Jump to content

Thirdup

Member
  • Content Count

    674
  • Joined

  • Last visited

  • Medals

Everything posted by Thirdup

  1. Thirdup

    Random Mission generator?

    My bad. MP-only I guess (SP would just be the preview). Back in ArmA1 I tinkered with converting the wizzard missions into normal pbo's so I could edit them and run them on my dedicated server. It was a huge pain in the arse, though (the wizzard stuff goes back to OPFP code).
  2. The dll in the thread title is a DirX9 dll. ArmA2 is a DirX9 game (not DirX10). People with DirX10 (Vista) may have to install this dll as part of your system (not just drop the dll into the ArmA folder). Follow the link on the ArmA2 demo page or see the sticky above. It's a Microsoft fix. Just run it and you should be gold.
  3. Much love for sheep and WWII planes. ;)
  4. Thirdup

    Random Mission generator?

    There is no "ramdom mission generator" so to speak (at least not one where you just click one button). You can use the wizzard to gererate a quick little mission (of various types, flag capture, seize area, team play, coop, etc). It's very simple to use and it works in SP or MP. On a dedicated server you can configure it to list stored missions from a "pool". But they still have to be created by somebody (the game won't "randomly generate" them).
  5. Thirdup

    help with nexway

    One of the files on your Nexway download page is for the manual.
  6. "persistent=1" just means that the currently playing game will contine to play even after all players have logged out (used for games like Domination, etc). If you want only one specific mission to load, you should be able to call it from the "class Missions" section. I had my old server set to only run one specific mission, but I'll have to look how I did it. I think it was something like this: class Missions { co30_Domination_1 // call it whatever you like { template = co30_Domination_1_00A2T10_West_R.Chernarus; // note remove ".pbo" extension difficulty = "regular"; }; };
  7. Missions will automaticlly load to your client. Mods are another story. You need to have any specifically required mods loaded to join a mission that uses them There is a method (highly suggested) to manage mods and addons. It involves individual folders named with "@" and then calling these folders via your desktop icon. I'll have to drag up a link, as it's a bit involved to describe it here. Yes, if you use the above mentioned system. You can have one desktop icon for the normal game. Another icon with (for example) a bunch of mods with snow equipment, winter paint jobs, white cammo, etc. Another icon for all your desert gear, desert camo, and maybe a desert island map. One thing you do NOT want to do is start simply dumping mods and addons into your addon folder. You'll end up causing yourself huge heartache by creating a ton of potiental bugs, crashes, conflicts if you do. I'll find you a link explaining the @folder system..... ---------- Post added at 02:51 PM ---------- Previous post was at 02:25 PM ---------- OK, I don't see a simple and useful link explaining it, but I know there's a few out there. Anyway, here's the general idea (using a ficticious mod named "Winter"): First part (creating the folder) -- 1) create a folder in your root ARMA2 directory. Name it @Winter 2) Inside that folder create a folder named "Addons". 3) Inside that folder will be the .pbo files (these are the actual mod files) Second part (creating the desktop icon) -- 1) Make a "copy" of your ArmA2 lauch icon (right click, copy, paste next to original) 2) Re-name the icon (right click, rename, "ArmA2 Winter") 3) Adjust the startup parameters (right click, properties, tab to "shortcut") 4) In the box labled "target" you'll see something like: "C:\somePath\ArmedAssault.exe" 5) We want to add the mod to these parameters so that the game will call up the mod when it's launched via this shortcut. 6) So we modifiy the target to read: "C:\somePath\ArmedAssault.exe" -mod=@winter (*be sure to note the space before the dash) 7) Save it and launch ArmA2 with the new shortcut. You'll now have the new "Winter" equipment available (you can test it in the editor to confirm). Again, this is using a ficticious example. You can call up multiple @folders at once in the same shortcut by seperating them with a semicolon: "C:\somePath\ArmedAssault.exe" -mod=@winter;@whatever;@whatever2 It might sound daunting at first, but there is really not that much to it after you've done it a few times. Trust me, if you want to use mods and addons in ArmA then this is the way you want to do it from the get-go.
  8. Thirdup

    Red Dawn: Endgame Arma 2 Trailer

    Love your vids, man. Great piece of work here.
  9. Thirdup

    Merchandising

    I've always wanted a nice laminated wall map of each OFP/ARMA/ARMA2 island. I'd buy a Zippo, too. And a "this thread CLOSED by Placebo" t-shirt of course. ;)
  10. Thirdup

    Carrier Domination West AI (LHD As Base :) )

    A few of us ran this mission last night and had a blast with it. Just something different (the group I play with are all flgiht simmers, so having all those aircraft availible from the start was refreshing). A few bugs I noticed: *AI falls overboard alot (dies at recruitment or awaiting teleport) *AI often needs some coaxing into helos on deck *The first time I spawn in, I was swimming under the internal model of the ship (can not replicate). Things I'd like to see: *A flag pole at base (for departures) *A static teleport point at base (for arrivals...when the MHQs are deployed elsewhere) Good fun, though. Keep up the good work.
  11. Good to hear there's a few games out there doing this (for users with multiple devices). But I'm still pretty sure impossible to configure it in the current version of the game (using the in-game comms, at least). The entire ARMA2 audio package would need to be re-engineered to allow for multiple devices. As I said, it already can be done using a 3rd-party comms application (like Vent or Teamspeak). It still would be a nice addition for those who use on in-game comms AND who have multiple sound cards/output devices
  12. Yeah, I think Richie posted a tutorial of that last month. Not much you can really do with it, though (which is why I suspect it's not part of the published works).
  13. If you mean the in-game VOIP comms?......I doubt that would be possible. While in-game voices and comms are on there own channel, the game (application) outputs to only a single device (thus you'd have a hard time splitting things up like that). As long as the game comms are actually part of the game itself, BIS would literally have to design an audio control panel that allowed for multiple devices (I can't actully think of any game offhand that has that for internal comms). You could have mutilple applications going to multiple devices/soundcards (ie: Teamspeak to one sound device and ArmA to another device). Whether that works with certain USB headsets (sadly) depends on the drivers (my Creatives won't allow for it).
  14. Thirdup

    cloud question

    editor > modules (on the right)
  15. Thirdup

    Carrier Domination West AI (LHD As Base :) )

    Looking forward to trying this!
  16. I like McSpeedfreak's solution. My old rig had two sound cards and I'd run Vent thru the onboard card and game sounds thru the second card. It added a bit of immersion having only radio comms come over the headset. I'm currently running a USB Creative HS-1000. It's a very good sounding headset and quality mic sound, but it's drivers shut down my onboard sound card when it's plugged in and I've found no way around that. I was hoping to be able to set it up with only comms over the headset, but no joy.
  17. Many more, limited only to the imagination of the mission designers. Another very popular co-op is "WACO" (a variant of the Warefare design). WACO is a "capture the island" scenario with two opposing sides and bases fighting a third local resistance faction at the same time. Each team allocates resources (gained from capture and salvage) and builds what it can afford to put into battle. WACO hasn't made it into ARMA2 yet, as far as I know. These games (missions) have so many various custom scripts, user interfaces, controls, etc....there is no way it would fit into one manual. But these are player-made missions running player-designed scripts....not really from BIS (thus not in the game manual).
  18. Thirdup

    Free Camera

    This little tutorial for the camera.sqs might help you out: http://www.vimeo.com/1545959
  19. Thirdup

    CD key disabled ?

    At the begining of the installation, did you notice a screen that said "License Agreement: Click Here to Agree"?
  20. Thirdup

    Some UAV questions

    There is a slick little UAV module built into the editor. Watch the videos I linked. The problem is, it's totally useless. But the UAV *itself* (just the aircraft) is still useful (at least for recon). Just depends on the mission design. Yes, you can get AI (in your squad) to fly any plane to a location and just loiter (do not fire). They will chat about what they see. You will get markers on the map as long as they have eyes-on. What you won't get is the cool little camera operator view (seen in the above videos). That's part of the module. As you get more familiar with how to command AI and how they interact with you, it'll make more sense then.
  21. Thirdup

    Some UAV questions

    Oh, you can get recon. A helo bobbing up. A jet doing a high-speed pass. Even a squadmember in a chute. Manually mark the map. The UAV itself could even be of use for that....just not the remote-access module.
  22. Thirdup

    Some UAV questions

    1. Yes (but)....if the pilot sees anything, he'll go into spaz-mode and swoop down for the nearest tree to crash into. The module needs to be re-worked so the pilot isn't in "attack" mode. 2. It depends. If the UAV and it's "pilot" are in your squad (again, mission-dependant), you will get map makers and radio chatter. 3. See above. 4. Just the map unless you're viewing in "camera operator" mode). 5. Depends on the mission design. If the controlling object is mobile (ie: the module is assigned to a truck, etc) then you could use the UAV camera interface anywhere. Until the module is "tweeked" (either by BIS or a modder) it's pretty pointless to use right now. It can't fulfull it's attack role nor it's observation role. The pilot goes completely stupid and dives the instant he sees a target. And the camera is so unstable, it serves no purpose as a laser designation platform (*you can totally forget about the Hellfires onboard being of any use). Right now, it's a neat toy for flying around an empty map. What it looks like when it's not near any target: How to set up the module and use the UAV interface:
  23. Place it in the "MPMissions" folder on the server. Then when you log in to play, the mission will be on the list. If you want to leave the mission running all the time (even when nobody is on the server) edit your server.cfg file....look for the line "persistent=1" ---------- Post added at 07:21 PM ---------- Previous post was at 07:15 PM ---------- Editing your server.cfg http://community.bistudio.com/wiki/server.cfg ---------- Post added at 07:22 PM ---------- Previous post was at 07:21 PM ---------- Admin commands (once the server is running a game, you can log in as admin and use these) http://community.bistudio.com/wiki/Multiplayer_Server_Commands
  24. Next time, purchase the d/l version. ;)
  25. Thirdup

    cloud question

    Depends on the mission design. You can test it yourself. Open the editor, at the top right you'll see the "weather" section....double click it. Adjust the slider to "clear". Place a character on the map. Click preview. There is also a weather module.
×