MichaelGER
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Everything posted by MichaelGER
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Graphics Driver Has Stopped Working And Recovered
MichaelGER replied to pouchey2's topic in ARMA 3 - TROUBLESHOOTING
Default clock and the driver vsync setting is default (the application can decide). now you know why i am so confused about your overheating statement :D Edit: Disabled vsync, pushed up to 91°C. No driver crash after playing some minutes with 91°C -
Graphics Driver Has Stopped Working And Recovered
MichaelGER replied to pouchey2's topic in ARMA 3 - TROUBLESHOOTING
It happens totally random, sometimes on start, sometimes in the menu and sometimes after playing a long time. The temperature of my card is around 75°C when the crash occures (even lower if it crashes very early). So its hard to believe that overheating is the reason... My VSync is enabled btw -
I got the same problem. It looks like arma doesnt take any input after the driver crash.
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Graphics Driver Has Stopped Working And Recovered
MichaelGER replied to pouchey2's topic in ARMA 3 - TROUBLESHOOTING
Its not overheating. Its a well known issue (nvidia driver/arma3 combination). A lot of entries about this problem can be found in the bugtracker. http://feedback.arma3.com/view.php?id=579 -
Take On Java
MichaelGER replied to DnA's topic in TAKE ON HELICOPTERS : MISSIONS - Editing & Scripting
About two Years ago I stopped ArmA scripting because I started java programming. Now I can do both things with one language. Very great feature! -
setVariable in multiplayer
MichaelGER posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
An object is one of these supported types but it doesnt work. Let me describe the problem: I spawn a object (generator, but also tested with a hummwv) local to the server. Lets name it object1. Then i use this command on the server: object1 setVariable ["test",true,true]; On client: diag_log [object1 getVariable "test"] it will write in the .rpt: Execute setVariable on the client will also return <null> on the server. A object like a generator or a vehicle should be a supported type of the public value, am I right? If no, is there a workaround for it? -
setVariable in multiplayer
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Alright, I'll use the other way again with publicVariable and the EH to add the action. Yes, I'm using this for add the action to the new created objects. Thank you, Xeno. Very helpful post! -
setVariable in multiplayer
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did some advanced testing (I restarted the server and the client every time because of this bug.) First run: server.sqf (is called via radio with [1] execVM.... or [2] execVM...) The diaglog.sqf (to log everything) The results: The second run (without publicVariable the object and only used the first method) changed server.sqf: results: I think the problem has been solved (thx @ST_Dux for the tip and of course all others that helped) and hopefully the results of the test can help other people to understand setVariable better. E: Sorry for the double post but I thought this test shouldn't be mixed up with other stuff. -
setVariable in multiplayer
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok, misunderstood you. Yes, I know what you mean. The name of the object on the client is something like this while the name on the server is different. Both mean the same object but setVariable doesn't recognize that, am I right? -
setVariable in multiplayer
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you mean something like this _com = createVehicle [comobj, position _x, [], 0, "none"]; publicVariable "_com"; ? -
setVariable in multiplayer
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The script that spawns the object is running serverside and addaction is a local command if you mean that. But its possible to add the action global with setVehicleInit (thx @shk btw :) ) which I use directly after creating the object. Yeah, but the value is transferred, thats all I want :) The other script gets the value by _this select. E: btw I dont use the activecoms as pubvar anymore because shk's better solution of setvehicleinit. -
setVariable in multiplayer
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I added the action now via setVehicleInit. That way seems to be a little bit faster than with publicvariable and the pubvareventhandler btw. But it doesn't fix the error, the setVariable still wont be broadcasted. -
setVariable in multiplayer
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not sure what you mean. Here are some significant parts of the code: _com = createVehicle [comobj, position _x, [], 0, "none"]; activecoms = activecoms + [_com]; . . . publicVariable "activecoms"; in the other script: { _x addAction [....] } forEach activecoms; -
setVariable in multiplayer
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The "name" of the object is the return value of createvehicle. In case of creating a hummwv it will be named as on the client I will try your way to name it. ---------- Post added at 03:58 PM ---------- Previous post was at 03:22 PM ---------- Bit more difficult to implement than I thought. I will describe it better: I spawn an object on the server. The return value of the createVehicle is written in an array. This array is publicvariabled to all clients. The client adds an action to every element of this array. The script called by addaction uses the setVariable command. The problem is i cant use a constant name because its a dynamic spawning system. Tried your way of naming the object but the client is still saying the object is -
While loop runs just once
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
E: nvmd changed _caller to player fixed it :) thx for help guys. -
part of the code: _timedone = 0; _timestep = (planttime/100); while {(alive _caller) && ((_caller distance _com) < plantdistance) && (_timedone < planttime) && (alive _com)} do { _timedone = _timedone + _timestep; if (debug) then { diag_log _timedone; }; if (isMultiplayer) then { [nil,nil,rHINT, format ["%1 percent",_timedone]] call RE; } else { hint format ["%1 percent",_timedone]; }; sleep _timestep; }; The planttime is 30 seconds. The while loop runs once (hint tells me 0.3 percent) but then it stops. Altough im still alive, at the same position,.... it stops after the first loop. the script is called via addaction. the action is added to the com. _com = _this select 0; _caller = _this select 1; any ideas why the loop runs just once?
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While loop runs just once
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Not sure with the sleep. Is there a difference between a script that is called via addaction and a normal exec(VM)? No errors in the .rpt. And squint also cant find an error. E: @zapat: while waiting for answers ive done that. diag_log [(alive _caller),((_caller distance _com) < plantdistance),(_timedone < planttime),(alive _com)]; result is: -
While loop runs just once
MichaelGER replied to MichaelGER's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
plantdistance is just a var that has the value 5. is just means that the caller of the action must be closer than 5 meters to the com. -
how to script AI choppers to fire rockets?
MichaelGER replied to pstennisace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Whats about a for loop? :p -
Mission fail by trigger when scud launches??
MichaelGER replied to tromac's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
use this command: http://community.bistudio.com/wiki/scudState Set end or lose as Trigger type and in the condition field: scudState SCUDNAME == 4 -
Trying to understand 'createmarker'
MichaelGER replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The marker is there, but it doesnt have a shape and color so you cant see it ;) In CarlGustaffa's function are all important commands. If you dont unterstand something feel free to ask. -
Trying to understand 'createmarker'
MichaelGER replied to Devil Dogs SF's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You should use createMarker ["Broadcasting Tower", position pos2]; E: and if you want to do more with this marker you should use the return value (string) _marker = createMarker ["Broadcasting Tower", position pos2]; -
Script Locality issue with ACE_NUKE
MichaelGER replied to Havoc Company's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
PublicVariable the n_armed. A script that is called via addaction is local to the caller. So the n_armed var will only be true on this client. But the ace nuke must be called serverside. E: of course after setting it to true E2: are you testing in editor? then it should work without the publicVariable (but for MP you need it!). could you post the updated scripts? -
Script Locality issue with ACE_NUKE
MichaelGER replied to Havoc Company's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Or learn the sqf syntax. If I look at your code I would recommend learning sqf. Your code looks at the moment more like sqf than sqs ;) Maybe that helps you: http://community.bistudio.com/wiki/SQS_to_SQF_conversion -
Script Locality issue with ACE_NUKE
MichaelGER replied to Havoc Company's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Your if statements are wrong. with "=" you assign something. If you want to check something you have to use "==". And between the if and then you cant place a ";". Read this: http://community.bistudio.com/wiki/Control_Structures#if-Statement and this http://community.bistudio.com/wiki/Control_Structures#SQS_syntax_.28deprecated.29 also in sqs scripts you cant use multiline commands.