Lowe
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Everything posted by Lowe
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Windows running low on memory then crashing since beta
Lowe replied to Valken's topic in ARMA 3 - TROUBLESHOOTING
I tried changing to a fixed pagefile on a different drive yesterday. I set it to 6gb (I have 4gb RAM) and didn't experience a single crash throughout an home brew editor mission that has a lot of objects and AI fighting it out. So, initial impressions are good that this is a fix - but need to try out multiplayer to rule it out though. -
MI-48 and Commanche have no warning of incoming AA Missile
Lowe replied to spanishsurfer's topic in ARMA 3 - TROUBLESHOOTING
I'm not entirely surprised there's not a warning tone, if an IR missile is fired at you IRL there's no warning either. -
Windows running low on memory then crashing since beta
Lowe replied to Valken's topic in ARMA 3 - TROUBLESHOOTING
I have the exact same issue since the Beta. Never had any problems at all with the Alpha or previous ArmA games, but I'm getting Windows memory warnings after about 5 mins play and the game eventually crashes - single and multiplayer. My page file is set to a completely separate drive (500gb) and is Windows managed. -
ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Lowe replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Is it just me or has anyone else thought 'A Team' custom mission with the new PMC characters? :lol: :D -
Win7 64 for me is nowhere near as good as WinXP. XP gameplay is smoother, and ArmA 2 CTD's frequently on Win7.
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Yup, iGi have it on both our servers. We've not had chance to play test it with a lot of people but I've had a quick go and it was good. :) We're having a clear out of our missions at the moment, we've got a few too many different versions of the same mission. I'm sure the v2 of yours will be included. :)
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Respawning where you died?
Lowe replied to Lowe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Guys - that's awesome, thanks very very much :) -
I've just had a look through the searches but can't seem to find anything which will do quite what I want. The mission is a bit of fun - a race/rally of sorts. I've set up a few markers around the map with various different vehicles at each marker. The idea is that you get to each marker in turn, swap to the new vehicle and then race to the next way point. First to finish wins - fairly simple stuff. The trouble however is that during play tests with a few clan mates it got a bit heated. :lol: A few people got rammed and crashed (all part of the fun) killing them in the process. The snag is they respawn back at the start line, effectively putting them a long, long way behind where the fun is. Ideally I want them to be able to respawn where they died with a fresh new vehicle so they can carry on. Is this even possible? If not any suggestions as to what I might be able to do? Thanks for reading. :) Any help muchly appreciated. :)
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Respawning where you died?
Lowe replied to Lowe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I never, didn't know about respawn 2! Well that sorts the people - what about the vehicle? :) -
Mac - can't thank you enough for taking the time to do this. I'll give it a bash later on tonight when I'm back from work and I'll see how we get on. :) My sincere thanks one again.
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Awesome. From what I can see it's got great potential for a bit of tank fun. There's not many missions about which have armour vs armour in PvP so this sounded like a pleasant change. I don't have any webspace but would be happy to mail a copy over to you - drop me a line via PM and I'll send it over. :)
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Any chance of an update on this? I downloaded it the other day and put it on our dedi server and it suffered from some serious stuttering issues. Literally every other second it would stop. Any other mission is fine so it looks like it's the mission itself. Any ideas? :) Possibly it's post 1.04 patch? I was going to make a mission just like this and thought I'd check to see if it had been done before, so you'll save me a lot of hard work if you can stop the stuttering lol :)
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Hi all, Sorry for the basic question but I can seem to get this to work. I'v tried searching but the forum search says I need more terms and won't provide any results. :( I have an empty C130 sat on a runway. I've then got a group of civilians which have a move way point near the C130, and then a 'GET IN' waypoint directly over the Herc. The civvies just won't get in it, they just stand around looking bored. What am I doing wrong? Ideally I want the C130 to fly off after they've loaded but I know that's running before I can walk! Thanks. :)
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selecting weapons? how?
Lowe replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Right - slight problem now. :) Had 15 guys playtest my mission last night and it was good fun, but we came across an issue. When we respawn we're given the correct loadout, however the gun doesn't work. The MP5 is showing, but it doesn't work. We found that by cycling through the weapons it solved the problem, but you need to do this each time you die. Having just read above do I need to 'select' the weapon on the end of my script? i.e. {_x selectweapon "MP5A5";} forEach thislist; -
Play area limitations: help please! :)
Lowe posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Right then, I've found this post: http://forums.bistudio.com/showthread.php?t=54869&highlight=play+area My question is though, what do I do with this code and where do I put it or activate it? Is it a new file and then on activation I have to run that file through the trigger or what? Oh - and the on the end, isn't that Vbulletin code? Cheers! :) -
selecting weapons? how?
Lowe replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Fixed it, used this: http://forums.bistudio.com/showpost.php?p=1334119&postcount=3 -
Can't run custom missions - noob help please!
Lowe posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all, I'm having a few issues with mission editing in ArmA 2, or rather specifically getting my home brew missions to run on our clan server. I'm running a basic install of ArmA 2, no addons, patched to the current 1.02 version. I'll describe what I've done, and if someone could pick me up where I'm going wrong I'd really appreciate it! 1) Make mission. Nothing complicated, just a group of enemy AI attacking Utes airfield, with 10 player slots available. I made a few ammo crates for loadout changes, and also added in a couple of friendly AI units to give the enemy units something to shoot at other than the players. I added a respawn point and marker so when a human player dies after 20 seconds they can respawn. Save file. 2) Make a basic 'description.ext' setting the respawn values etc. Place this file in same folder as mission directory. 3) Preview mission - works fine, respawn functions properly. 4) Save mission, select 'Send via email' to create the mission pbo and then email it to our server admin guy. 5) Admin copies the pbo to the multiplayer mission folder, fires up the dedicated server with my mission and we try to log in. Instead of being able to pick our mission slot etc, all of us get stuck at the loading screen with 'Waiting for Host' showing. I've tried searching but couldn't find anything in here about this issue. :( Any help would be most graciously received! :) -
Can't run custom missions - noob help please!
Lowe replied to Lowe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
D'oh wrong post. -
selecting weapons? how?
Lowe replied to topeira's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just adding to this post having done a bit of a search, I'm coming across an issue with this. I've got a mission where I've got two sides attacking/defending an object and they can only blow it with satchels. I've given the squads loadouts and satchels, however when you die you respawn back with the squad class loadout rather than my own. I see above that you've created a trigger to rearm anyone who respawns with the loadout of your choosing rather than the class loadout. I've tried creating this, but can't get it to work. Exactly how do I do this please guys? I create a trigger with a 40x40 circle, repeatedly triggered, activation BLUFOR present, and then in the On Act I've pasted: {removeAllWeapons _x;} forEach thislist; {_x addWeapon "NVGoggles";} forEach thislist; {_x addWeapon "Binocular";} forEach thislist; {_x addMagazine "30Rnd_9x19_MP5";} forEach thislist; {_x addWeapon "MP5A5";} forEach thislist; {_x addMagazine "30Rnd_9x19_MP5";} forEach thislist; {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; {_x addMagazine "30Rnd_9x19_MP5";}forEach thislist; {_x addMagazine "SmokeShell";} forEach thislist; {_x selectweapon "MP5A5";} forEach thislist; When I respawn I don't get my loadout. :( /edit - I don't suppose the above "x" has to be a name does it? But if so how do I do it for lots of people (it's 16 per side) -
Play area limitations: help please! :)
Lowe replied to Lowe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks very much. :) -
End-Trigger, Help needed
Lowe replied to Shape01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Got a slight problem with this. My mission is PVP. In my mission there's a target which US forces have to defend a target. Russian forces have to take it out. Once Russians step within a trigger zone they have 30 mins to take the US target out else mission ends and it goes to the debrief. Now, when I test the mission on my own everything works fine. However when there's a group of people playing and we get to mission end (either target destroyed or still standing) the first person to log in gets the debrief and mission stop, but everyone else can carry on playing... How can I make the mission stop for everyone? (And yes, I've searched lol) -
cfgSound and values - what are they?
Lowe posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've done a search but can't find out what the numbers are after the part that defines the sound itself? I've got a trigger set so that once an OpForce person crosses into a specific area, an alarm sounds that can be heard by everyone. Currently whilst the alarm sound is triggered, it's much too quiet. I've ensured the audio file is normalised and as loud as it can go without clipping, but I can't seem to find a value which when raised boosts the playback volume. Any ideas guys? On a slightly unrelated note, is it possible to set a sound to be heard by one side only? -
cfgSound and values - what are they?
Lowe replied to Lowe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
For what it's worth I had, give me some credit. Thanks. -
cfgSound and values - what are they?
Lowe replied to Lowe's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmm, for example: class CfgSounds { sounds[] = {}; class wolf1 { name = ""; sound[] = {"\sound\wolf1.ogg", [b]1, 1[/b]}; titles[] = {}; }; class wolf2 { name = "Wolfsong"; sound[] = {"\sound\wolf2.ogg", [b]1, 1[/b]}; titles[] = {}; }; }; In the above example, what are the two numbers after wolf2.ogg controlling? Is one of those a volume? -
Would be nice, wouldn't hold my breath though. :D