sweep
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Posts posted by sweep
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PVP06 or COOP03 Special Forces ACE2 Utes REVIVE
Features:
ACE Stamina ON
Norrin's Revive
Bon's Touchbuddy
Bon's Advanced Artillery (Spetnaz w/rangefinder only)
Kronzky's UPS Script
Addons Required:
ACE2 (@CBA;@ACE;@ACEX;@ACEX_SM)
Credits:
ACE2 Team
Bon for his cool art system & touchbuddy
Kronzky for his UPS script
Norrin for his revive
Special thanks to galzohar & Bon for helping me out with code.
Download Revive version:
Armaholic mirror:
- Special Forces Utes Russia vs USA -Revive (PvP-06 - Co-03) (@)
Required addons
- Advanced Combat Environment 2 - Core
- Advanced Combat Environment 2 - eXtras
- Advanced Combat Environment 2 - SM
or
Filefactory:
http://www.filefactory.com/file/b14e0ag/n/PVP06_SpecialForcesACE2ReviveFinal.utes.rar
*added revive
*removed AI teammates
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thanks for the amazing explanation, really appreciate it.
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Delete the clientregistry.blob in the Steam folder, restart steam and that should fix itI had to reinstall Arma2, and last night attempted to reinstall Ace2. However, I get the message that I don't have a valid arma install when I run sixupdater.
I have used the search feature. There are 9 posts with 'Steam' in this thread.
One attempted to answer this question, which is quoted above.
This process did not fix it for me. Any ideas?
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hehe, :) 1920x1200 is addictive, there's no turning back now.
Thanks for the tips though. In seriousness I have had very very few issues with the game since release. That's why I'm so perplexed.
I have been running in this setup 1920x1200 since the day it came out and all of sudden I'm getting all these Memory Leak ctds.
I'm an arma addict, at my high point I'd play 1920x1200 for six hours a day six days a week, maybe ctd twice a week. Now I can't even play for more then 20 minutes.
I don't know how this memory leak started. Never had to look into Nvidia tweaks or video tweaks that much, ran great.
I'm eliminating variables to figure out what it was that changed, and the only real variable I have with Arma2 is ACE.
I've already formatted and started over, but the CTDs haven't stopped. Doesn't happen with other games.
Thanks guys, I'll definitely try these adjustments.
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Hi.Anyone tested the "new" Nvidia driver v.197.45?
Thanks
yes, having major issues. Constant crash to desktop, even once the Aram2.exe task is ended; it continues to run and causes havoc.
Last night I played for 3 hours and thought it was the best ever.
Today it lasted 10 minutes, and crashed while I was in the multi-player lobby.
This is following a full format and reinstall of everything in light of issues when it first came out.
2cpu 6700@2.66hz
3.00 GB Ram (not sure why it says that, I have 4 GB)
Windows XP Service Pack 3
PNY 9800 GTX+
w/197.45
Cannot recommend 197.45 for Arma2, but I'm going to keep trying.
RPT:
===================================================================== == C:\Program Files\Steam\steamapps\common\arma 2\arma2.exe == "C:\Program Files\Steam\steamapps\common\arma 2\arma2.exe" -mod=@CBA;@ACE;@ACEX;@ACEX_SM ===================================================================== Exe timestamp: 2010/04/19 05:00:30 Current time: 2010/04/23 16:55:23 Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/ Updating base class Turrets->Turrets, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/BMP2_Base/Turrets/MainTurret/Turrets/ Updating base class MainTurret->MainTurret, by x\ace\addons\c_vehicle\config.bin/CfgVehicles/AAV/Turrets/MainTurret/ Exe version: 1.05.62017 41.328 (0) XEH: PreInit Started 46.745 (0) XEH: PreInit Finished 0:00:52.463 (0:00:00.467) [x\cba\addons\common\init.sqf:4] MISSINIT: missionName=intro, worldName=utes, isMultiplayer=false, isServer=true 54.315 (0.567) XEH: PostInit Started 56.654 (0.967) XEH: PostInit Finished 0:00:56.671 (0:00:00.967) [x\cba\addons\versioning\versioning.sqf:5] : cba_versioning_versions=["#CBA_HASH#",["cba","ace","acex"],[[[0,3,1,94],-1],[[1,0,10,342],-1],[[1,0,10,227],-1]],[[0,0,0],0]] [b]VB Lock failed, E_OUTOFMEMORY[/b]
The last adjustment I can make is something I have a question about.
In the first post it states:
4b.Alter RenderFramesAhead in ARMA2.cfg
My Arma2.cfg appears as:
language="English"; adapter=-1; 3D_Performance=93750; Resolution_Bpp=32; Resolution_W=1920; Resolution_H=1200; refresh=60; Render_W=1920; Render_H=1200; FSAA=0; postFX=2; HDRPrecision=8; lastDeviceId=""; localVRAM=522194688; nonlocalVRAM=527433727; Windowed=0; winX=16; winY=32; winW=1920; winH=1200; winDefW=1920; winDefH=1200; GPU_MaxFramesAhead=1000; GPU_DetectedFramesAhead=4;
am I just supposed to add? -
Alter_RenderFramesAhead=1;
Is there something in my .cfg that is making this crash like crazy?
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@bittle
You can go into the bon_arti_init.sqf and inside it there is a header called Restrictions.
There you can specify specific units or weapons required to call in the arty.
Here's what it looks like: (in my case it's limited to the East side with an Ace Rangefinder)
/****************************** RESTRICTIONS ******************************************************************/ //### Specify classes artillery should be restricted to, or leave the array empty _arti_cond_classes = []; //### Specify sides artillery should be restricted to (either WEST, EAST, GUER, CIVILIAN), or leave the array empty _arti_cond_sides = [[b]EAST[/b]]; //### Specify weapons player must have to call in artillery, or leave the array empty _arti_cond_weapons = ["[b]ACE_Rangefinder_OD[/b]"]; //### define own conditions by replacing the 'true', ( e.g. _arti_cond_other = "!alive tank1 && !alive tank2"; ) _arti_cond_other = "true"; /**********
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thanks again for the great script Bon, just released a mission that uses this, but I had a question:
In post #10 I display my description.ext which when I applied Revive towards the mission, there is now a conflict with the cfgSounds from the art.
Anyway to have these run together or know what the problem might be?
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I couldnt resist the temptation of the Harrier :o Died and they played on for ages whilst i spectated.very good mission altho would like to have no AI, they can do some stupid things the russian AI lost their guns in the sea and just ran around the place :confused:
lol Harrier is for die-hards that want to be pilots. need to stay on the carrier until your team is in position with generator locations, and if they grabbed a laser marker it's the American's answer to the Russian art. or if there's 2 guys on USA, one dies and spawns on the carrier and then can bring in the Harrier instead of hoping on their chopper.
Weird about the Russian AI, really thought I had made that fool proof. Previously I had the boat landings automated which was awesome looking, but it was nearly impossible to get it perfect without them falling in the water every once in while.
I'm not sure how they'd get into the water?
Each Russian has a boat with their squad which the Player drives to the landing zone. Just pull the boat all the way on shore, then order disembarck, they should definitely be getting out on land. I keep my AI on Hold Fire at all times unless they are required, so they don't open up unexpectedly.
I will give this some thought though. The problem with no AI is that it then strictly becomes a Multiplayer mission, and couldn't really be played 1 v 1 since just two guys on a big island wouldn't make sense. Or if somebody played by themselves, which is what it is also made for.
The American side has the little birds that allow for no AI, I will try and come up with a solution for the Russians.
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Marlowe I read your other posts and I haven't seen much talk about video card drivers, just that you updated your video card.
The problems you are having sound to me like you are having driver issues, since it also happens in other games.
#1 Make you sure you have run Windows Update and your computer is up to date.
#2 make sure you have installed the 1.05 patch, and from the sound of it you might want a fresh install.
#3 don't defrag 10 times :) Once is good for a while.
#4 check this Nvidia thread for any tweaks you should make. Specifically shut off Physics in your Nvidia control panel.
http://forums.bistudio.com/showthread.php?t=76908
#5 Then I would uninstall your video driver from Add/Remove, I think you have a bad video driver install.
Download Driver Sweeper
http://downloads.guru3d.com/Guru3D---Driver-Sweeper-%28Setup%29-download-1655.html
* Use the official uninstaller(s) of the driver(s) you want to uninstall in Windows 7.
* Reboot your PC in Safe Mode. Hit cancel if Windows prompts you to install a driver, always.
* Run Driver Sweeper and select what to clean - in your case Nvida Display and/or Physics. But if you have any old Ati drivers or any other display drivers you want to tick those as well. Press Analyze and then Clean. A few entries will appear to go uncleaned. That's fine, they will be overwritten when you do another driver install.
*Reboot your computer in normal mode.
*IMPORTANT - hit cancel if you are prompted by Windows to install a driver, hit cancel.
* Download the most up to date WHQL driver for your card from Nvidia's website.
In your case I believe it is this:
http://www.nvidia.com/object/notebook_winvista_win7_x64_197.16_whql.html
*Install, restart.
Just to make sure go to your Device Manager make sure you have no ! or ?, should be ok then.
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It is really hard to sneak around the area. We tried shooting some of the lights out with the suppressed or silenced weapons and it still alerted! :)Great mission though!
thanks a lot. Yes, if the documents aren't in the nearest town from the beach then going up towards the barracks will almost guarantee detection.
Right now detection by Independent is if they spot Russians or Americans. I'm working on where detection will have another factor involved, so that it's delayed and there is a chance to kill the enemy before they report your location. Not sure if I'll get it to work well enough though.
@kdjac - love to hear how it went. I'm working on the revive version which will probably be more suitable for 3v3 since right now it's for the only very hardcore - one life if you go 3v3.
Without revive I suppose it's best 1v1 or 2v2 or 2v1 or just going Coop with one team against the island.
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go to this page:
http://dev-heaven.net/projects/six-arma-updater/files
Download SIX_Updater_Suite_v0.10.3_setup.exe.
Install the program
Click on the new shortcut on your desktop and the program will run, let it for a bit. It will open a new browser after a little while.
If it opens one and shows 'unable to connect', refresh the browser.
The first option is Preset. Select ACE Mod Vanilla
Then click the button Execute. It will then start downloading and installing the mod for you. Might take up to 30-45 minutes.
Once it is completed, it will say press enter to exit, or just start the game for you.
Close the game down and create a new Arma2 shortcut to your desktop from your main Arma2 folder.
Right click the new shortcut, go to properties, and paste this into Target:
"C:\Program Files\Steam\steamapps\common\arma 2\arma2.exe" -mod=@CBA;@ACE;@ACEX;@ACEX_SM
(that's if you have Steam, change the target location to wherever your arma2.exe is)
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respawn = "BASE"; respawndelay = 3; disabledAI = 0; onLoadMission = "Revive Enabled"; OnLoadMissionTime = TRUE; #include "bon_artillery\dialog\Common.hpp" #include "bon_artillery\dialog\Artillery.hpp" #include "revive_sqf\dialogs\config.cpp" #include "revive_sqf\dialogs\define.hpp" #include "revive_sqf\dialogs\rev_cam_dialog.hpp" #include "revive_sqf\dialogs\respawn_button_1.hpp" #include "revive_sqf\dialogs\respawn_button_2.hpp" #include "revive_sqf\dialogs\respawn_button_3.hpp" #include "revive_sqf\dialogs\respawn_button_4.hpp" #include "revive_sqf\dialogs\respawn_button_1b.hpp" #include "revive_sqf\dialogs\respawn_button_1c.hpp" #include "revive_sqf\dialogs\respawn_button_2b.hpp" #include "revive_sqf\dialogs\respawn_button_3b.hpp" #include "revive_sqf\dialogs\respawn_button_4b.hpp" #include "revive_sqf\dialogs\respawn_button_1map.hpp" #include "revive_sqf\dialogs\respawn_button_2map.hpp" #include "revive_sqf\dialogs\respawn_button_3map.hpp" #include "revive_sqf\dialogs\respawn_button_4map.hpp" #include "revive_sqf\dialogs\OK_map.hpp" #include "revive_sqf\dialogs\dead_cam_dialog.hpp" /////////////////////////////////////////////////////////////////////////////////////////// titleParam2 = "Number of Revives:"; valuesParam2[] = {2000,10,9,8,7,6,5,4,3,2,1,0}; defValueParam2 = 3; textsParam2[] = {"No Revive","10","9","8","7","6","5","4","3","2","1","0"}; /////////////////////////////////////////////////////////////////////////////////////////// class Header { gameType = Coop; minPlayers = 1; maxPlayers = 6; }; class CfgSounds { [b] #include "bon_artillery\cfgSounds.sqf"[/b] }; class CfgMusic { tracks[]= { Track1,Track2,Track3,Track4 }; class Track1 { name = "Track1"; sound[] = {\music\track1.ogg, db+1, 1.0}; titles[] = { }; }; class Track2 {I'm sticking revive back on the mission for the other version, but I get an error from my description.ext that the bon art sounds conflict with revive and that the bolded line has already been defined. any ideas? I'd like to have both sounds active if possible. Last time I just went without the art sounds and that fixed it but that would be bush-league to release.
@galzohar : that kind of stinks. I think I'm going to pretend I never heard it. :)
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I don't think AI in Arma 2 care about light at all. They only seem to care about time of day.quite possible, but they do have problems at night with civ cars and grass.
Unless you give them a long look at you from close up, Blufor or Opfor in a civ car will go unnoticed by Independent at night even with the lights on.
Then lying down in any grass at night makes it nearly impossible for them to spot you.
Blufor has flashlights, I'm not quite sure if that attracts the AI or not.
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thanks for the tips, I'll look into moving those gear boxes.
Not sure about that guy, he's supposed to be the Russian operative that dropped off the gear. But I have him set with disabled "Move", so not really sure where he could have run off to; definitely not intended. lol.
I'll throw the revive version back together and provide two versions.
I really wanted to make a Stealth type mission that required being totally careful with no needless death, so hopefully people are still careful even if they can get revived.
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Added Armaholic mirror since they rock.
While it is 3v3 PVP, each Player does have an AI squad of 3 under their command.
USA starts on the carrier S of the Island with additional gear available. Each USA team member is assigned a chopper which already has their team inside. They join your squad once you hit the beach. If Players do not want AI under their command there are Little Birds towards the front of the carrier.
Best to land in the blue usa zone, or most likely you'll be detected.
Russia starts in boats North of the island off a destroyer. From there each Player has a squad of 3 with them in their boat. Hit the landing zone then move W towards the gear if you want different weapons, then proceed with the mission.
The only known issue right now is that you can't order your USA chopper to depart once inside of it, you need to order it to leave, then hop inside. (it will leave without or without you, so get in)
It is set to Side Spawn, so you can play it 1v1 with a friend and you each have 3 lives.
I have another version with Revive used, however I decided I really like ACE wound system and the ultra realism. Not a fan of spawning - just play like it's real life. But if people think it plays better with Revive or spawning I can change it.
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PVP06 or COOP03 Special Forces Utes Russia vs USA ACE2

Details:
0420 mission start
Mission Summary:
The small island of Utes has fallen into political chaos. The United States and Russia have deployed Special Forces within the region. Two weeks ago Neo-Nationalists took control in an attempt to ransom off this mineral rich island to the highest bidder. Powerful armies now converge upon these thugs.
The prize : which rich nation comes out the savior and starts drilling for oil.
Tasks:
#1 Insertion
The early morning hours should provide for light resistance. Attempt stealth operations or expect to be hunted. RUSSIA - Rally point is marked in red. Once beached proceed with your team towards the rally point. Additional gear has already been brought ashore via operatives. USA - Rally point is marked in blue. Board your designated chopper (via waypoint) and insert with your team. Empty MH-6s also standy by.
#2 Avoid Detection
If either team is detected enemy forces throughout Utes will go on alert. If both teams are detected the effect increases.
#3 Locate Documents
Intelligence has uncovered an abnormal number of power generators throughout the island. HQ requires a closer inspection. Find documents revealing the Neo-Nationalists true intentions. As the entire island is under their control, any enterable building may have the documents sought. All possible locations are marked. Homes, Barns, Barracks, -- the documents could be anywhere, but some places more often then not. Beware that should your opposition find the documents first, they will be a step ahead towards claiming victory. Multiple sets of documents are likely, however only one is required. Any team member carrying documents will drop them upon death.
#4 Destroy Generators
The documents display a loosely bonded group of mercenaries and locals. Knocking the power out will probably quickly end this revolution. In order to deactivate the system knockout the mainframe. HQ has marked the three prime generators within the grid. Destroy them. Until your team locates a set of plans, blindly destroying all generators remains the only option, which isn't. HQ has deemed that operation unfeasible and inadvisable.
Victory Conditions:
Intended use: PVP or COOP. USA (3 slots) vs Russia (3 slots).
RUSSIA and USA: Recover documents in order locate the three main power generators and destroy them. The team which knocks out the power grid first will claim victory. If your team cannot find any documents : track the opposing team, eliminate them, recover documents from any dead player.
Features:
ACE Stamina ON
ACE Wound System ON
Bon's Touchbuddy
Bon's Advanced Artillery (Spetnaz w/rangefinder only)
Kronzky's UPS Script
Addons Required:
ACE2 (@CBA;@ACE;@ACEX;@ACEX_SM)
Credits:
ACE2 Team
Bon for his cool art system & touchbuddy
Kronzky for his UPS script
Re-playability:
The documents can always be in different spots based on percentages.
All generator locations are random upon mission start.
All enemy patrols are random. Number of patrols, number of vehicles; there are many random variables throughout.
Re-playability should be fairly high.
Feedback:
It's welcome. I'll make any additions, fixes, or subtractions within my power.
Not part of a squad so I was not able to test this in multiplayer as much as I had hoped. Any errors please let me know. I've never actually played it 3v3 so I'm expecting some issues, but also expect it to be pretty darn fun.
JIP probably isn't perfect.
Download:
http://www.armaholic.com/page.php?id=10255
ALTERNATE REVIVE VERSION WITH NO AI TEAMMATES
Download Revive version:
Armaholic mirror:
- Special Forces Utes Russia vs USA -Revive (PvP-06 - Co-03) (@)
Required addons
- Advanced Combat Environment 2 - Core
- Advanced Combat Environment 2 - eXtras
- Advanced Combat Environment 2 - SM
*added revive
*removed AI teammates
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2) Is there any way to make Markers visible to Opfor or Blufor only? I tried searching but saw nothing.
switch (side player) do { case EAST: { {_x setMarkerAlphaLocal 0} foreach ["Destroy1","Destroy2","Destroy3","InsertionWest","insert20","insert21",insert22"]; }; case WEST: { {_x setMarkerAlphaLocal 0} foreach ["Destroy4","Destroy5","Destroy6","InsertionEast","Gear","insert10","insert11"]; }; };marker names are in quotes and can be whatever you want.
put that into your briefing.sqf
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Create all markers that are player-specific locally, aka createMarkerLocal and all its "friends". Then only the machine that created the marker will display it and move it. Keep in mind, though, that the client then needs to move all markers with a client-side script, you can't just move the marker on the server.thanks for the advice, I appreciate it. I'm not really a scriptor, so I don't understand enough to where I can follow an explanation unless it has examples of code included unfortunately.
Can't I just make a script which would make the above code activate again when the markers are moved?
Within the init of the trigger that moves the markers:
null = [] execVM "scripts\markerdelete.sqf";
markerdelete.sqf
switch (side player) do { case EAST: { {_x setMarkerAlphaLocal 0} foreach ["Destroy1","Destroy2","Destroy3"]; }; case WEST: { {_x setMarkerAlphaLocal 0} foreach ["Destroy4","Destroy5","Destroy6"]; }; };the problem I run into is not knowing if anything is working since I'm making it by myself but for multiplayer. So I wouldn't know if this is working for me.
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this solution worked great for the SP aspect of my mission and when I test it with the editor....but it doesn't seem to work in Multiplayer, not even for the host. any suggestions?
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was hoping somebody could help me out, struggling with preventing markers to display for a specific side after I move them. (PVP format with side spawn & JIP)
I have 3 markers (6 total) for each team which display target locations.
Those are Destroy1,Destroy2,etc below.
Hiding them from the opposing team is working, until I move the markers into their new positions. They are moved into new positions because the target locations are selected by invisible Hs with large placement radius so it's random.
waitUntil { !isNull player }; waitUntil { player == player }; player createDiaryRecord["Diary", ["Known Issue", "Spetnaz - Do not issue any orders until you are on land from automatic dismount. Once your team's three boats reach shore order all to disembarck."]]; player createDiaryRecord["Diary", ["Victory Conditions", "Intended use: PVP or COOP. USA (3 slots) vs Russia (3 slots).<br/>RUSSIA and USA: Recover documents in order locate the three main power generators and destroy them. The team which knocks out the power grid first will claim victory. If your team cannot find any documents, they may have to track the opposing team if at all possible."]]; player createDiaryRecord["Diary", ["Add-Ons Used", "@CBA;@ACE;@ACEX;@ACEX_SM;<br/>Bon's Advanced Artillery (Spetnaz Only)<br/>Bon's Touchbuddy (lftctrl)<br/>Kronzky's UPS Script"]]; player createDiaryRecord["Diary", ["Mission Summary - Utes Special Forces PVP", "The small island of Utes has fallen into political chaos. The United States and Russia have deployed Special Forces within the region. Two weeks ago Neo-Nationalists took control in an attempt to ransom off this mineral rich island to the highest bidder. Powerful armies now converge upon these thugs.<br/>The prize : which rich nation comes out the savior and starts drilling for oil."]]; switch (side player) do { case EAST: { {_x setMarkerAlphaLocal 0} foreach ["InsertionWest"]; }; case WEST: { {_x setMarkerAlphaLocal 0} foreach ["InsertionEast"]; }; }; switch (side player) do { case EAST: { {_x setMarkerAlphaLocal 0} foreach ["Destroy1","Destroy2","Destroy3"]; }; case WEST: { {_x setMarkerAlphaLocal 0} foreach ["Destroy4","Destroy5","Destroy6"]; }; }; player addEventHandler ["killed", { [] spawn { waitUntil { alive player }; [] execVM "briefing.sqf"; }];I just don't understand why after I set them to not appear and they weren't, that attributes would change even if I moved them.
Complete script nooblet so if there's anything wrong please let me know.
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CreateGroup resistance:bounce3::bounce3:ty
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my error is the GUER variable. For the life of me I can't find what is to be used for guerillas or independents. I only find examples of EAST and WEST, but I thought for sure it was Guer.
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would there be anything that conflicts with the ACE 'Enable Radio Sounds' module?
I have a 3-sided mission with a few characters playable (GUER,USA,RUS); so I just put the module down on the map and didn't sync it to anybody as instructed previously in this thread.
But no side is able to hear any radio chatter in or near vehicles.
I've now attempted to sync to the players I want to hear radio sounds, but that doesn't seem to work either.
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@Leogecko27- I'm having the same issue. uninstall and reinstall Six Updater and try again
PVP06 or COOP03 Special Forces Utes Russia vs USA ACE2
in ARMA 2 & OA - USER MISSIONS
Posted · Edited by sweep
Updated previous post with the Final revive version. After some multi-player tests had a few glaring errors.
*Removed USA insertion action
*Removed AI pilot insertion
*Cleaned up
Now the USA must pilot themselves to the island in order to remove any AI factors.
All changes in previous two posts are only for the revive version.
First post still has the original non-revive version.