Ekre
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Everything posted by Ekre
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i would like to make a mobile hq with respawn. its almost done, but i have a bug with it. the mobile hq is working, i can respawn to its actual location, until its get destroyed. when its get destroyed, the marker's location wont update to the right location, its just set the marker's location to the bottom left edge of the map. im using scripts made by the Community (much much thanks for you guys!!!) for locating the MHQ and set the marker's location to the MHQ, im using IceBreakR's script: #Loop PRIPRAVLJEN = FALSE ~5 lockjawready = TRUE PUBLICVARIABLE "lockjawready" _POLOZAJ_1 = GetPos hq "m_WestSpawn1" setmarkerpos _POLOZAJ_1 goto "Loop" i have a marker, called "m_WestSpawn1", which follows the LAV-25HQ called "hq" by the script above. for vehicle respawn, im using Norrin's vehicle respawn script (using it with v = [this, "hq", 10] execVM "vrs_AI_general.sqf" in the LAV-25HQ's init) private ["_vcl","_respawndelay","_dir","_pos","_type","_run","_delay"]; if (!local Server) exitWith {}; _vcl = _this select 0; _name_vcl = _this select 1; _respawndelay = _this select 2; _dir = Getdir _vcl; _pos = Getpos _vcl; _type = typeOf _vcl; _run = TRUE; sleep 5; for [{}, {_run}, {_run}] do { while {canMove _vcl || canFire _vcl} do { sleep 1; }; while {!canMove _vcl && count crew _vcl > 0 || !canFire _vcl && count crew _vcl > 0} do { sleep 1; }; _delay = Time + _respawndelay; while {!canMove _vcl && Time < _delay && count crew _vcl == 0 || !canFire _vcl && Time < _delay && count crew _vcl == 0} do { sleep 1; }; if (!canMove _vcl && Time >= _delay && count crew _vcl == 0 || !canFire _vcl && Time >= _delay && count crew _vcl == 0) then { deleteVehicle _vcl; _vcl = _type createVehicle _pos; _vcl setVehicleVarName _name_vcl; _vcl setdir _dir; sleep 1; _vcl setvelocity [0,0,0]; _vcl setpos _pos; sleep 1; _vcl setvelocity [0,0,0]; sleep 2; }; }; also tried it with Mr. Murray's vehicle respawn script (it gives a name to the respawning vehicle too), but its just did the same. was fine until the vehicle has to respawn. till it destroyed, everything is fine. the marker follows the HQ, i can respawn to its position. after its get destroyed, its just loose its marker. any help appreciated, thanks! ps.: Sorry for my crappy english
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ArmA 2 Artifacting followed with crash.
Ekre replied to Joker962's topic in ARMA 2 & OA - TROUBLESHOOTING
ive got the same issue, but just if i fly a helo. if i fly a helo i start getting artifacts and then a CTD. if im using an armored etc unit everything is fine. but if im hop in a helo, its going to draw artifacts and then crash in the next minute. -
thanks, but i know this. i already said that (but you are right, not in that post, sorry!) but few guys reported in my clan that they dont have fade active after they modified the exe in that way. dunno why, a lot of games comes without this option enabled. but guess what, an MS FSX developer on his blog suggested to modify our MS FSX exe file to fix (because no more fixes from MS....) those memory related crashes (MS FSX SP1 comes without this too, if you just leave it as it came, then on very high settings it will crash within a few minutes, with out of memory error). guess what, its working, and its working for lot of games as well. you are right, maybe there is a reason why BI doesnt used this option at the compile, but that would be nice to know, why? and yes, an official fix would be so cool for those annoying crashes (mostly thats why i put it on the shelf (and the lack of a linux server binary. geez, time to wake up BI!))
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not true, it can be bypassed. and the limitation is not about your physical ram, its about the virtual address space. and tbh it can be bypassed easily at the complie, or at your home (you have to modify the exe file, but i wont write it how you can do it at home, because i already have a warning about the exe modifications) read this and this (and google for "32-bit 2gb virtual address space"), and for a home made exe fix, google for cff "explorer 2gb address space" (it will fix out of memory, virtual memory block and cannot commit crashes). already posted a bugreport about that (about a month ago....) but no ones care, i just got a warning. actually its a non official fix for lot of games which has out of memory etc ctd's (flight simulator x (an MS FSX dev suggested to modify our exe file), gothic 3, etc). ---------- Post added at 08:03 AM ---------- Previous post was at 07:54 AM ---------- its not about the applications physical ram usage, its about virtual address space. all of your 32 bit applications use the same 2gb space (or 3gb, depend on your windows version and your own settings), if its "full" (reaches 2gb), then applications without the right complier options will crash.
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Any tutorials in the works for Ambient Civs & Civ Vehicles?
Ekre replied to Lincoln1stFJ's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
just put this into the civ module's init line: this setVariable ["civilianCount","100"]; -
Too many virtual memory blocks requested
Ekre replied to krycek's topic in ARMA 2 & OA - TROUBLESHOOTING
i have 1gb on my vidcard, 4gb for my system, 10gb swap (on a seperate hdd) and using readyboost (tired it without it as well). im tried every settings, with low settings, and im still have this issue. so i dont know what cause it (maybe its because arma2 doesnt use the >2gb address space option, dunno) -
No place to hide. Not so realistic after all...
Ekre replied to W1NDOWL1CKER's topic in ARMA 2 & OA - MULTIPLAYER
just hide behind a bush, rock or a tree, they are rendered at large distances -
what i really hate: crashes. not one of them (cannot commit, out of memory, yaddayadda), all of them. sometimes i can play 4-5 hours without a crash, but sometimes i can play 15 minutes (its mostly crash when im flying fast with a helo. textures going to shutter and then baaammm)
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Out of memory (requested 3933 KB) Reserved 294912KB Total Free..(more details inside)
Ekre replied to vostov's topic in ARMA 2 & OA - TROUBLESHOOTING
a known issue (just like cannot commit, etc), hopefully it will be fixed in the next patch. -
"The n4v_disp display driver has stopped working normally"
Ekre replied to datter's topic in ARMA 2 & OA - TROUBLESHOOTING
i have the same issue, mostly when flying with helos/planes. if im flying with a helo at around 200, im usually crash to desktop or have a black screen with nv display error, or the textures just starts shuttering and then its just crash. every other games running fine without a crash. -
Hmmm... could someone tell me what this means?
Ekre replied to vostov's topic in ARMA 2 & OA - TROUBLESHOOTING
-maxmem wont help in this situation (im using -maxmem=2047 as well, i have 4 gigs of ram, 8 gigs of page file, on a seperate hdd) -
you are right, but they are right too. im sure about that BI will polish the game. but atm its almost unplayable for a lot of ppl (tbh the campaign is just a total crap. i cant play it anymore, because if i want to save (just after load up a save game or later, doesnt matter) i just got a CTD, without an error msg or with cannot commit, out of memory, virtual memory block address, etc). its more then annoying in a retail game, but its ok in a beta. they should release a bug bashing patch asap (im sure they are on it, but now, im going to put the dvd into the box and just put the box to the shelf).
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use these scripts to respawning your MHQ(s) with the marker(s) vehi_respawn.sqs - Myke's respawn script, i just added processInitCommands and the initveh lines. if you change the script's name, dont forget to do that in the last line as well (and the same for SpawnScript.sqs)!!! ; Vehicle Respawn Script by {nBs**-Myke-{CO** ; Usage: [this, 60, [0, 0], 180] exec "vehi_respawn.sqs" ; this: refers to the vehicle. Enter vehicle name when not using in Vehicles Init line ; 60: Time until respawn in seconds. ; [0, 0] Enter XY coordinates for manual respawn place setting or just enter 0 (no square brackets) for automatic detection ; 180: Enter Vehicle heading manually. For automatic detection enter 361 ; aslong Units are inside, vehicle will not respawn and can be repaired ?! (local server): exit _vehicle = _this select 0 _delay = _this select 1 _pos = _this select 2 _dir = _this select 3 _initVeh = _this exec "SpawnScript.sqs" _vehicle setVehicleInit _initVeh processInitCommands ; defining possible vehicle positions _driver = _vehicle emptypositions "driver" _gunner = _vehicle emptypositions "gunner" _commander = _vehicle emptypositions "Commander" _crew = _vehicle emptypositions "Cargo" ? (_pos == 0): _startpos = getpos _vehicle ? (_dir == 361): _startdir = getdir _vehicle #waiting ; waiting for Vehicle is disabled @ !(canmove _vehicle) &! (canfire _vehicle) ; checking if vehicle still is manned @ (isnull driver _vehicle) && (isnull gunner _vehicle) && (isnull commander _vehicle) ~_delay ? (canmove _vehicle) && (canfire _vehicle): goto "waiting" _new = typeof _vehicle deletevehicle _vehicle _newveh = _new createvehicle _startpos _newveh setpos _startpos _newveh setdir _startdir [_newveh, _delay, _pos, _dir] exec "vehi_respawn.sqs" exit and now the "SpawnScript.sqs" script (forgot the authors name (maybe it was Squuezee, sorry, i forgot your name), found that on a forum) change "m_WestSpawn1" to your HQ's marker name ;SpawnScript.sqs _veh = _this select 0 #Loop ~1 ?(!alive _veh):exit "m_WestSpawn1" setMarkerPos getpos _veh goto "Loop" put this into your MHQ's init line: [this, 10, 0, 255] exec "vehi_respawn.sqs"; (10 sec respawn delay, 255 azimut) if you have multiple MHQ's, then you will need 1-1 script for each MHQ. for example, you have 2 MHQ, then you need "vehi_respawn.sqs", "SpawnScript.sqs" for MHQ1, and "vehi_respawn1.sqs", "SpawnScript1.sqs" for MHQ2, with the proper changes in the scripts (marker name in SpawnScript file and the script names in vehi_respawn)
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looks promising, thanks for sharing it!
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fixed, now its working as intended :)
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uhm, then you should take your dog to the vet, a broken dvd may hurt his/her stomach
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it will not work, because when you launch it, it looks for the original media. ---------- Post added at 09:06 PM ---------- Previous post was at 09:03 PM ---------- yep, or call the store. i had the same situation a few years ago, they just opened up a box and just gave me the dvd (they said that its ok, they just send back my damaged dvd with the box)
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its still illegal and causing some strange things, mostly called fade.
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uhm, that will not work because of securom and its still illegal.
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if you have respawn_west, respawn_west_1, respawn_west_2, then your respawn will be random (/fixme) im a noob at arma editing, but this may work :) (i cant test it atm) make a temp marker (for example r_w_temp, but it doesnt matter) to the location where you want to move your respawn_west marker and then at the trigger's window, at the "on act" field type this: "respawn_west" setMarkerPos getMarkerPos "r_w_temp" so when the trigger activates, this will (as i guess) sets the respawn_west marker's position to r_w_temp's location.
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2047mb RAM limitation, possible solution
Ekre replied to REMOVED_ACCOUNT's topic in ARMA 2 & OA - TROUBLESHOOTING
http://msdn.microsoft.com/en-us/library/aa384271(VS.85).aspx -
2047mb RAM limitation, possible solution
Ekre replied to REMOVED_ACCOUNT's topic in ARMA 2 & OA - TROUBLESHOOTING
http://technet.microsoft.com/en-us/library/bb124810(EXCHG.65).aspx Windows uses a virtual address space of 4 GB, with 2 GB allocated to user-mode processes (for example, applications) and 2 GB allocated to kernel-mode processes (for example, the operating system and kernel-mode drivers). On systems that have 1 GB or more of physical memory, these two startup switches can be used to allocate more memory to applications (3 GB) and less memory to the operating system (1 GB). This additional virtual address space helps reduce the amount of memory fragmentation in the virtual address space of the Exchange information store process. this can be bypassed with an exe header modification or at the complie -
2047mb RAM limitation, possible solution
Ekre replied to REMOVED_ACCOUNT's topic in ARMA 2 & OA - TROUBLESHOOTING
ahm, im basicly talked about 32bit systems, not about windows. btw, /3gb (or Physical Address Extension) just works with server editions. http://technet.microsoft.com/en-us/library/bb124810(EXCHG.65).aspx Before You Begin Before you perform the procedure in this topic, be aware of the following: The /3GB switch is supported only on the following operating systems: Windows 2000 Advanced Server Windows 2000 Datacenter Server Windows Server 2003 Standard Edition Windows Server 2003 Enterprise Edition Windows Server 2003 Datacenter Edition and tbh the large address blablabla, or an exe header modification can bypass that 2gb address limit on 32 bit windows system and works like a charm. -
2047mb RAM limitation, possible solution
Ekre replied to REMOVED_ACCOUNT's topic in ARMA 2 & OA - TROUBLESHOOTING
yep, you are right. -
Arma 2 dedicated server for freebsd/linux/etc.
Ekre replied to _watcher's topic in ARMA 2 & OA - MULTIPLAYER
you are right, but the question is when? we have to wait ~ 6 months, again? till it comes i guess most of my clan mates will just forget it because ppl on public servers.