pogoman979
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Posts posted by pogoman979
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Kinsman over at gsa had a stab at making up a config for a gsa demo dedicated server, but everyone who joins the server crashes within 3 minutes. anyone got a working config?
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you can open the CFG in your arma2 profile and try these settings 'if' you want to play round with AAFSAA=0 - Disabled
FSAA=1 - Low
FSAA=2 - Normal
FSAA=3 - High
etc
Shadows will be disabled if you try any of the above options for AA.
Southy
changing the fsaa doesnt do anything for me, it simply defaults back to 0 when i run arma, and my shadows still work :/. i even set the file to read only and it still doesnt do anything. any ideas?
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changing fsaa from 0 doesnt do anything for me. the game looks the same and when i exit its defaulted back to 0 again. i tried setting it on read only but theres still no difference :(
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the funnest part of the game is starting off trying to make money though, surely if the game never fully restarted people would just become millionares and resort to constant deathmatching...
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just because it works on your computer doesnt mean it'll work on others. from what i've seen, about 50% seem to have great graphics and 50% have awful graphics (i have awful gfx :P), and we all have pretty good specs. i'm not complaining though (well anymore, i eventually got over it lol) cause theres so many other great things about arma2, and based on arma1 its all gonna be eventually fixed.
it is a shame though cause so many problems at release neuters the playerbase, like with arma1...
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execVM this as an sqf from the init.sqf:
While{true} do { { if(side _x == EAST and _x hasweapon "nvgoggles")then{_x removeWeapon "nvgoggles"}; } foreach playableunits; sleep 1; };
(note playableunits is only valid in mpgames, it will not work in the editor/SP).
EDIT: actually stuff that, have u tried just putting in a trigger with:
condition: player hasweapon "nvgoggles" and playerside == EAST
activation: player removeweapon "nvgoggles"
idk theres a 1000 simple ways to do this, any of them should work really :/
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the good thing about external chat programs is they dont use the servers bandwidth. mumble is a ts style chat that also has the direct chat capabilities, but it only works with some games, ie someone has to mod it to get it to work in arma2. we use it all the time in project reality, and the direct chat is so much louder/clear than in arma.
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Oh and
exit;
cancels a script.
exit only works in sqs, in sqf it doesnt do anything.
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Yes, but Alt+Tab will pause the output and you can edit or delete it.actually you cant, if a mission is actually running its locked. if you abort the mission and go back to the main menu then you can alt tab and edit etc.
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one thing that PR did for bf2 that seems much better than in arma, the sabot rounds travel much faster and so dont have as significant bullet drop. i got no idea but i assume that in arma the shells were moving unrealistically slowly? (as you could see them moving in midflight)
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my funds are already getting updated during the game etc, but when i abort and rejoin they reset, even if i've broadcast them publicly, so no amount of 3rd party scripts will help here. idk i'll keep fiddling around to see if i can find something, was just hoping for a dev response here to confirm that the funds are actually supposed to be updated for JIPs.
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my DPC is spiking every 5 seconds (with no programs open) to a max of 436 us. i take it thats a bad thing?
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well since COIN is an official module i cant really mod it without changing the pbos (could copy them to the mission and edit them but thats a last resort atm). i would prefer to use the construction interface anyway since its been working quite well for me up until this point.
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ok in my mission i create construction interfaces using the createunit command. so basically when i buy things my total funds go down (obviously), but if i abort and rejoin and go to the same construction site which has the same action, the funds have been reset to the starting amount. i tried getting the variable and setting it with onplayerconnected but the server couldnt seem to find the "BIS_COIN_funds" variable :/.
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forget addons mate. we're just talking about normal scripting errors like missing a semicolon or a bracket...
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nope. i even found a script from warfare2 where they had the code to reload multiple turrets, but then realised it didnt work and so bracketed it out lol.
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well no the target would be the name of the player, eg unit1. i wasn't sure whether triggers were only activated on the server but in hindsight i think they are activated on all clients, so you could just replace "target" with player (although in MP game you'd have to specify the one unit obviously).
yeah i dont really use triggers so dont know much about them :P
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what was wrong with having them come up ingame? its a huge hassle having to browse the rpt each time you think something might be going wrong :/
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yeah if you create a trigger that is activated by opfor, then in the onactivation you could put
{_x domove getpos target} foreach list this;
i've never actually tried this but in theory it should work :P
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class CfgMusic { tracks[]={}; class Sample1 { name = ""; sound[] = {"Sample1.ogg", db+0, 1.0}; }; };
just put that in the description file.
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yeah same problem here. i dont get error messages either, makes finding the errors hard :(
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oh if you want each crate to have local ammo then you need to use createvehiclelocal for each player (to create their crates), and then just use the normal addweaponcargo commands etc.
sorry didnt realise what you were after.
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no it still doesnt work in arma2. addmagazine only adds magazines to the main turret, so you cannot reload secondary turrets. its a shame bis still hasnt fixed this because i imagine would be an easy command to code :/. idk
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are u setting the vehicle's init from the server? a good way to test it is to host your own dedicated server and join it. im not sure whats going on, although i havent tried it in arma2 in arma1 setvehicleinit is the way to go :/.
ArmA 2 Demo feedback
in ARMA 2 & OA - GENERAL
Posted
the demo mission death valley is riddled with bugs, and since its the main mp mission alot of folks are getting annoyed. for example, when you try to respawn at main base you end up respawning in the middle of nowhere indefinately, and when i aborted to try and rejoin the "ok" button was gone, so i couldnt rejoin and could only dc.