TYsiEK
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Everything posted by TYsiEK
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Hey guys I got some problem. Last time I was playing in internet on some germany server. I was flying BlackHawk and transporting people to the red zone areas. Suddenly some f*cking cheaters came up to the game. They we're blowing up everything, they was pushing us into flying busses and doing lots of stupid things. I disconnected from that server and when I came to another one, I was saying (without my permission in the chatter) some website links and some strange codes. Do I have any virus from that hackers or something else ? Should I delete some file from my documents or ArmA folder ? Please tell me something.
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Hello. When I turn on "play in internet" in ArmA, then I get no servers on the list. I have 1.08 version of orginal Armed Assault. It happend yesterday. Two days ago I was able to play in internet. Can anybody help me ? Oh and one more thing. When I check lower shadow option in graphics options then I get game laggy in the forests. When I check higher shadows, I get game very smooth. I think that ArmA authors made very very strange game with very bad coding. I'm about to think that I wasted my money. The game is not cheap in Poland, computers too. I've spent lots of f*cking money for my computer, I get about 300fps on Half-Life 2 on full settings, and on the game of my dreams, ArmA, I get f*cking laggy low fps. Some people from USA may think that I'm stupid or something. I know in USA you can buy that computer for few times less money than I've spent for mine PC. In Poland I can buy shit-car, in USA for the same money I get limousine. But Codemasters and BIS doesn't know about it. Codemasters is just gearing for graphic's cards market ! It's cheating because I know you are able to make the game that looks samely as ArmA that will work on geforce 6800 !!! Lot's of people are doing wrong while buying computer for their best game, they get cheated ! All the time nice-looking game costs lots of money. My PC: AMD AM2 X64 2800mhz x2 Memory: 2gb 800mhz Graphic card: GeForce 8800GTS 320mb Motherboard: Asus M2V
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Well. I had some kind of boiling point Sorry about it. I was about to install that hotfix but I checked out readme and actually I don't have any problems to resolve by this patch.
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I'm working on some little script. It doesn't matter what it is. I just want to select units in trigger area from 1. Not 0 . eg.: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #hell _ig = 0 _TRL = list _trigger _target = _TRL select _ig _ig = _ig + 1 goto "hell" When _ig is 0, then my _target is first unit of trigger area. I want to select first unit when _ig is 1. Here you have stupid reference of SELECT command in ComRef. It's stupid because when you select 1, the result should be 1. But it's 2 It's crazy !
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There are many types of UAV's. I think that most new Predator UAV has been used to shoot down suspects who was setting up roadside bombs in iraq. Yeah here you have information: http://www.air-attack.com/page/53/RQ-1-Predator.html . They are still using this machine in Iraq. It's able to carry one HellFire missile I think that Zarqavi has been killed by Predator UAV. I'm not sure witch type of missiles are american army using in Iraq nowadays. Is it still HellFire or something else, I don't know. But as you see it's real and it could give us very much of fun in OFP . It's very hard to order empty vehicle to set target in OFP. Or maybe we could put HellFire on invisible moveable mashine gun ?
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The whole island is perfect but too much roads. AI have big problems with moving through the city's. I tested it using FFUR 2006 mod. I didn't test it on original OFP:R. Original I mean mod free version.
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I don't like to use triggers in the mission editor. Is it possible to make some trigger inside the script ? This is for the radar add-on for example. I want to put radar on map and get it working. I don't want to put any triggers in mission editor because it's wasteing time ! I tried to list the side. For example: "marker1 setmarkerpos getpos _x" forEach units side civilian But... it's not working. May I be able to list the side ? I want a kind of trigger (inside the script of course) that could localize objects in whole area of map. It could be usefull to get position of lasertarget for example.
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I know that I'm a bit too far but some missions could be more fresh and clean. But when you want to use add-on with triggers many times... oh man ! Too much work. I always want to find most simple, clean and fast scripts without having long tiring fun with triggers Just guys from BIS could write new command kind of list all or list side civilian for example. Just to make us all able to select something from everything. I know that you can convert the rest of the preferences of trigger into just one script but not listing and selecting objects/vehicles from exampled area. Now we can convert nearestObject command. I used it to localize laser dot to paint target and send bomb to the painted position without using triggers Using mission editor is very comfort and nice but when you are making a lot of big missions, you always need some scripts to save your time. A lot of scripts are doing bad to processor but when they are clean without kind of ~0.0001 or some of the conditions, then it's all ok Sh*t I'm writing too much... sorry guys
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DragonWarrior actually has hellfire rocket in real world That one has not
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Localized loud sound, short fade out distance
TYsiEK replied to a topic in OFP : MISSION EDITING & SCRIPTING
Wow it's very nice idea, Trapper. I'll be looking for some disco add-on. If I will not find it... maybe I can get work on it In distance of 10-100 only the bass voice will be played but while getting into the disco you can play loud music Try to imagine the SWAT mission Arresting some two drug pricks in the disco where nice puttas/bitchas/kurevki is looking at action -
Try this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Unit/group move getPos (thislist select x) x is number of unit. When x is 0 then 0 is first unit who activated the trigger. So You can write it in activation area in trigger options when enemy side is set as units who activating the trigger.
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Hello mission makers ! I have two GPS scripts for you This is marker based GPS scripts that may be helpful while mission making and playing missions. The scripts (in .PBO) can be downloaded here. ============================================ First script is GPS of single unit. If unit gonna die, marker will change color to black and script will stop. You can execute it by after-mentioned command (write in unit init) #1 [gps_single_unit,"marker_name"] exec "\gps\gps.sqs" == remember to place markers name in exec with "" like "marker_name" == #2 Just place marker named "marker_name" (without "") on the map and it will work like hell ! ============================================ The second GPS script is for group of units. If individual unit will die, it's marker will change color to black and "mark" setMarkerPos getPos _Target command will stop so it will not overcharge CPU. Why dead unit should have gps ? HEHE If all units of example group will die, script will stop forever (in single mission of course ) Execute by after-mentioned command: #1 [gps_group_name,"first_marker_name"] exec "\gps\gpsgroup.sqs" == remember to place markers name in exec with "" like "marker_name" == #2 Place first marker on the map named for example "mark". Copy this marker and (if you have 12 units in group) past it 11 times so next markers will have names like "mark_1","mark_2","mark_3" etc. Remember not to change next markers names ! So that's all about using my script. Here you have code if you are interested how this is exactly looking <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ==Single unit GPS script== _Target = _this select 0 _Marker = _this select 1 #check ?!(alive _Target): goto "end" ?(alive _Target): goto "update" #update _Marker setMarkerPos getPos _Target ~1 goto "check" #end _Marker setMarkerColor "ColorBlack" ;end end ;exit exit <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ==Single group GPS script== _Group = _this select 0 _Marker = _this select 1 _g1 = (units _Group) #return ~2 ?!(alive (_g1 select 0)): _Marker setMarkerColor "ColorBlack" ?!(alive (_g1 select 1)): _Marker + "_1" setMarkerColor "ColorBlack" ?!(alive (_g1 select 2)): _Marker + "_2" setMarkerColor "ColorBlack" ?!(alive (_g1 select 3)): _Marker + "_3" setMarkerColor "ColorBlack" ?!(alive (_g1 select 4)): _Marker + "_4" setMarkerColor "ColorBlack" ?!(alive (_g1 select 5)): _Marker + "_5" setMarkerColor "ColorBlack" ?!(alive (_g1 select 6)): _Marker + "_6" setMarkerColor "ColorBlack" ?!(alive (_g1 select 7)): _Marker + "_7" setMarkerColor "ColorBlack" ?!(alive (_g1 select 8)): _Marker + "_8" setMarkerColor "ColorBlack" ?!(alive (_g1 select 9)): _Marker + "_9" setMarkerColor "ColorBlack" ?!(alive (_g1 select 10)): _Marker + "_10" setMarkerColor "ColorBlack" ?!(alive (_g1 select 11)): _Marker + "_11" setMarkerColor "ColorBlack" ?!(alive leader _Group): goto "end" goto "1" #1 ?!(alive (_g1 select 0)): goto "2" _Marker setMarkerPos getPos (_g1 select 0) ?(count _g1) > 1 : goto "2" ?(count _g1) == 1 : goto "return" #2 ?!(alive (_g1 select 1)): goto "3" _Marker + "_1" setMarkerPos getPos (_g1 select 1) ?(count _g1) > 2 : goto "3" ?(count _g1) == 2 : goto "return" #3 ?!(alive (_g1 select 2)): goto "4" _Marker + "_2" setMarkerPos getPos (_g1 select 2) ?(count _g1) > 3 : goto "4" ?(count _g1) == 3 : goto "return" #4 ?!(alive (_g1 select 3)): goto "5" _Marker + "_3" setMarkerPos getPos (_g1 select 3) ?(count _g1) > 4 : goto "5" ?(count _g1) == 4 : goto "return" #5 ?!(alive (_g1 select 4)): goto "6" _Marker + "_4" setMarkerPos getPos (_g1 select 4) ?(count _g1) > 5 : goto "6" ?(count _g1) == 5 : goto "return" #6 ?!(alive (_g1 select 5)): goto "7" _Marker + "_5" setMarkerPos getPos (_g1 select 5) ?(count _g1) > 6 : goto "7" ?(count _g1) == 6 : goto "return" #7 ?!(alive (_g1 select 6)): goto "8" _Marker + "_6" setMarkerPos getPos (_g1 select 6) ?(count _g1) > 7 : goto "8" ?(count _g1) == 7 : goto "return" #8 ?!(alive (_g1 select 7)): goto "9" _Marker + "_7" setMarkerPos getPos (_g1 select 7) ?(count _g1) > 8 : goto "9" ?(count _g1) == 8 : goto "return" #9 ?!(alive (_g1 select 8)): goto "10" _Marker + "_8" setMarkerPos getPos (_g1 select 8) ?(count _g1) > 9 : goto "10" ?(count _g1) == 9 : goto "return" #10 ?!(alive (_g1 select 9)): goto "11" _Marker + "_9" setMarkerPos getPos (_g1 select 9) ?(count _g1) > 10 : goto "11" ?(count _g1) == 10 : goto "return" #11 ?!(alive (_g1 select 10)): goto "12" _Marker + "_10" setMarkerPos getPos (_g1 select 10) ?(count _g1) > 11 : goto "12" ?(count _g1) == 11 : goto "return" #12 ?!(alive (_g1 select 11)): goto "return" _Marker + "_11" setMarkerPos getPos (_g1 select 11) ?(count _g1) == 12 : goto "return" #end player sideChat "Checking if leader of the group is still alive" ~10 ?!(alive leader _Group): goto "end2" ?(alive leader _Group): goto "hint" #hint player sideChat "Leader of the group is still alive... returning script" goto "return" #end2 player sideChat "All units of group is not alive... exiting script" ;end end Feel free to remake those scripts ! Oh yeah I'm so strange
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It can be if(!alive _x)then{_m setMarkerColor};' Because now it sets maker pos on dead unit. But anyway sometimes getting position of dead body is useful But you did it very nice and short. Thank you once again
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Looking very nice Thanks man I was working on something kind of _i + 1 It's good but first marker must be named mark_0 and _i = 0 instead of _i = 1
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This is part of my script: _ig = 0 _ic = count (list _Trigger) ?_ic=_ig:_ig=_ig-_ic ; player sideChat ["If %1 = %2 then %2 - %1 = 0",_ic,_ig] It's not working player says If scalar = 6 then 6 - scalar = 0. And "_ig - _ic" is not working too. I tryed to convert scalar to number by: _icc = format ["%1",count (list _Trigger)] _ic = _icc And this is not working too
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Okay I got it working. I mean I got working sideChat without scalar because I used count thislist instead of count (list _Trigger) Now it looks like that: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;executing in trigger: ;[thislist] exec "sniper.sqs" _Trigger = _this select 0 _ic = count _Trigger #UPDATE player sideChat "Update" ~1 player sideChat format ["_ic = %1 _ig = %2",_ic,_ig] ;= instead of == is not working ?_ic==_ig:_ig=_ig-_ic ~2 ? fire : goto "FIRE" ~1 ? con : goto "HERE"; player sideChat "Next target" player sideChat "Updating" goto "UPDATE" First update: Player says _ic = 3 (because of 3 units in trigger) _ig = 1 (because second target (unit) of thislist has been selected but in the second update player says _ic = 1 _ig = 1. So what the hell is going on ?? EDIT: Okay I got it all working ! Thx for thislist and == intead of = suggestions Now it is: ?_ic==_ig:_ig=_ig - _ic And it's working like hell
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It's script for selecting target in trigger for sniper. Thx for suggestion but == instead of = is not working this is all of the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; [sniper_name,trigger_name] exec "sniper.sqs" _Sniper = _this select 0 _Trigger = _this select 1 _ig=0 _id=count (list _Trigger) _ic=_id con = true fire = false ~1 {player sideChat format ["There are %1 units in %2 trgger",_x,_Trigger]} forEach _ic #HERE ~1 _g = list _Trigger select _ig player sideChat format ["%3 set, %2, target %1",_g,_Sniper,_ig] _Sniper doTarget _g _ig=_ig+1 ~1 con = false goto "UPDATE" #UPDATE player sideChat "Update" ~1 player sideChat format ["_ic = %1 _ig = %2",_ic,_ig] ;= instead of == is not working ?_ic==_ig:_ig=_ig-_ic ~2 ? fire : goto "FIRE" ~1 ? con : goto "HERE"; player sideChat "Next target" player sideChat "Updating" goto "UPDATE" #FIRE _Sniper doFire _g player sideChat "Fire !" fire = false goto "UPDATE"
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It keeps tracking units when they are in vehicle so tracking just vehicle isn't needed.
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New version is availble now. Executing ---> [group_name,"first_marker_name",refresh time] exec "\gps\gpsgroup.sqs" So it looks like [gr1,"m",5] exec "\gps... All units in gr1 will have it's own marker with refresh rate 5 seconds. Download new version MIRROR 1 MIRROR 2 New code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _Gr = _this select 0 _Mar = _this select 1 _Ti = _this select 2 ~2 _g = units _Gr _CG = "alive _x" count _g player sideChat format ["There are %1 allive people in %2 ... starting script","alive _x" count _g,_Gr] goto "update" ;================================================ #update ~_Ti _CG2 = "alive _x" count _g ?_CG2 == 0: goto "end" ;================================================ #1 ?MarkerColor _Mar == "ColorBlack": goto "2" ?(alive (_g select 0)): goto "1e" #1e _Mar setMarkerPos getPos (_g select 0) ?!(alive (_g select 0)): _Mar setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 0] ;================================================ #2 ?_CG == 1: goto "update" ?MarkerColor (_Mar + "_1") == "ColorBlack": goto "3" ?(alive (_g select 1)): goto "2e" #2e _Mar + "_1" setMarkerPos getPos (_g select 1) ?!(alive (_g select 1)): _Mar + "_1" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 1] ;================================================ #3 ?_CG == 2: goto "update" ?MarkerColor (_Mar + "_2") == "ColorBlack": goto "4" ?(alive (_g select 2)): goto "3e" #3e _Mar + "_2" setMarkerPos getPos (_g select 2) ?!(alive (_g select 2)): _Mar + "_2" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 2] ;================================================ #4 ?_CG == 3: goto "update" ?MarkerColor (_Mar + "_3") == "ColorBlack": goto "5" ?(alive (_g select 3)): goto "4e" #4e _Mar + "_3" setMarkerPos getPos (_g select 3) ?!(alive (_g select 3)): _Mar + "_3" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 3] ;================================================ #5 ?_CG == 4: goto "update" ?MarkerColor (_Mar + "_4") == "ColorBlack": goto "6" ?(alive (_g select 4)): goto "5e" #5e _Mar + "_4" setMarkerPos getPos (_g select 4) ?!(alive (_g select 4)): _Mar + "_4" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 4] ;================================================ #6 ?_CG == 5: goto "update" ?MarkerColor (_Mar + "_5") == "ColorBlack": goto "7" ?(alive (_g select 5)): goto "6e" #6e _Mar + "_5" setMarkerPos getPos (_g select 5) ?!(alive (_g select 5)): _Mar + "_5" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 5] ;================================================ #7 ?_CG == 6: goto "update" ?MarkerColor (_Mar + "_6") == "ColorBlack": goto "8" ?(alive (_g select 6)): goto "7e" #7e _Mar + "_6" setMarkerPos getPos (_g select 6) ?!(alive (_g select 6)): _Mar + "_6" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 6] ;================================================ #8 ?_CG == 7: goto "update" ?MarkerColor (_Mar + "_7") == "ColorBlack": goto "9" ?(alive (_g select 7)): goto "8e" #8e _Mar + "_7" setMarkerPos getPos (_g select 7) ?!(alive (_g select 7)): _Mar + "_7" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 7] ;================================================ #9 ?_CG == 8: goto "update" ?MarkerColor (_Mar + "_8") == "ColorBlack": goto "10" ?(alive (_g select 8)): goto "9e" #9e _Mar + "_8" setMarkerPos getPos (_g select 8) ?!(alive (_g select 8)): _Mar + "_8" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 8] ;================================================ #10 ?_CG == 9: goto "update" ?MarkerColor (_Mar + "_9") == "ColorBlack": goto "11" ?(alive (_g select 9)): goto "10e" #10e _Mar + "_9" setMarkerPos getPos (_g select 9) ?!(alive (_g select 9)): _Mar + "_9" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 9] ;================================================ #11 ?_CG == 10: goto "update" ?MarkerColor (_Mar + "_10") == "ColorBlack": goto "12" ?(alive (_g select 10)): goto "11e" #11e _Mar + "_10" setMarkerPos getPos (_g select 10) ?!(alive (_g select 10)): _Mar + "_10" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 10] ;================================================ #12 ?_CG == 11: goto "update" ?MarkerColor (_Mar + "_11") == "ColorBlack": goto "update" ?(alive (_g select 11)): goto "12e" #12e _Mar + "_11" setMarkerPos getPos (_g select 11) ?!(alive (_g select 11)): _Mar + "_11" setMarkerColor "ColorBlack"; player sideChat format ["%1 is dead",_g select 11] ;================================================ goto "update" #end player sideChat format ["All units in %1 group are dead... exiting script",_Gr] ~2 ?MarkerColor _Mar != "ColorBlack": _Mar setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_1") != "ColorBlack": _Mar + "_1" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_2") != "ColorBlack": _Mar + "_2" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_3") != "ColorBlack": _Mar + "_3" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_4") != "ColorBlack": _Mar + "_4" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_5") != "ColorBlack": _Mar + "_5" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_6") != "ColorBlack": _Mar + "_6" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_7") != "ColorBlack": _Mar + "_7" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_8") != "ColorBlack": _Mar + "_8" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_9") != "ColorBlack": _Mar + "_9" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_10") != "ColorBlack": _Mar + "_10" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_11") != "ColorBlack": _Mar + "_11" setMarkerColor "ColorBlack" ?MarkerColor (_Mar + "_12") != "ColorBlack": _Mar + "_12" setMarkerColor "ColorBlack" player sideChat format ["Script has been turned off. %1 will no longer be controlled by GPS",_Gr] exit
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How to count alive units from group in script ?
TYsiEK posted a topic in OFP : MISSION EDITING & SCRIPTING
I need to count alive units of individual group. How can I do that ? -
How to count alive units from group in script ?
TYsiEK replied to TYsiEK's topic in OFP : MISSION EDITING & SCRIPTING
THX so much ! It's working If I could count like this: _Group = _this select 0 _Gr = units _Group player sideChat format ["There are still %1 units alive in %2",count _Gr,_Group] Then command will count only first number of units in group. So If I could kill officer of the 12 units group, command will count it 12. -
Okay I have first errors I'll update it for some 30 mins
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After some 10 mins of playing mission, OFP crashes and I got error: Unknown software exception (0xc0000096) at address 0x00635 . This is my stuff information: Celeron D 2,66 ghz GeForce FX 5600 XT 128mb Some shitty SIEMENS-FUJITSU motherboard after burned ASUS 768 mb DDR 80gb hdd - Ofp is on 24gb's free partition D: Easy touch keyboard Tech4 mouse Nice black skinned chair I'm on DX9.0 and Nvidia drivers 81.98. This is last error information from .rpt file: ======================================================= Date: 05/07/06 Time: 20:05:04 ------------------------------------------------------- Exception code: C0000096 PRIV_INSTRUCTION at 00635EEF Version 1.96 Fault address: 00635EEF 01:00234EEF D:\Gry\OperationFlashpoint\flashpointresistance.exe file: 01Arresting talibans action (__cur_sp) world: catintro Prev. code bytes: 88 9D 78 00 8B 40 30 56 8B 74 24 14 89 44 24 0C Fault code bytes: 8B 41 24 81 C2 C8 00 00 00 85 C0 57 8B 7E 70 89 Registers: EAX:00000003 EBX:00180040 ECX:0013F864 EDX:102FCD00 ESI:19FCF0F0 EDI:0013F864 CS:EIP:001B:00635EEF SS:ESP:0023:0013F751 EBP:000001D4 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010206 ======================================================= I have a lot of add-ons but if some add-on makes the problem... :/ I will not reinstall OFP because this is stupidest and stupid easiest way to fix the problem. I wanna know what the hell is EXACTLY going on So... please help me. EDIT: The list of things that I tryed to fix: - deleting .pbo's from another folders than addons folder - setting lower preferences in advance settings of OFP - checked temperature of CPU --> it's ok - set refresh rate from desktop settings to 75hz from 85 because OFP had 75hz so I was thinking that this is the bug but it's not as I see - checked my mission that you can download here. list of required add-ons for my mission (add-ons that maybe could crash my ofp): "bas_deraJ","afganc2","afganc1","afganc3","af ganc6","afganc9", "CBT_HMMWV","rktmod","LHO_5TDESERTREPAIR","lho_5tdesert ", "MiG_anim","afganc10","mersed1","talibanuaz"," ;DragonWar", "bas_weap","hyk_ussoldiers","lsr_uswp","jam_magazines&q uot;, "cbt_misc","bas_soarpilots","BAS_MAH60","ofpdafghanpack ", "bis_resistance" (Bis resistance ? LOL ) Those fganc are from newest afghan units pack
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So may I be sure that there is no problems with add-ons ? If I could have any problems with add-ons then .rpt file would report it including line with add-on id/name ? Mega_stupid_drv_pack_3.05 - newest and stupidest pack Don't worry I know you had to. Most people has plug&play chair. I really was thinking that the problem depends on chair but I gonna check the island and mission.
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Hello guys. I got pretty big problem I made the script that creates Tomahawk missile some 50 meters above the marker. It looks like that: _xPos = getMarkerPos "uav" select 0 _yPos = getMarkerPos "uav" select 1 _zPos = getMarkerPos "uav" select 2 _missile = "CoC_TomahawkBlock2BLU" createvehicle getmarkerpos "uav" _missile setPos [_xPos,_yPos,_zPos + 50] "uav" is some kind of gps marker I made the script where marker follows vehicle/soldier . So the problem is... when running script, Tomahawk missile is setting at 50 meters just above the marker and OFP crashes I know guys it's very funny hehehe . This is an error report: ------------------------------------------------------- Exception code: C0000005 ACCESS_VIOLATION at 00493E71 Version 1.96 Fault address: 00493E71 01:00092E71 D:\Gry\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE file: Tomahawk testings1 world: Intro Prev. code bytes: 20 DB 71 00 D9 9E 68 02 00 00 8B 43 2C 8B 40 08 Fault code bytes: 8B 40 4C 8B 58 08 8D 45 B8 50 8B CB E8 6A 85 FF Registers: EAX:00000000 EBX:151BD700 ECX:00000000 EDX:14C93840 ESI:151ED600 EDI:00000000 CS:EIP:001B:00493E71 SS:ESP:0023:0012F890 EBP:0012F9A4 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010202 ======================================================= If somebody could help me I could be thankful