Kupla
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Posts posted by Kupla
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I'm looking for a new graphics card for my somewhat outdated PC with
AMD Phenom 9750 Quad at 2,4 GHz
8GB DDR2 at 800 MHz
Windows Vista 64 bit
ATI HD4850 1GB
Can anyone recommend a video card in the 200-300e range? Oh, and it needs to fit into my 7" wide pc case.
Also, what do I need to know when switching the graphics card? How do I make sure the GPU is compatible with my old setup?
Thanks
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After the trainwreck of a game that is Arma 2 does anybody feel that they have a lot of nerve to bring out an expansion?I for one think it's outrageous.After releasing Arma 2 in the state it was, and still is 4 months after its release, they want us to pay more money for another game that'll no doubt not work as it should.
I somewhat agree though the couple patch have improved it nicely. But don't expect many ppl to agree with you on these forums..
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Though you must not forget that Xfire is free, fraps is not.
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Hello everyone
I have a few questions mainly about sounds in custom missions.
Firstly, have all the sound files been listed somewhere, similar to what has been done to weapons and objects in the "Arma 2 classnames" -thread? What I am looking for is a small beep or a radio-like sound to use between sidechat messages with playsoundfile "filename".
Another thing, I have some custom sounds in .wav extension and I've heard that they need to be in .ogg for arma 2. Can I just blatantly change the extension from .wav to .ogg or do I need to use some program? When I have my .ogg file what do I have to do next? (A step-by-step guide would be nice) I'm trying to play the files with the sideradio command.
And as for my last question, can I set a sidechat message to a leader of the group regardless if the leader has changed during the mission? Because currently if I set a message to "soldier1" and that soldier dies earlier in the mission, the chat will not trigger. I want the chat to be activated as long as there's still one person from the group alive.
Thanks in advance, I'm still a bit new when it comes to all this.
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IMO, the biggest problems with the AI are the "only shoot to kill" -logic and ordering the AI to target/engage an enemy, especially a vehicle. They never seem to make any good decisions when engaging a vehicle (Why won't they use their AT weapons properly?!). Then there's also problems with some waypoints like "HOLD" in the editor...
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You could try using the attachto command.
For example:
dogname attachto [carname]
Then place the dog to a good position on the map.
EDIT: yeah, like DMarkwick said.
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Fixed: After respawn in MP, player's tasks, diary content and skills are transferred to the new entityIt should work but it doesn't. Group respawn kills it. It works perfectly well alone, but as soon as someone joins the server, BAM no tasks on respawn. I've tried nearly everything between the heaven and earth but nothing seems to work, only found a solution which creates double tasks on respawn.
I consider the editor and playing your own missions the most appealing part of the game and this is simply preventing me from doing that. I no longer want to create 'taskless' missions as I wish to progress in the editor and tasks are really a 'must have' for every mission. After a month's break from Arma 2, I've come back to look for a solution as I feel like creating missions again. Any ideas are welcome.
And btw, don't tell me to try another respawn type, because I don't want people to miraculously respawn to another location, nor playing singleplayer, because there is no point in it. (Who would want to play this game alone?)
So please, BIS, fix this in the next patch!
Thankyou
rant over
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My solution works perfectly well alone, but when there's another player on the server I get double tasks on respawn. Multiplayer screws a lot of scripts up really, which is weird because why would anyone want to play a mission alone with AI only?
But it doesn't matter anymore, I no longer waste my time on creating missions and I just play on some random multiplayer servers every now and then. Too bad, because the editor had so much potential to make this game really awesome.
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I haven't but don't really like the other respawn types in my missions. Maybe I'll find a way some day.
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Maybe it's because I'm trying to find something that works with "respawn = 4".
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From my briefing template (put it on the beginning of file):waitUntil { !isNull player }; waitUntil { player == player };Sorry, but it didn't work... :/
atm got this in the briefing.sqf of my test mission:
waitUntil { !isNull player }; waitUntil { player == player }; taskExample1 = player createSimpleTask ["taskname"]; taskExample1 setSimpleTaskDescription ["taskmessage", "taskname", "taskname"]; if (triggeractivated tasktrig) then {task1 = player createsimpletask ["tasklol"]}; if (WPcompleted) then {task1 settaskstate "SUCCEEDED"}; -
ok forget about my "guessings", think Xeno has put it spot on herethats it.
So how does this work in practice?
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Yeah on respawn... It worked fine alone, no double tasks or anything.
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I don't know what happened but I got it to work in a new testmission I made. I wrote this into briefing:
taskExample1 = player createSimpleTask ["taskname"]; taskExample1 setSimpleTaskDescription ["taskmessage", "taskname", "taskname"]; player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; [] execVM "briefing.sqf"; }; }]; if (triggeractivated tasktrig) then {task1 = player createsimpletask ["tasklol"]}; if (WPcompleted) then {task1 settaskstate "SUCCEEDED"};As you can see I made a trigger which created a new task, so I had to add extra lines to check whether that trigger has been activated already.
EDIT: I'm getting double tasks when there's another person on the server. Still got to fix that
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disregard.JIP doesn't load the briefing for me either...
BUT it does if the player bails out to the lobby (dont disconnect!) and rejoins a second time though !
So JIP'ing a second time without disconnect loads the brieifing.sqf perfectly :o
Is this the only way? I'm about to give up with tasks...
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The patch is ok, though this:
*Fixed: After respawn in MP, player's tasks, diary content and skills are transferred to the new entitydoesn't work.... :/
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Yeah, after your first death it works fine
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I mean I started making the mission in editor in 1.02. Just tried it on a brand new test mission, didn't work. Test it yourself with "respawn = 4;" in description.ext. If you get it to work, please tell me
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Another way to do this is to first place a "load" waypoint for the helicopter right next to it, and then synchronize the marker with another group's (group going to board the chopper) "get in" waypoint which is NOT placed on the chopper (place it somewhere near it). After that, create an invisible helipad on the landing zone and place the chopper's unload waypoint right ontop of the helipad. Finally, create a "get out" waypoint for the group boarding it and put it next to the invisible helipad. Synchronize "unload" and "get out".
Could've said that a bit clearer meh.
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Nope, doesn't update despite the patch. Are you sure it works with respawn = 4? I started this mission in 1.02 though..
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Okay, I changed it, thanks for the help.
---------- Post added at 07:03 PM ---------- Previous post was at 05:35 PM ----------
New problem, after the player dies and respawns to another member of the group the tasks don't carry over. That might be because the briefing.sqf file is only executed through the init.sqf... which is in the beginning obviously. How do I fix this?
---------- Post added at 08:25 PM ---------- Previous post was at 07:03 PM ----------
Maybe I have to set the tasks for all group members then, is there some simple command to give all tasks at once or do I have to assign them to everyone individually?
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I checked the trigger and realised that the hint was in a waypoint's on act and the waypoint was synchronized with the trigger. I moved the hint and settaskstate to the trigger's on act, do you think that makes a difference? (can't test it in mp now)
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does the hint work in mp with your mission?Actually, it didn't. It worked in a test mission I made in mp though.
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But doesn't that create the task for one person only? I want everyone to see the tasks.
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
in ARMA 2 & OA - QUESTIONS & ANSWERS
Posted
I think that computer will be able to handle it pretty well. If you look up my current specs (above), I can run Arma 2 with Medium/High settings (no AA) at around 30 fps.