WillaCHilla
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Everything posted by WillaCHilla
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Really nice looking units. One more reason to visit Chernarus again for some missions.-Thanks for that.
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ARMA 2:OA beta patch 74858
WillaCHilla replied to WillaCHilla's topic in ARMA 2 & OA - BETA PATCH TESTING
Uploaded the beta on filefront for faster downloading. Link is available at first post. -
A fix for Full Axis throttle mapping
WillaCHilla replied to TheHarvesteR's topic in ARMA 2 & OA - TROUBLESHOOTING
Thanks very much for this detailed tutorial, TheHarvesteR! -Tested it today in the morning and it runs flawlessly. Besides of creating a .bat-file to start GlovePIE in combination with arma, you can do the same with the ArmA II Launcher by SpiritedMachine (under "external apps"). -
After testing the the z-fighting yesterday, I can completely confirm what KC described above. It's also detectable with a normal acog-sight. Furthermore during testing, I found another interesting one. If you enter a vehicle as passenger (manned with ai) which has a gunner position and order the ai of the vehicle to change their behaviour (unit>7>behaviour), you are not able to turn around your view/head by mouse (or TrackIR) anymore. Only after re-entering the vehicle you can turn your view as normal. As I described, the only specific thing for this I found so far is the presence of a gunner position in the particular vehicle. If you enter a manned vehicle without a gunner position (BAF_ATV_W e.g.) behaviour-change has no effect on turning your view. For editor-repro, thats what I did: placed one unit (BAF-rifleman) as player placed different vehicles for testing (HMMWV_M2, HMMWV_DES_EP1, BAF_Jackal2_GMG_W, BAF_ATV_W, BAF_Jackal2_GMG_D, BAF_FV510_W) next to him grouped all vehicles to the player-unit, so he is the leader of them previewed the mission tested the different vehicles as described Anyone can confirm this or is there a CIT-ticket already for this one?
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Display Adapter does not support...
WillaCHilla replied to 427490's topic in ARMA 2 & OA - TROUBLESHOOTING
First of all if you have problems with anything related to your hardware please post your system-specs. Second, after asking google about your error-message I found this after a few seconds: "Display adapter does not support format D24S8 for X8R8G8B8" Go to your display properties, open the troubleshooting tab, and set the Hardware acceleration to "Full". Full information here. -
Stopping an animation once
WillaCHilla replied to Sky999's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks a bunch for this!-Works perfectly. Though i had to replace the redmarked ones with {_this call AZC_StopAnim} to get the "fnc_StopAnim.sqf" work like you did in the previous fnc_Animator.sqf: sleep 1; { private["_unit", "_anim","_ehEvent"]; _unit = _x select 0; _anim = _x select 1; // add event handlers for animated units _ehEvent = _unit addEventHandler ["firedNear", [color="Red"]{_this call AZC_fnc_StopAnim}[/color]]; _unit setVariable["firedNear", _ehEvent]; _ehEvent = _unit addEventHandler ["hit", [color="Red"]{_this call AZC_fnc_StopAnim}[/color]]; _unit setVariable["hit", _ehEvent]; _ehEvent = _unit addEventHandler ["killed", [color="Red"]{_this call AZC_fnc_StopAnim}[/color]]; _unit setVariable["killed", _ehEvent]; while { (alive _unit) && (animationState _unit != "AmovPercMstpSlowWrflDnon") } do { _unit playMove _anim; waitUntil{animationState _unit != _anim}; }; } forEach _this; -
After the first releases of J.S.R.S. I decided to test different sounds for the A-10 and replaced it with the GAU8 'F'-sounds from armaholic. After a short test and some confusion about these "strange" sounds I thought its the first time I am not able to get an addon run correctly. Now after this explanation some things getting clear :) .
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Dynamic Sound AI - RUG DSAI officially converted for Arma 2!
WillaCHilla replied to Wolfrug's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the fast answer! -Well, we were going to use it on a CO coop-server, but I detected the same "problems" Kroky listed above. Now after you gave us this detailed tutorial how to fix it, I think a updated version for OA/CO would be very useful. Personally I think its really a great addition for the atmosphere in a battle for example (also in OA). So if its not too much work for you and you have time for this, I would be very thankful for updated public-keys. -
RptMon - a tool to help you view your rpt file
WillaCHilla replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Very useful tool! Thanks for that-will test it after work. -
Dynamic Sound AI - RUG DSAI officially converted for Arma 2!
WillaCHilla replied to Wolfrug's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are you able to use the same public-key (RUG DSAI) after doing these changes in the addon? -
Stopping an animation once
WillaCHilla replied to Sky999's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Really a great solution for this circumstance. One thing I like to know: Is there any way to get the animations looped (while using these scripts) till they detect enemy-fire and get back to normal-mode? Found this, but how do you implement "animLoop.sqf", if you´re using "fnc_StopAnim.sqf" the same time? Any help would be welcome, cause last night was too long while trying to get this work :cool: . -
PR Invitational Event, Sponsored By Tactical Gamer
WillaCHilla replied to dredge's topic in ARMA 2 & OA - MULTIPLAYER
Really great news! I will try to activate some mates for this event, too. Perhaps he wants to know if there is a certain time of day at the named weekend when the event starts/server(s) open their doors?! If not-this would be my next question. Another thing I would like to know if the server(s) for the event are supported by admins the whole time or only in the evening e.g.? -
ArmA 2 Game Launcher
WillaCHilla replied to SpiritedMachine's topic in ARMA 2 & OA : Community Made Utilities
Great addition!-Thx for that! -
We played your mission the first time last evening. Thanks to all who are involved in creating/porting this mission.-It was really a lot of fun!!
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What special software/hardware do you use with Arma2?
WillaCHilla replied to maddogx's topic in ARMA 2 & OA - GENERAL
It temporally closes all unnecessary services in the backround. After disabling the gaming-mode all services will be restarted with one click. If you did not disable all these services manually it can give you round about ~200mb free ram. In the past I often used it in combination with a ramdisk. If you only have 4GBs of ram these ~200mb of free ram are very important sometimes ;). -
Gossamer's Warfare --- Variant of Warfare BE
WillaCHilla replied to gossamersolid's topic in ARMA 2 & OA - USER MISSIONS
Very nice changes in 2.09 to finalize the functions of the new class-system. Also congratulations for getting space @ DH! -
LODs are bugged with "-world=Takistan"?!
WillaCHilla posted a topic in ARMA 2 & OA - TROUBLESHOOTING
After giving a tutorial to a friend about using a launcher for arma:CO yesterday, I tested -world=Takistan a bit in my free time. After starting the game and pre-loading the map, the menu-scene (in this case with the two snipers on the hill) was loading with lowest LOD. After some seconds, all LOD-switching seems to be okay and the menu-scene was present as usual. Next I played a mission (player+Squad + ammobox + some vehicles) which was created in the editor for testing. Now the strange thing is that in most cases only your own weapons (rifles, launchers) in 3rd-person-view have the lowest LODs after mission-start. In 1st-person-view everything is fine. Also sometimes the vehicles+ weapons of AIs were present only in lowest LODs (1st-and 3rd-person-view). Why I am starting this thread is to check, if this effect is only present on my computer or a general thing. In this case I would create a ticket @ CIT to give a more detailed report (with pics, mission example, etc. if necessary). Generally, the usage of this parameter is not the most important one and there a lot more things which have to be fixed, but I used this parameter all time @ arma² and in some moments it was a very handy one there. To prevent further questions, I tested this thing without any addons. The usage of the newest beta-patch did not give any difference. Settings, etc in my signature. -
LODs are bugged with "-world=Takistan"?!
WillaCHilla replied to WillaCHilla's topic in ARMA 2 & OA - TROUBLESHOOTING
Thx for the answers so far. For me, it is not the BAF-addon which causing the bugged LOD. I am very sure its about the "-world=..."-parameter which is causing it. If I am starting OA without the "-world= ... -parameter everything runs fine without any problems. Also with the BAF-content, I did not have any problems yet. The problem occurs on all types of weapons, etc.- not only the BAF-ones. Well, I used this parameter the last time before 1.54. There were some problems with LOD-switching in general at this time (tested all betas). So I was not sure, if its the parameter only. After the release of 1.54 and its betas, its the first time I used it. In General, I get very good performance with the latest patch and its betas, so now I was a bit surer that its not the patch itself. Btw, did anybody test the parameter and its LOD-switching? It would be the first step to make clear, that its not only bugged in my case. -
Gossamer's Warfare --- Variant of Warfare BE
WillaCHilla replied to gossamersolid's topic in ARMA 2 & OA - USER MISSIONS
Normally, #1Frontschweine is a server which got it running. Since a few weeks I wasn't able to connect to it though. Besides of that, the TGW-server is the main-address to play the latest version of it. Me and my mates (from Germany) have no problems with the ping of it (a fluid gameplay without lags is possible generally). I think we played a mission on your server in the past and got very good performance there. So-why not having an additional server based in Europe?! :) What you should think about is the usage of server-keys. At the TGW-forums are listed all addons they allow to use on their server. In my opinion a very good mix of PvP-usable mods. -
Try this (Option 2 : Modfolder method). Don´t know if it helps in your case (which addon do you want to launch?), but its a better solution than installing all these .pbo data in your "root"-Addons directory.
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British Troops DLC released & Official 1.01 Update
WillaCHilla replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
Did exactly the same. So two fools at least. :o -
ArmA2:Oa Patch 1.54 released!
WillaCHilla replied to royaltyinexile's topic in ARMA 2 & OA - GENERAL
Just installed patch 1.54 + BAF sucessfully. Besides of the Msvcp71.dll-error by sprocket.exe there were no problems to install both. My way to install the patch (after reading this thread): - went back to default CPU-clock - copied the extracted patch to the Arma2-directory - installed it (btw, i ddl the patch from armed-assault.de although there should be no difference between the different hosters, I think.) Perhaps its helpful for someone. Really a big WELL DONE for the new mp-browser GUI. Great one, BIS!! -
ArmA2:Oa Patch 1.54 released!
WillaCHilla replied to royaltyinexile's topic in ARMA 2 & OA - GENERAL
I think releasing a patch which includes the light version of BAF is a good solution for everyone. How would you prevent not to separate the MP-community in another way?! Besides, one question for the correct install-order, when I come home from work later: 1. Patch 1.54 2. BAF-DLC or vice versa ? BTW, I could swear we will see some new threads in the troubleshooting-section in near future ("...All graphics are good-only the BAFs are so low-textured...").;) -
graphics bugs with ATI 4800 series (4850/4870/4890)
WillaCHilla replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
New ATi Catalyst 10.8 is released! One interesting thing for all Crossfire//Win7-users in the release-notes: "Resolved Issues for the Windows 7 Operating System: ...ARMA 2: "Operation Arrowhead" game now works in CrossFireâ„¢ mode" Hopefully some testings by CF-users will show if there are any performance-changes. -
No problems or entries in the .rpt detected while testing the new beta yesterday. Performance wise no difference to the last one (which is quite good for me). Well, performance in areas with a bigger number of buildings is a bit lower than elsewhere, but I think MadDogX explained it well. I think its more important to have almost every building enter-able with some modelled interiors than a perfect performance in these areas.