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Tankbuster

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Everything posted by Tankbuster

  1. Good news! I tell you what would be interesting... is your friend able to install your RAM in his PC?
  2. Ah, OK, this CPU has on onboard graphics - that rules that out - good. I hope your OS reinstall fixes this, very best of luck. I have that feel too about the RAM. Have you reseated it? Physically take it out of it's slots, blow some air into the slot, make sure the RAM board is clean and doesn't look structurally damaged and put the RAM back in. I can recall a number of situations where a reseat fixes, or reveals, the problem. I once found a staple lodged in the AGP port (shows how long ago it was) of my own PC. The motherboard went on to serve another year or so, the GPU... not so much.
  3. Initial thoughts are that despite the RAM testing good, it might actually be faulty. As GS says, make sure the onboard gpu is disabled.
  4. Tankbuster

    Tactical Ping issues

    That author has a second tactical ping mod, called 'enhanced' I think. Not look at that one yet.
  5. Tankbuster

    Tactical Ping issues

    I havent tried it yet, to be honest. I'm hoping it's both.
  6. Tankbuster

    Tactical Ping issues

    I hope you find out what makes it work and what breaks it. Meantime, I've ben mulling over using this instead. https://steamcommunity.com/sharedfiles/filedetails/?id=1188482020
  7. The more mods you load, the more likely you are to have problems. Your players are probably timing out. You are loading at least 4 terrains here. You should not load the terrains you aren't using in the mission. Have a critical look through your mod list and decide which ones you must have. If you are using a mod for a single thing that get's seen once in a four hour mission, maybe consider not using that. Hidden Identity, for example, has not been updated for 4 years and according to the author, most of what it does is in RHS, which you already have.
  8. I always rented a dedicated box with them. Very good value if you can spread the cost over clan members
  9. If you're competent with remote desktop and working with dedicated servers, Hetzner have always been good. https://www.hetzner.com/
  10. Tankbuster

    Authority 20 player coop.

    Mission updated to 1.14.4336 A small update that was supposed to include a new secondary mission that wasn't finished in time. Adds feature - a dynamic respawn timer system that rewards players who die less often with shorter respawn times. Will improve this later to reward medics and engineers who heal / repair. Adds feature - players respawning at the forward vehicle are placed inside it if the vehicle is moving and outside it if its stationary. Thanks to @larrow for his help with this - I've not yet fully implimented his fixes
  11. Does anyone have any experience with BIS_fnc_showRespawnMenuDisableItem? I've fiddled with it enough that I can get the expected returns from the function, ie, I get 'enabled' when enabling, 'disabled' when sending it disable and the appropriate return array when I send it 'state'. So it's not giving errors and appears to be working internally, but the respawns don't get disabled. Firstly, I can't work out whether I need to run the function while the player is incap'd and the respawn screen is up, or if I need to run it while player is alive. It seems to make no difference because the respawns are not being disabled. //from missionsetup.sqf, serverside forwardrespawnpositionid = [west,"forwardmarker", "Forward Vehicle"] call BIS_fnc_addrespawnposition; The above works and has done for years, it gives the player the option to respawn at the marker. Here's the line of code ["enable", uiNamespace getVariable "BIS_RscRespawnControlsMap_ctrlLocList", "Forward Vehicle", "nope"] call BIS_fnc_showRespawnMenuDisableItem; and the disable version is similar. The function returns as expected, but the actual respawn isn't limited. I've run it through debug consoles and through a script in the mission, neither works
  12. Yey! I see you've updated the wiki too. Much obliged. 🙂
  13. Tankbuster

    The Fictional MX Rifle series, why?

    Yes, I remember it well. That caused a few of us to be very vocal. @ballistic09tore a few new chocolate starfishes over that, and quite rightly so. The stupid names annoy me less now, perhaps I've mellowed and come to accept them.
  14. I knew you'd work it out if you looked under the bonnet. I had my suspicions the wiki was missing some bits. I'm very grateful! OK, 4 params. I'd got my head around the string = marker and object = object thing because I have two respawns at the same place, one a moving marker and the other the object itself but I only wanted one to show at a time. I actually brute forced it by having a script that removed one and added the other and vice versa, but I worry about network traffic. I'll have another bash with this function tomorrow. Thanks again. 🙂
  15. Tankbuster

    The Fictional MX Rifle series, why?

    Agree completely. Slammer and Wipeout. So very childish, particularly in comparison to the very grown up and sober Laws of War.
  16. This function being able to work with menuPosition is mentioned on the respawn page, near the bottom, in the chapter about official templates > MenuPosition. Also, the functions own page lists the respawn positions control in the uiControl parameter, the last one is loadout, the middle one is role and the first one is location. I've looked at the function itself, as I'm sure you have but I didn't understand much of it, so I didn't glean anything from that. If you send the state parameter and the locationlist ui to the function, it does return an array containing the respawn it claims to have disabled, but in reality, that respawn is still useable. I think I've seen it working in game too, though it wasn't my code that triggered it. I have another respawn at an ammbox back at base, players sometimes go there because the VA is on the ammobox. Once, the box got destroyed when an aircraft crashed on it and the respawn button in the respawn dialog turned red and said something to the effect of "You can't spawn there - choose somewhere else". Now I don't know if that was this function doing that, and I have no way of finding out, but it seems likely. I set that ammox to allowdamage false now so it doesn't happen again.
  17. Tankbuster

    Authority 20 player coop.

    Ah, I see what you did there. 😏 Dead bobcats is because either we sucked at the runway tidy-up missions, or you stumbled into my secret dev server where I try to mitigate all the glitches that Peepje finds, like discovering his rifle can clip inside an enemy APC and kill the crew while not damaging the vehicle. Proper answer: I removed some animals, not all, as there are too many spawning and as yet, I don't have a despawner for them.
  18. Tankbuster

    Authority 20 player coop.

    Mission updated to 1.14.4310. Download links from GoogleDrive on first page. This release is mostly optimsations and so the changes are quiet boring to relate. 🙂 A new mission where players are tasked with destroying an enemy asset from a long way away replaces a similar, but much slower-to-setup mission. A big array of hills is created during mission init. It takes some time to work, but the time use is outweighed by other optimisations in the server init. Added a funky missilecam so players at the airbase can see the feed attached to cruise missiles fired from offshore destroyer. Improved primary target roadblock placing. Should result in less clipping/cospawning. Changelog in spoiler below;
  19. Tankbuster

    Drag Dead Body Script

    Author still plays Arma 3, he's on my steam freinds list and played yesterday, but hasn't logged into BI forums for a few years. Bob, if you are reading this, do you have anything planned for this?
  20. Yes mate, there are so many smoking guns in the picture. But he's got it working again now and that's the most important thing.
  21. Intel usually has a rabbit of some sort ready in the hat. Nvidia meantime are blaming Samsung (who blame a shortage of wafers) for the lack of 30xx GPU until the spring.
  22. Guys, I want to bolt a camera to a venator missile and see it in flight. Ultimately, I want to render this to a screen, but I've fallen at an earlier hurdle. I spawned the missile in mission and, through lots of fiddling with camSetTarget and camSetRelPos I managed to achieve the look I wanted. m= createvehicle ["ammo_Missile_Cruise_01", getpos player, [],0,"NONE"]; m enablesimulationglobal false; [m,3] call BIS_fnc_setheight; cam = "camera" camCreate [0,0,0]; cam cameraeffect ["internal","back"]; cam camsettarget (m modeltoworld [-0.2,10,-4]);cam camsetrelpos [-0.07,-10.2,3.9]; cam camcommit 0; But in the actual mission, when I run the camcreate, cameraeffect, camsettarget and camsetrelpos commands a script laucnhed through a fired eventhander on the VLS, the viewpoint is completely different. It moves with the missile, but the viewpoint isnt close to what I spent ages working out. The result is never the same twice, here's just 2 screenshots, Code launched from the EH; (adapted from 14 year old post by Big Dawg KS, who is long gone) __tky_starts _myscript = "vlscam"; params ["_shooter","_wep","_mz","_firemode", "_ammo", "_mag","_r"]; diag_log format ["&&vlscam gets %1", _this]; _list = ["R_M136_AT","M_Javelin_AT","M_Stinger_AA","R_PG7V_AT","R_PG7VR_AT","M_Strela_AA","R_Hydra_HE","R_57mm_HE","R_80mm_HE","M_Sidewinder_AA","M_TOW_AT","M_AT5_AT","M_Hellfire_AT","M_Vikhr_AT","ammo_Missile_Cruise_01"]; if((_ammo) in _list)then{ _camera = "camera" camCreate [0,0,0]; _camera cameraeffect ["internal", "back"]; while{alive _r && alive _camera}do{ _camera camSetTarget (_r modelToWorld [-0.2,10,-4]); _camera camSetRelPos [-0.07,-10.2,3.9]; _camera camCommit 0; sleep 0.001; }; if(alive _camera)then{sleep 1}; _camera cameraeffect ["terminate", "back"]; camdestroy _camera; };
  23. Chaps, The armed versions of the Hunter have a rendersurface for the gunner, but the unarmed version doesn't. I want to attachto a land_tablet_02_black_f inside an unarmed Hunter so that I can rtt its screen. In the editor I've placed it, got it's position and orientation just right. See below; But when sitting in that seat, it's not rendered in first person for anyone in the vehicle. I'm assuming this is to do with viewLODS, which I'm ot really familiar with. See below; In third person, or in camera view, it does render, albiet with wrong orientation. You can see it through the window. You can also see it if you're not in the vehicle. I attached a blue arrow to te tablet object so I could be sure where it actually is - not sure if this is making things worse? Anyway, is there a way of having this object render so vehicle crew can actually see it?
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