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MAJORdorMo

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About MAJORdorMo

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  1. MAJORdorMo

    Spectator's Script in Arma 3?

    Nothing, it works fine, but it is a bit of an annoyance to make sure it is on every mission on our server.
  2. MAJORdorMo

    Spectator's Script in Arma 3?

    There is no reason a spectator script can't have a free view mode or something.
  3. It certainly seems that way. After some Googling, it seems that they hold the stance that it isn't a bug, but a feature. =/ My squadmates and I have learned to live with it. I guess we can hope it will be fixed in Arma 3.......
  4. MAJORdorMo

    Spectator's Script in Arma 3?

    I don't know about everybody else, but I'm tired of having to play as a bird when you die in OFP/Arma/Arma 2. Bohemia should definitely have a spectator's script in Arma 3. Right now we have to use Kegety's Spectator Script in Arma 2, which is great, but I don't see any reason BI can't make their own spectator's script. If they must keep their birds, maybe make it an option in the mission editor?
  5. I tried messing with all of those settings. Nothing seemed to work. So you're sure it is Linux and that switching to Windows will fix it? I'd be completely willing to use Windows if it fixes this, but I definitely prefer Linux.
  6. I recently setup a Linux dedicated server. Enemies from ~200m+ away warp like crazy! I've screwed with my arma2ao.cfg, but it didn't help. Here are the server specs: Ubuntu 11.04 Intel Core 2 Quad Q8200 2.33 Ghz 2 GB DDR2 ram 10Mbps port I was monitoring my CPU usage and it was all fine, so I doubt it has anything to do with my specs (HOWEVER, when I tried the -cpucount=4 tag then one core would always be 90-100%.) Is this just a problem with the netcode, or am I doing something wrong? Would upgrading to a 100Mbps port fix the problem? What about switching from Linux to Windows? I'd prefer Linux, but I'd be willing to go to Windows if it fixed this problem. EDIT: I was just monitoring the bandwidth while I played a coop mission on the server by myself. It never exceeded 20 kb, so I guess upgrading to a 100Mbps port wouldn't do anything.
  7. Sorry, I shouldn't have said radio. I mean Side chat, Group Chat, and pretty much every "chat" except direct. So yeah, in game VOIP ^_^. I'm not using ACRE, I was talking about side chat, group chat, etc. I want it all disabled except direct. I thought removing the radios from the inventory (they are there by default) would work, but it didn't do anything. I know they don't, but I just wanted some kind of extra incentive to protect/take out that objective (it is a PvP game). EDIT: I am an idiot. I now realize the radios in the inventory have nothing to do with communications.
  8. Is there any way to disable radio in multiplayer? I want to make a mission where if one team destroys a radio tower, limiting the other team to direct communications. I tried the following: 1. a script that removes the radios from their inventories. Radio still worked despite the fact that it wasn't in their inventories. 2. enableRadio false; This didn't do anything. Is this just impossible? Right now I just have a hint popup that says "Radio tower is down! Switch to direct communications.", which is fine (we all trust each other), but I'd much prefer to actually disable radio. (Sorry about putting this in the wrong section earlier).
  9. I just realized I put this in the wrong section. Mods please delete. Sorry about that.
  10. MAJORdorMo

    The Undead Mod

    I'm not sure if this has been asked yet, but have you released the unit classnames? If so, where can I find them? If not, do you plan to?
  11. I'm trying to write a script that creates a trigger on a unit and detects how many civilians are inside the trigger area. Here is what I have: _unit = _this select 0; _trig = createTrigger["PRESENT",getPos _unit]; _trig setTriggerArea[100,100,0,false]; _trig setTriggerActivation ["CIV", "PRESENT",true]; _count = count list _trig; titleText[str(_count),"PLAIN DOWN"]; However, _count is always 0, no matter how many civilians are in the trigger area. I've also tried using _trig = createTrigger["EmptyDetector",getPos _unit]; but I got the same results.
  12. That worked perfectly! Thanks!
  13. Here is my code: _N = markerPos "N"; _S = markerPos "S"; _E = markerPos "E"; _W = markerPos "W"; //creates AI HQ _OpforHQ = createCenter east; //creates the AI's groups grpNorth = createGroup east; grpSouth = createGroup east; grpEast = createGroup east; grpWest = createGroup east; "RUS_Soldier1" createUnit [_N, grpNorth]; "RUS_Soldier1" createUnit [_N, grpNorth]; "RUS_Soldier1" createUnit [_N, grpNorth]; "RUS_Soldier1" createUnit [_N, grpNorth]; Now, the units spawn, but they don't attack! I can nip one in the leg and they won't attack! I can throw in Blufor AI that will kill them, but they won't fight back! How do I get the units to fight?
  14. MAJORdorMo

    Campaign Coop on Dedicated Server

    I already read that. I forgot to mention that i did the #reassign thing in the first post. Many missions wouldn't start up right and others would have messed up objectives.
  15. How can I host the coop campaign on a dedicated server? I tried unpacking the mission.pbo and uploading the campaign missions individually, but then Cooper wasn't playable (he was locked on AI). Anyone know how to do this?
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