bhaz
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Posts posted by bhaz
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Can others see it? Depending on your network's setup and how your router handles loopbacks, pinging and viewing your own server in the Internet list (from the same machine or LAN, using your WAN IP) can be problematic.
Also, as tcp (lol, appropriate) said, you need to forward UDP and not TCP.
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On my machine I get the error because ArmA incorrectly detects the amount of VRAM I have.Doesn't some of your system memory get shared with the video card? I have 4GB of RAM and a 512MB video card, yet dxdiag and the NVidia control panel both throw out total video memory as 2.3GB.
ErrorMessage: Out of memory (requested 1473 KB).Reserved 425984 KB.
Total free 10186 KB
Free blocks 1053, Max free size 1071 KB
This is the CTD I get, yet arma2.exe still runs until I close it. (Happening with or without maxmem.)
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Trying to think simple here cause it all looks right. Have you tried exporting under a different name incase its not overwriting correctly?
If you want you can upload the mission somewhere and I can take a look.
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Can you try to put a sleep statement into the while loop of spawn.sqf so the marker position doesn't reset in each frame?I agree.
setMarkerPos - Moves the marker. The format of pos is Position2D. The marker is modified on all computers in a network session.while {alive mr1} do { "respawn_west" setMarkerPos getPos mr1; };
+edit:
I also just ran into this issue on the A2 Tracker which suggests weather synchronisation being a cause of desync. Figured I'd post it here since your mission is using the weather module.
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Absolutely everything inside your mission's folder, ie: C:\Users\*\Documents\ArmA 2 Other Profiles\*\missions\mymission.Chernarus\
will be placed inside the .pbo file on export.
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AFAIK the Description.ext way is the only way.
You'll need to have
respawn = "BASE"; respawnDelay = 10;
inside your Description.ext, the number is the time it takes (seconds) to respawn.
After that, you'll need to make a marker (rectangle or ellipse) at the spawn point, with the name "respawn_west" (or east, guerrila, civilian) depending on the team.
Also, a quote from the biki:
For edits to description.ext to take effect in Preview you must first save or re-load the mission into the editor.edit: ALSO: respawn options don't work from an editor preview, you'll need to export in order to test.
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Unfortunately not :(. I have seen it mentioned a few times though, so maybe it will appear in a later patch. Though if there is already a transport vehicle assigned to their squad, units will automatically board depending on the distance they need to travel.
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Ah, completely misread it.
The condition I posted above is for any blufor unit or an air unit from any team. Well, it's there if anyone wants it. :p
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Trig: BLUFOR, present, repeatedlyFor the trigger's usual settings to work, the condition needs to also contain "this", that's why a trigger's default condition is always this, as it refers to its own conditions.
So for a trigger that goes off for BLUFOR present or any kind of aircraft, you'd have:
(this) or ({_x isKindOf "Air"} count thislist > 0)
edit:
Come to think of it, "thislist" is only going to contain a list of BLUFOR units present, since those were the conditions. You'd need an anything present trigger with the condition as something like this:
(west countSide thislist > 0) or ({_x isKindOf "Air"} count thislist > 0)
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okay I tried "AND isServer" in my trigger cond line, also tried "if (not IsServer) then {exit};" in my activation and still I cannot get the AI to leave my helo unless I get out.If you're going to use isServer inside the editor, it's probably easier to put it in the on activation field.
ie: instead of
hint "zomg i'm a server";
you could have
if (isServer) then {hint "zomg i'm a server";}
Though, if the script is complex enough to need it, you might be better off making it outside the editor then calling it with
:( exec (*.sqs) or
:) execVM (*.sqf)
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You could try a reveal followed by a doFire to force their targets?
Also, you can run more than one command inside a forEach, ie:
{_x setBehaviour "COMBAT"; _x setUnitPos "DOWN"; _x disableAI "MOVE"} forEach units group this;
I don't think it helps with performance or anything but it shortens the code a little.
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Actually Bon was right, I just tested it a few times using a dedicated, and it only worked 1 out of the 5 times, it seems pretty hit and miss. I'll keep trying though.
edit: yeh, it's pretty screwed if you're not the host of a local game (ie. dedicated or a client), I hope this is considered a bug and not a feature.
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I'm currently designing a mission with switchable uniforms, and almost have it working in MP. You'll need to use selectPlayer to move the player into the new unit. You'll also need to disableAI on the unit, otherwise the player can switch without full control and will seem more like you're spectating AI.
As for weapons, inits, and other things you want to move to the new entity, you'll have to do all that manually, which can be a pain if there's quite a bit.
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If you want it to run only on one machine anyway, what reason is there to set the init line and then processing it, rather than just executing the content normally?if (!isServer) exitWith {}; // SERVER ONLY CODE truck setVehicleInit "this addAction ['test','test.sqf']"; processInitCommands;
What I meant was, that this code will only run on one machine (the server), yet everything inside the setVehicleInit will end up running on all players in the game, since the server will broadcast it out to all players, including those that JIP later on. If you only want the addAction on one machine, this is exactly what not to do.
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Seems that way, but since setVehicleInit and processInitCommands seem to be broadcasted over the network, I figured it would be cleaner just running the script once on the server rather than on every client.
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I just made a quick test mission, using an empty Ural named truck and a radio command trigger, activation set as null = execVM "processInit.sqf".
processInit.sqf:
if (!isServer) exitWith {}; // SERVER ONLY CODE truck setVehicleInit "this addAction ['test','test.sqf']"; processInitCommands;
Ran it on a dedicated server, and the test action was created and working on the client. The only difference I can see between our two lines is that I used 'this' to refer to the object instead of its global name?
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Are you running processInitCommands; afterwards?
edit:
According to the Biki, processInitCommands is local, perhaps it needs to be run on all clients?
setVehicleInit however is global.
This is confusing me just thinking about it, I might jump in the editor and take a look.
edit2: ignore this post, I was incorrect.
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I successfully completed the campaign in co-op, though I had to finish the 3rd mission in single player before the fourth would unlock, but the rest went along smoothly, we were even loading our saves.
Though, I was using Alt to look around and give orders, got as far as F4, but that's just me being broken.
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I thought I remember reading that the Linux server would come eventually?
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With the script running more than once in MP, it may be causing the weird behaviour, try:
[font=monospace]if (isServer) then { {_x moveInCargo huey} forEach [sDM, sSL, sMD, sXP];[/font] execVM "scripts\loadouts.sqf" [font=monospace]};[/font]
While we're on the topic, I just had a mission driving me nuts over JIP 'cause variables sent using publicVariable weren't correct when rejoining. Turns out they were being overwritten by the damn trigger that created them in the first place.. :mad:
EDIT: Whole script incase I wasn't clear:
Everything inside the {} will only be run on the host machine, since it checks for isServer before running the code. Clients will skip past and continue the rest of the script.
execVM "briefing.sqf"; [font=monospace]if (isServer) then { {_x moveInCargo huey} forEach [sDM, sSL, sMD, sXP];[/font] execVM "scripts\loadouts.sqf" [font=monospace]};[/font] cutText ["Mission 02\n\nS A V I O R", "BLACK"]; Cobra = Group sSL; sSL setIdentity "Kurt"; sDM setIdentity "Lance"; sMD setIdentity "Andy"; sXP setIdentity "Will"; sSL setGroupid ["Cobra",""]; //Gabranth setGroupid ["U.S.S. Gabranth", ""]; //Rettenger setGroupid ["U.S.S. Rettenger", ""]; Pilot setGroupid ["Hitman", ""]; huey setGroupid ["Vulture", ""]; sarPilot setIdentity "Ragland"; helios setGroupid ["Helios", ""]; sleep 5; cutText ["Mission 02\n\nS A V I O R", "BLACK IN"];
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Both the "Cold War Rearmed 2" and the "Realistic Cold War Rearmed 2" should be as compatible as possible.Does this mean (should it go ahead) that there will be a release after the port, then again after the improvements?
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Another thing, when renaming a mission (version numbers etc), none of your scripts get copied to the new folder. Real pain.
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Australia.... i mean, other. =/
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Being relieved of command & shot at is the result of having a rating below -2000, which is usually caused by friendly fire, civilian deaths etc. Whether something in the mission has caused you to go below or not, I'm not sure, but the easiest fix is just to restart the mission.
If it happens every time you restart the mission, you could be looking at a bug, triggered FADE or god knows what else.
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
in ARMA 2 & OA - QUESTIONS & ANSWERS
Posted
Can the dedicated server run with lower requirements, considering there's no graphics / GUI running? I have an older machine that I'd like to turn into a server, and I'm wondering if a single core will handle the AI. It won't be running anything massive like Warfare, just small 3-4 man coops.