years ago was that released? ..And that game is still swarming with cheats... but yeh, good luck with that **(on which note, it would be nice if there was a filter in the server browser to un-include BE servers. Because at the moment when you say 'BE no' it still includes BE servers )
  17. I dont know if this is the right place to post this.. But i have emailed the BattlEye people regardless - being unsure who i should tell about this. For anyone who doesnt know, SoftTH allows you to play Arma using its native Triplehead support without the need for a $200 extra bit of hardware. Â I believe It's a small driver that loads when arma fires up the graphics stuff, Â but im no programmer. BattlEye just kicked me for using a 'DirectX hook' i believe it was called.. I dont know why they have decided to 'fix' Â this but it wasnt bloody broken. Â And now i cant play on any BattlEye servers. They can do nothing to stop people using Matrix Triplehead devices to play using triplehead, so i feel its a bit unfair im being penalized for using a perfectly legitimate piece of software along with the game. I dunno if anyone else uses it, or whatnot.. so i could be the only one getting this, Â but i doubt they're going to reprogram battleEye for just me, i do however see a lot of mentions of getting softTH to work with arma on kegety's site, so i assume im not alone... so in short.. whassup with that? think it'll get 'un-fixed' ? cheers [edit] http://www.kegetys.net/SoftTH - SoftTH site for anyone wondering [/edit]
  18. stilton

    BattlEye now kicks for SoftTH

    thanks for directing me to that thread i didnt realise it was there.. hopefully it'll get resolved...
  19. stilton

    BattlEye problems

    hi just thought i'd stick my oar in because the overlay feature affects SoftTH, which is the only way people can use Triplehead in arma without buying the matrox device. that is without getting kicked for the DirectX hook thingy. it'd be really great if i was able to play on BattlEye servers without uninstalling softTH and changing all the configs around, but if it wont be allowed i'll simply stop playing on BattlEye servers. i've read and understand the position that these tools aren't considered 'legitimate' because they affect the way the game renderer passes information or whatnot and cheats can be programmed in the same way/manner. I'm no programmer but wouldnt it be possible to detect the difference? or some way around it?? Because i like both less cheats and softTH in arma.. and would like it if the two could coexist, but personally the SoftTH is more important to me. So as i say, no disrespect to the BattlEye effort but i'll be sticking to non-BattlEye servers and hope the situation is resolved
  20. ok maybe this is nothing new to some people... but in my ever on-going effort to get arma looking absolutely sweet and run great also... i tweak a lot, Â so i was playing with my settings, noticed people suggesting trying turning up shadows to high, noticed an improvement.. my main problem is i was just flying about in the harrier.. at high speeds skimming the ground (as you do) in the empty editor, just waiting to see what would happen.. Â and the screen went black and 'receiving' Â was put in the bottom corner... Â then about 15 seconds later (give or take) Â everything came back and i carried on flying... ...but this is not the first time i've experienced it, Â more often happening during a multiplayer game flying around the map... Â which is a lot worse because in those causes it's often fatal. I'm just curious as to if this is a known issue? Â or i'm the only one whos ever experienced it lol? Â or is there a potential fix for it... I must say i don't notice it very often, and a few minutes ago i believe i was running... without the maxmem parameter.. (4gb of ram over here) So any advice would be appreciated. thanks oops, quickly edit in, this is on the 1.12 beta..
  21. Hi, i've made several posts and perhaps i should have just made this in my carrier topic.. but it's directly related to scripting and i'm a complete dunce at it... Mandoble wrote me out a little script, and whilst its very complete.. i'm still unable to get it to work, he's currently offline.. and i've taken a fair bit of his time anyway, personally i'd just love to drop this and carry on modelling because i really dont know what to do.. so i think i will, in the hope someone spots this and see's what error i've made - Oh yeh, i should explain what the script does, i have 4 parts of my carrier in seperate Pbo's/folders.. and i've written into themy carrier's middle piece config.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Static : Land {}; class Building : Static {}; class NonStrategic : Building {}; class Fence : NonStrategic {}; class WireFence: Fence {}; class House: NonStrategic {}; class ViewTower2: House{}; class TcCarrierMid: ViewTower2 { model="\TcCarrierMid\TcCarrierMid.p3d"; armor=2000; scope=2; vehicleClass="Objects"; displayName="TC01 Carrier Mid"; class EventHandlers { init = "[_this select 0] exec {\TcCarrierMid\grouptogether.sqf}"; }; }; }; Phew.. and the 'grouptogether.sqf' consists of: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // your init EH cv script private["_center", "_types", "_offsets", "_rest", "_cvpart", "_i"]; if (!local (_this select 0)) exitWith {}; _center = _this; _types = ["TcCarrierFront","TcCarrierTower","TcCarrierRear"]; _offsets = [50, 20, -50]; _rest = []; { _cvpart = _x createVehicle [0,0,0]; _cvpart setDir getDir _center; _rest = _rest + [_cvpart]; } forEach _types; while {alive _center} do { _i = 0; { _x setVectorUp vectorUp _center; _x setVectorDir vectorDir _center; _x setPos (_center modelToWorld [0,_offsets select _i, 0]); _i = _i + 1; } forEach _rest; Sleep 0.002; }; I understand some of this.. But not enough to be able to know what's going on.. once i get ingame in the top right it says something about a missing { i think.. then lots of |#| and i say the 'Sleep 0.002' in the top left corner in white.. and then.. Generic error in expression? Sorry if i'm not giving much to work on, but that's all i know.. And as i say, i'm a complete dunce when it comes to scripting, i keep having to relook up how to set an objects height ingame everytime i want to use it Thanks in advance of anyone who skims across this and see's where i've gone wrong.. cheers
  22. System Specs: Sprocket version of Arma.. Windows XP Home.. It's a laptop, so pretty poor specs, but as i say.. it worked fine with the 1.09 beta patch. -------------------------------- well, when i click on the shortcut I created for the 1.09 patch - (which should still be valid for this one, right?) - to start up the dedicated server.. it just says 'Armas gonna close - sorry about the inconvenience' and closes...  doesnt even load up, but it worked fine with the 1.09 beta patch.  It doesnt generate an Arma.rpt or Arma_server.rpt  ...and as it doesnt get into the game, and only gives the generic-windows-crash  dialog...  i'm at a bit of a loss.. Also, i read through the topic as much as possible.. but i couldn't see anyone else referencing to this sort of problem.. if anyone knows a solution, or needs more information.. help would be appreciated, thx --- It says i can get more information about this error, so i click that and it gives me: --- AppName: arma_server.exe AppVer: 1.11.0.5244 ModName: arma_server.exe ModVer: 1.11.0.5244 Offset: 0019e6b8 --- It then says i can get 'technical information'  but ithought i'd spare you lot for the moment.. as its pages long. and just appears to turn into lots of random hexadecimal gobbledegook at the bottom :P ==================================== Several hours of trial and error... i eventually decide to post this... Then 5 minutes later i think i worked out what the problem was. Turned my min+max virtual-memory up to 2048... and voila.. it starts up without hassle... Ignore this post please
  23. I couldn't think of a great way to describe what's happening other than 'slideyness'. I am trying to make a basic static house object in the shape of an aircraft carrier.. I was having problems with the collision mesh not being there on the deck, so i have divided the deck up into boxes on the collision mesh so that from my limited testing so far anyway i can now run along -parts of- the deck and land a chopper on it... But at points my character seems to get stuck and slides across areas of the deck, which results in death as im testing the boat on land - I believe this is at the seam points of the different 'collision boxes' in using (and i have just tried overlapping these collision boxes and it didnt help - sniff) I'm importing the basic boat model from 3dsmax and as i say it's just a basic house static object with a config taken from brrseb's tutorial on making a crate, because all the config stuff is a bit wahey But if anyone knows a fix to what im experiencing or knows what might be causing it, i'd appreciate the help a little more info, i dunno if its related to this problem.. despite being able to 'land' on the carrier, and turn off the engine and 'eject' the option to 'get-out' doesnt appear. thanks if anyone can help with my slippery-deck phenomenon
  24. Ok, so it's in the title... i'm releasing an alpha of my aircraft carrier Try not to laugh too hard, its an alpha i say again  But regardless, you can land on it.. and take off from it, using the F18.. (or a helicopter, or anything with fixed-gear on it, but sadly not standard BIS harriers at the moment, as the gears fold up on landing - sadly) I have been testing it using the Beta 0.25 MAS F18.. Which can be found here which is made by Franze.. Works great and has a tailhook with it, so i'll pimp his F18.. I have uploaded it   here.. Warning - It unzips from 2meg, to 200.. somehow.. Instructions included but it ain't brain surgeory, i have also included a custom mission which has the various pieces of the carrier automatically placed using the INIT fields, otherwise you'll have to guesstimate it, which i had to in the begining If anyone has any constructive criticisms or suggested improvements they can thank of, they'd be appreciated - please not 'make the textures not suck'  -  because i know that already I hope it  entertains someone/anyone cheers..
  25. stilton

    Aircraft Carrier (Nimitz?)

    hmm showing my nautical ignorance here..  http://en.wikipedia.org/wiki/Amphibious_assault_ship It says that the ones 'port' are wasps... but i have no idea what that means lol Plus, i'll be honest.. i only called it a nimitz because i like the angled deck, and when i had modelled it... i want to keep the (i think its 9* angled landing strip) But i'm quite happy with it's current size.... so, if someone has downloaded it, and they know its wrong size for a nimitz... but know of another carrier, that it's a better size for... that has an angled deck... i'll model it that class... and once again, any reference pics available would be great.. (i've had my sleep now and i'm raring to go lol) cheers ..also.. What does everyone want on it? I was next planning on putting in things like the meatball... (i think  i said that already) ....and i'd love to hear if any of you have crashed into it much? If you think its easy/hard to land on.. i'm guessing you must be using the F18 to land on it lol... i believe i have working lights on it, it should be viable to land on it at night... Takes a bit of practice but it's quite possible i believe..
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