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slimSpencer

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About slimSpencer

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  1. got it from there... Mine was safe - however, better check it with virustotal.com or similar when from unknown source br
  2. slimSpencer

    Stance Adjust with wheel mouse?

    +1 (:)http://forums.bistudio.com/showthread.php?110388-improved-controls-for-changing-stance-and-leaning)
  3. slimSpencer

    Which version will you be buying?

    alpha only atm, but i want to buy a nice box additionally when released. I like to hold stuff in my hands. br
  4. same here... edit - fyi: that helped -> http://forums.bistudio.com/showthread.php?131764-Arma-2-on-Windows-8&p=2166361&viewfull=1#post2166361
  5. ...make a trigger / radio alpha: on activation: nul = [] call bis_fnc_help. -> Many useful fnc, also BIS_fnc_dirTo. ;)
  6. Hello gentlemen, for a mission i'm currently working on, i want to spawn custom arrays of different units. However, the problem i had with BIS_fnc_spawnGroup was, that all units (especially bigger ones, like tanks) were spawned exactly at given position so they collided & flew thru the air... So i wrote a function to create relative positions for a given array of unit-types, considering their approx. size. It also returns, if you whish, the necessary free space (as radius around center) needed to safely place all given unit-types using their relative positions. (Use it with findEmptyPosition, e.g.) I found it quite useful so i decided to share it with you... (Yes, i know, there are dozens of other & maybe more elegant ways to get around this - but i just wanted to write exactly this fnc as it suits my current needs at best. And, as you know, every single sqf increases your scripting-skills a little bit further ;)) ...How it basically works: Creates a circle around center ([0, 0]) and tries to "place" actual unit there in fixed degree-steps (starting from North), considerung minimun distance to every other already created unit-position. If not successful, circle-radius will be increased in a slightly exponential way and search starts again from North. If successful, circle-radius will be reset and next unit-position will be searched... (Feel free to adjust search-params in fnc to your needs...) ...Parameters: _this select 0 (array) - array with unit/vehicle-types as string, e.g. ["USMC_Soldier", "USMC_Soldier", "M1A1", ...] _this select 1 (bool) - (optional) if true, necessary minimum space for creating all given units will also be returned _this select 2 (position) - (optional) if given, output of this function will be drawn at given position ...Returns: array with one or two elements: (1) - nested array with relative unit positons (2D) (2 - optional) - total free space needed to create the whole group (number - radius from center) spf_createRelPos.sqf ...how results look like: (as stated above under parameters, you can draw the output on map for testing reasons when you give a position with third parameter) red: "units" and their estimated size blue: used circles to search for valid unit positions green: necessary total free-space used parameters: I hope you enjoy it - any comments/suggestions/error-reports are really appreceated. br Spencer
  7. ...works without the "1" - thanks gentlemen! DS also was already extensively used to test various scripts. ;)
  8. ...i tried to start it like this class Missions { class [b]test[/b] { template="MPE1_LaserShow.Takistan"; difficulty="regular"; }; }; Here it states that the class can be anything, so i always used "test". However, in example mission-rotation, they named the class COOP_LaserShow. Maybe that was the reason - will try it out tonight. br
  9. thanks for your reply. I found the error - my test-mission simply was placed in userprofile\arma2\mpmissions instead of arma2-root\mpmissions. That way, of course, i could select it when hosting game thru client but not when hosting thru dedi. Never found out because i always tried to directly start mission thru server.cfg... :rolleyes: What i still find strange about MPE1_LaserShow.Takistan & hosting it thru dedi: When attempting to start directly with server.cfg -> "waiting for host" forever. With empty mission-rotation in server.cfg and selecting it thru dedis mission-browser -> works. I didn't investigate further because you informed me that there are problems with official missions & dedi. But just for interest, is this a community-findout or official info from BIS? br spencer
  10. Hello, i'm trying to set up a local dedi (CO+BAF+PMC installed, v89647) just to test my mission for MP-compatibility. However, either i failed or there's a general problem out there: To be short, i tested the dedi with 3 different missions and it fails in a different way, depending on the mission: 1) official MPE1_LaserShow.Takistan: ------------------------------------ hangs forever in "waiting for host"-screen 2) own test-mission (only 1 "player" + 1 "playable" unit on map) ---------------------------------------------------------------------- same as 1), hangs forever in "waiting for host"-screen 3) official MPE_SteelPanthers.Takistan -------------------------------------- basically works - but: on unit selection screen, at least 1 out of 5 blufor is always "active", even when i remove myself from av. units i can not select the first av. unit under 1-1-L when on debriefing screen & clicking continue, it takes ages (~60sec or more) til the game starts When i host these missions in-game, everything works fine. Also the flaws from mission 3 are gone: (0-5 blufor, can select every av. unit for myself, game starts immediately). I also noticed that the dedi is always listed twice in MP-browser. Dunno if this has any special mean for my problem or not. ArmA2 CO cmdline Server.exe cmdline server.cfg (placed in A2 root) If you need more information, pls just tell me. I've read the doc about dedicated servers on BI-wiki but i just can't find out what's wrong. I would appreciate any help - i really want to test my scripts for MP-compatibiltiy. Thanks in advance. br spencer
  11. sorry for grabbing this old thing out, but i have the same issue (just voted on devheaven) - but for your info: i temporarily solved the problem by voting for an AI-commander and then again voting for myself...
  12. ...also having trouble with the ULB. After some time, it just won't accept my commands anymore and starts flying small circles in a "weird way"...:rolleyes: to be honest, it made me very angry a few minutes ago. Btw., in 79600 timelimit is 45 min.
  13. did you guys also notice that framerate decreases by ~40% in GPU-depending scenarios (like walking thru dense forest in Chernarus with no AI) when enabling AA? I notice this, even with AA set to low. Arma2 v78927 / atoc=0 2xGTX470 sli i'm not sure, but could it be possible that the performance hit was not that big in the past? Maybe more 10-20% than ~40%? regards.
  14. well, the bug actually is there for me in 78413.
  15. pls see http://forums.bistudio.com/showpost.php?p=1865722&postcount=83 This was my question also and yes, it is confirmed.
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