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Väinämöinen

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Everything posted by Väinämöinen

  1. Väinämöinen

    Keyboard Recommendations Please

    Logitech G15 v1 or G11 v1 they all have 18 (*3) macro keys. New versions are ripped out versions. I own both and the LCD display of the G15 adds some info if you use downloadable applets. Both are good. But they are also a USB keyboards so if you overclock/use BIOS alot you would be better with some PS2 keyboard. Like with all G-series USB keyboards, mobos have difficulties to post with a working USB keyboard: usually i have to go all to the way to the windows until USB keyboard starts working.
  2. Dunno if it helps but... Some time ago i was experimenting with spawning a bomber with a crew. I used this in my bombing script: centeE = createCenter East;Egrp = createGroup centeE; then: _pilot = _group createUnit [_pilottype, [(getpos target2 select 0),(getpos target2 select 1),1000], [], 0, "CAN_COLLIDE"]; First create a center and after that a group then spawn units into that group. That made normal responsive AIs.
  3. Väinämöinen

    Running Arma2 from SSD

    SSDs are shitty. Put Arma2 on ramdrive. That will lessen the stuttering some: Its still too slow in my opinion. When you respawn in MP game it takes some time to load all surrounding textures.
  4. Some error in the updater? http://forums.bistudio.com/showthread.php?t=93632
  5. Väinämöinen

    "Receiving" screen then nothing

    "C:\Program Files\Bohemia Interactive\ArmA 2\beta\crysis64.exe" -nosplash -mod=D:\CA;D:\beta And yes I'm using the default video memory setting. XP64 with 8gb ram. After that tuned localVRAM=1068449792 and write protected arma2.cfg file too.
  6. Väinämöinen

    "Receiving" screen then nothing

    I have ATI tray tools and it shows that both FVM(free video memory) and FTM(free texture memory) keeps decreasing about 256mb until resetted back. shift+minus+flush command gets executed but without any effect. I'm having this nonstop: Loop lasts for couple of seconds and it starts with: http://img130.imageshack.us/img130/4043/startofloop.png And ends with http://img709.imageshack.us/img709/2775/endofloop.png And back to loop. I never had this until I installed beta. Now its with every new beta version. Sucks...big time.
  7. Väinämöinen

    I said "CEASE FIRE"!!!

    Somewhere in the past i remember reading something from Arma1 about the skill level of the unit affecting morale and units ordered to cease fire start shooting. Not 100% sure about Arma2
  8. Väinämöinen

    WaitUntil

    For debugging purposes:
  9. if (_playerToBeDisabled==player) then {disableUserinput true}; with some scripting you can disable the sucker
  10. If the unit is AI: unit disableAI section and unit enableAI section If the unit is a player: disableUserInput disable If the unit is the player and he must be able to look around and use his weapons: attachTo is the way to go
  11. Väinämöinen

    WaitUntil

    waituntil {myVar}; hintsilent "myVar=true"; ? it only continues if myVar is TRUE...
  12. http://www.arma2.com/comref/comref.html unit commandMove position Operand types: unit: Object or Array position: Array Type of returned value: Nothing Description: Orders the unit to move to the given position (format Position) (via the radio). Example: soldierOne commandMove getMarkerPos "MarkerMoveOne" Category: OFP
  13. Väinämöinen

    How to join MP using IP address

    Select multiplayer on main menu and "Remote". Put remote IP.
  14. Search is your friend: http://forums.bistudio.com/showthread.php?p=1390308#post1390308
  15. Väinämöinen

    Some questions about team handling

    Select unit with Function keys, press 6 for actions and select who will get attention
  16. Väinämöinen

    Scenario with 1000+ AI bots??

    See when your CPU dies: Single player version 1->5000 rabbits Server version 1->20000 rabbits
  17. Väinämöinen

    Scenario with 1000+ AI bots??

    With editor and scripts. open mission editor and start copy&paste. Yeah...with scripts
  18. Väinämöinen

    Herculess bombing run?

    THE BROKEN ARROW: "Hercules paradrop, bombing, cluster bombing and carpet bombing SuperFXâ„¢" script: - Just copy all files to your mission folder and it will run on default settings. - In examples 5 bombers will drop 10 bombs each to the target provided by you. - Supports troop paradrops - Supports now cluster and conventional bombs. Cluster bomb configurations ie. options for area of effect, submunition count,explosion height - Cluster submunitions can be any given type: grenades, mines, smokeshells etc. - Supports unlimited bombing or paradrop waves with given intervals. - Easy to configure. Read init.sqf for more details and use configuration section inside init.sqf. - Plane can be any given side or class - Paratroopers can be modified to be any given class - Activated via radio and giving coordinates on map click - Includes dispersion bombing and more precise hits - Script cleans itself aka deletes spawned bombers after bombing run - Preview mode for observing. Player will be teleported onboard bomber fleet and kicked out over sea after bombing mission. Enable/disable from configuration - (To do paradrop settings : more settings for paratroopers ie. multiple targets, waypoints, not sure about loadouts) - (To do: one simple configuration file with explanations and multiplayer compatibility. It will come when ill update this to version 1.0) :P If you are lazy like me, here is the ready for use demo mission: Demo Clusterbombing More screens This will spawn x amount of hercules each with x amount of GBUs/clusterbombs/paratrooper (you can put 1-1000 hercules if you want to kill your CPU). They will come all from one random direction. Your job is act as spotter and mark target via map click and in case of paratroops, their drop point and the attack target. Script can be easily modified to disable map clicking and be activated by triggers and different conditions. make a file bombingrun.sqf Make a file monitor.sqf Make a file clusterbombs.sqf Make a file init.sqf Explanation. Variables reference: Go and blow everything up! If you dont wan't to use "preview mode" meaning you will be transported onboard bomber squadron then use switch _previewMode=FALSE from init.sqf In mission radio alpha triggers annihilation. If you want to disable giving target via map click then edit _giveTargetsViaMapClick=FALSE from init.sqf
  19. Väinämöinen

    Unit Names

    http://forums.bistudio.com/showthread.php?p=1403279&highlight=setGroupid#post1403279
  20. Väinämöinen

    Unit Names

    Found something in official missions: init="BIS_grpBReaper2 = group this; group this setGroupid [localize ""str_callsign_reaper2""]";
  21. Väinämöinen

    Unit Names

    Hope this help: http://forums.bistudio.com/showthread.php?t=80033&highlight=setidentity :)
  22. In Ca\Data\TvHi.p3d (5KB) is entry pointing to a file: ca\data\data\radkovani.paa But there is no such a file...
  23. Väinämöinen

    create infront of me...

    //IED name here _IED=_your_created_IED_name // Define the distance _dist = 0.6; // Get a unit position _pos= getpos unit_name_here // Get a unit direction _dir = dir unit_name_here; // Move the IED _DIST meters away from the destination (in the direction of _dir) _IED SetPos [(_pos select 0)-_dist*sin(_dir),(_pos select 1)-_dist*cos(_dir)]; Not tested but you get the principle :)
  24. Väinämöinen

    Morten's ArmA Dialog Designer

    MADD doesn't support Arma2 listboxes. You should modify this code over your MADD constructed listbox definition: class RscListBox { type = CT_LISTBOX; style = ST_LEFT; idc = -1; colorSelect[] = {1, 1, 1, 1}; colorSelectBackground[] = {1,0.5,0,1}; colorText[] = {1, 1, 1, 1}; colorBackground[] = {0, 0.25, 0, 1}; font = FontM; sizeEx = 0.025; rowHeight = 0.025; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorFocused[] = {1,0,0,0}; colorShadow[] = {0.6, 0.6, 0.6, 0.8}; colorBorder[] = {0.5,0,0,1}; borderSize = 1; soundselect[]={}; SoundExpand[]={"\ca\ui\data\sound\new1", 0.15, 1}; SoundCollapse[]={"\ca\ui\data\sound\new1", 0.15, 1}; soundEnter[] = {"\ca\ui\data\sound\mouse2", 0.15, 1}; soundPush[] = {"\ca\ui\data\sound\new1", 0.15, 1}; soundClick[] = {"\ca\ui\data\sound\mouse3", 0.15, 1}; soundEscape[] = {"\ca\ui\data\sound\mouse1", 0.15, 1}; maxHistoryDelay = 1.0; autoScrollSpeed = -1; autoScrollDelay = 5; autoScrollRewind = 0; class ScrollBar { color[] = {0.5,0,0,1}; colorActive[] = {0.5,0,0,1}; colorDisabled[] = {0.5,0,0,1}; thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa"; arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa"; arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa"; border = "\ca\ui\data\ui_border_scroll_ca.paa"; }; }; You are propably missing the whole "Scrollbar" part.
  25. Start editor and select Utes or Chernarus.
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