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Everything posted by Tankbuster
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Does this happen for all users ? If so I'll provide a quick update as soon as I'm at home from work. Xeno Yes, mate. All users.
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3.08 West AI on a dedicated server. This error occurs when a player dies and is only seen by that player. Dead bodies are not removed.
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Purely in terms of value for money, Track-IR is still better but the gap has certainly closed. For the uninitiated, Track-IR software with Track Clip Pro hardware is certainly a very good compromise.
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I get this too. I have an 8800GTX running XP, but I'm convinced this is an overheating problem. When it happened a few days ago, I ran ASUS Probe2, and that was reporting MB temperatures of 57C. The CPU (a C2DE6600 stock) was at 41. So the CPU was warm but well within constraints, but the mobo was very hot indeed. I don't have a temperature sensor on the GPU so it's not conclusive, but nevertheless, I've sure this is an overheating problem. What else can have heated the motherboard so much?
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That's true but it's not nearly as comprehensive at Lowfly's one.
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That's true but it's not nearly as comprehensive at Lowfly's one.
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Xeno, welcome back. This is only the second time I've given one of these out!
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Xeno, One of the joys of this mission is that it is so configurable and to be honest, I've learnt an awful lot by reading your code and fiddling with stuff. I had never dePBO'd anything until you rolled up! So, now that I've got my hands dirty with code, I want to know if it'll be possible to modify this mission by other means. At the moment, in the status menu, we can turn player markers on and off; I think it'd be cool to see many many more options changeable from inside the game, just for example, I'd like to have a screen that we can specify what vehicles can be picked up by UH #4. I know these can all be done by code, but it'd be cool if we could do this either by dialogues inside the game or maybe by a setup application ran outside of the game, maybe a web interface or something? The reason I ask now that if 3.05 is to be the last version, then the light modders like me would really like to get to work on this and change it so that it's just so. Another example, we play West AI mostly, but I think it improves the teamwork aspect to have only arty operators being able to call in the 'Nine Mile Snipers' as they are called in the British Army. That said, having all of that available from an MHQ is cool too. There's so much stuff I'd love to graft onto this mission I just cannot remember it all!
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And this relates to the other point dogsb made. 'Enemy decided to destroy it themselves' happens when; (1) Timed satchel charges go off after the player who placed them dies (2) The target is killed by an artillery strike (3) The target is killed by collateral damage. It's a shame this happens, but I'm guessing this behaviour is buried deep within the hard code, probably with an eventhandler. It would be nice if it could be tidied up so the credit for kills is given more accurately. Also, I'd like the game to be able to work out 'assists'. For example, the pilot of a UH60 should get some of the credit for the kills his gunners get. Likewise for tank drivers/commanders. Can this be done in any way, Xeno, do you think?
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JTD Smoke Effects MP Beta 5
Tankbuster replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
Got server and client side now. We like it. This addons staying installed. Thanks! -
JTD Smoke Effects MP Beta 5
Tankbuster replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
Well it's a little more complex... let me try & explain as best I can. First off, server needs to have the addon. Clients can choose whether to or not. By default, all viewblock is disabled. This is how I recommend it's run, as viewblock is a FPS killer when there's lots of smoke. If the serverside addon is viewblock enabled (via the config file in ArmA\dta folder) then all serverside AI will be subject to AI viewblock. My understanding is that any units under your command will NOT be subject to it, so there is the option of enabling clientside AI viewblock which your units WILL be subject to. Something like that So if you want AI viewblock smoke, my recommendation is to run it serverside only. I doubt very much that you'll notice the benefits of clientside smoke, and it will only drag down your FPS. Thanks for the reply. I turned viewblock on. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define DMSmoke_Viewblock_server_Enable true I do understand the thing about AI I create and command being local to me and not the server and therefore not being affected by server side mods. When I mentioned client side smoke, I meant the thick oily plumes of smoke going high into the air, more eye candy than view block. Does that have to be client side? -
JTD Smoke Effects MP Beta 5
Tankbuster replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
Well DMSMokeEffects has never worked as a server side only addon, it only ever worked as a client-side only addon, until now. If you're using DMSmokeEffects to perform serverside viewblock in MP games, then yes this version is better. In fact this version (hopefully) should totally replace all previous versions. I see. So, let me get this right.. viewblock works as server side, but the fancy smoke stuff needs to be both client and server? -
JTD Smoke Effects MP Beta 5
Tankbuster replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
That makes this version all the better! Downloading and installing now! Many thanks -
JTD Smoke Effects MP Beta 5
Tankbuster replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
Does this still work as a server side only addon? I'm currently using DMsmokeeffects4_3b and would like to upgrade to this newer version. -
I'm still fiddling with this and having great fun. I have one comment for Xeno and question. The briefing needs rewriting. For example, it still makes mention of teleport to medic 113. Most of my changes have been made by changing the text files using ArmA Edit. If I load it up in the editor and add units, when I save it out as MP file, only the mission.sqm gets created, none of the other files or folders are made. So, how do I get this mission.sqm into the mission folder? Can I just copy it direct into the mission folder or will this break something? Can I find the lines that describe my new units and copy paste them into the existing mission.sqm? Also, the airdrops take too long, if they were faster, it would improve gameplay. I've changed the speed of the airdrop helicopter from normal to fast, is there anything I can do to speed it up further? Also, I'd like the airdrop LZ to be more accurate. The dropped object often appears hundreds of metres away from the target the player chooses. Can I make this more accurate? Thanks in advance, guys. Thanks
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I got it this morning, just reading through the readme now. I'll unpbo it and see what's inside later. Thanks mate.
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Turok, That's wonderful. Now, I've got a mildy modified West AI 3.02 and I want to get that Mando stuff in it. Can you give me a few pointers?
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Further observations, Bigmikes stuff seems a bit 'rough and ready' so I'm not suprised there's errors with it. I've decided not to use it, despite liking the idea of a silenced SPR. I still don't understand why just dropping these PBOs into the addons dir didn't work yet modfolder method does? Any thoughts?
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I'm rather embarrassed to ask because I used to make this work, all the way from OFP to ArmA, but now it doesn't. My addons don't seem to get recognised. I don't want to use the addon folder method. I dropped the osprey into my dbe1 addons folder and ran the editor (i go in via the mulitplayer/new/create game/new-editor route as recommended by BAS) and dropped a player into the map. I then couldn't find the Osprey in BLUFOR/air or empty/air. I didn't think much of it at the time, and moved on. A few days ago, I got bigmikes spr and dropped the pbo (yes I did unzip it first) into the addons dir AND the dbe1 addons dir and used this addweapon "SPR1" in the init line of the player, saved and previed it and got the error message, "cannot play, reqd content has been deleted etc etc". I've tried putting the pbos in deb1 addons only, in root/addons only or both but still NO addons seem to be available. I've copied the completed test missions to my server (with addons installed as above) and still, no addons work. I'm running XP Pro on both my machine and the server. I'm out of ideas, please guys, what basic error have I made here?
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You'll be sorry for that some time. Some examples that will render you sorry: -"Damn i get kicked from a whole lot of servers and i don't know why, i'm not loading any addons either, i think" -"Damn i get this errormessage when i load the game, now i wonder what out of 7 gazillion mods i start with is causing the problem" -"Damn my bloody game is DEADSLOW and i'm not loading any addons that i know of" I'm well aware of your addon synchroniser and kegeteys launcher and have used them both in the past. However, I play with very few mods and my playing is usually limited to my own server with a few mates, so I don't think either application gains me much.
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Why not? Have you at least tried it to see if it works? I have now, and that does seem to work. Bigmikes spr gives a config error, but that's probably unrelated. The opsrey addons does now work.
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Yes my apologies for butchering your username. It was typed in a hurry before work!
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desc.ext *edit*Ah. quick draw turk got there before me.
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Guys, How does one go about adding addons into this mission? Specifically, I'd like to add hotshotmike's silenced SPR into the ammo box near the flag and every ammo box created by MHQs. http://www.armedassault.info/index.php?cat=addons&id=206 I'd also like to change the side mission prizes. I'd like to remove the AH6 and have the game gift the team something else, maybe Franzes F/A 18. I've tried a few times, but made varying degrees of mess, usually ending up with no addons and the mission stuck at night time. Any hints gratefully recieved. Tanky -Paul-
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You're joking? It's as easy as that? I'm up for it! /runs depbo.