Drew
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Posts posted by Drew
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Sucess! my problem was the addon launcher not being up-to-date.
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@DrewWhen starting beta with this line:
"D:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -mod=beta;@random_addon -nosplash
it starts fine. Adding a ";" at the end of the mod command like this:
"D:\Program Files\Bohemia Interactive\ArmA 2\beta\arma2.exe" -mod=beta;@random_addon; -nosplash
brings the error "Error compiling pixel shader PSTreeAdv:0"
Try to check for extra ";".
how does this solve the issue with the Arma 2 Launcher by Alpine Stars?
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negative, I'm known for keeping my ARMA 2 nice and clean all mods have their own MOD folder
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I'm gonna be furious! lol jk, but in all seriousness if you feel you can do a beter job than whats already been done (and believe me, its a good ammount done to it already) than like lucilk said un-pbo it and give it a shot and post your results here if you want.
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I cant figure it out I'm done pissing about with it, Its not worth my time nor anyone elses. Ill just continue to wait for the 1.05 patch in patience. ty all who attempted to help.
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-Ziggy-;1507033']I got the beta to work with alpinestars launcher...after going to settings and making sure you are targeting the beta exe' date=' you have to ensure you are using the '-mod=@beta' (or beta) switch. use the additional command line parameters.
I did notice once the beta exe was selected in settings, all of the mod folders that are automatically sought and put in a list to choose from vanished.
If you want to use all those mods with your launcher, put the folders inside your beta folder.
:D
a word of advice, get the beta working with the tools provided,ie; instructions and shortcut , before you go ahead of yourself and try using launchers and mods and then complain the beta doesn't work.
oh, and, it was the operator! ;)
I will bear that opinion in mind, thanks.[/quote']
It's not the opperator, I have done all of the above & its still not working. maybe its the Opperators PC, but its not the opperator its the same damn pixel error.
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I did and thats when that pixel error appeared and kept crashing my game, I will update my launcher and see if it helps, if not I will try Yoma's launcher.
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No Zipper Im afraid your completly wrong there, I am useing Alpinestars, not the latest version of Alpinestars but I am useing it, may be there in lies the problem? will test later.
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@Tony: oh really? Ill have to check that out, and no JW because it keeps crashing my game lol :(
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yep, and this is why I dont install beta patches, Im uninstalling it now.
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ah ok I understand now, thanks :D
---------- Post added at 06:22 PM ---------- Previous post was at 06:19 PM ----------
nope didnt work, even selected the ARMA2.exe from my beta file with my launcher, now it comes up with this error:
Error compiling pixel shader PSTreeADv:0
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it doesnt add it to a mod folder it adds it to a "Beta" folder, I put a @ in the front of it so it looks like @Beta and I select it from my launcher and the game doesnt launch it comes up with a pixel error, and I really dont feel like going in and typing @mod @mod @mod in the command line on my ARMA 2 Beta shortcut, Is there a way around this?
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I have a question, I have decided to install the latest beta patch because I'm tired of the fecking gunner in my chopper switching weapons on me when Im in the middle of a firefight....that being said, Can I just install this to a @mod folder? will it work like that or nO?
---------- Post added at 06:07 PM ---------- Previous post was at 06:05 PM ----------
basically what I meant to ask, I have a lot of mods I'd like to use & I want to use them as well as the beta patch with my ARMA 2 Addon launcher, is this possible?
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yes I believe so
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edit ok I figured out how to add more than 1 sound in a vehicle/waypoint but I still need help with the sound/music triggering when the vehicle is destroyed :) thanks :D
---------- Post added at 05:46 PM ---------- Previous post was at 05:45 PM ----------
nil = [] spawn {sleep 10; playSound "blah";} is the script used for more tahn 1 sound in a trigger
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Sorry to bring up a post from the past but I have question that pertains to this thread.
I have a few sound files, I want them to play in the same trigger/waypoint but I want to add a delay before the second sound so that the first and the second sound don't overlap each other, how do I go about doing this?
also, I want to add a sound in where you destroy a vehicle, the sound plays. How do I go about doing this? any help is much appreciated thank you.
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I would like to add the Mando system to the Commanche, this is possible correct?
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Hi Drew, is a awesome mod you create here.Just a request if you can, you can add a action were we launch a scud without there is someone in the vehicle ? If possible, i appreciated that :D
No in action context, with a radio or script in editor ? :p
Thank you again! :D
It's possible to add that, I'm also working on a config that allows you to place a SCUD that is already in the launch position. but I am not the creator of this addon, all I did was port it :o You can thank Gigan & Vilas for the addon
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anyone else getting the bug when the commander turns out it in the M109 it crashes to desktop?
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nice job Vilas, I really like http://www.armaholic.eu/vilas/scr/12_2.jpg as well
---------- Post added at 05:38 PM ---------- Previous post was at 05:00 PM ----------
have a problem Vilas, when you are the commander in the M109 & you Turn out your game crashes.
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-Ziggy-;1505768']Arma1 cars from Sigma-6 and GNAT
I want these in Arma2!
http://www.armedassault.info/index.php?cat=news&id=1043
I just keep failing at my attempts to get these to work in Arma2 without errors and glitches.
They wont even run' date=' some error in cfgvehicles needs a } and arma2 fails to load.
=====================================================================
== G:\Program files\Bohemia Interactive\ArmA 2\arma2.exe
== "G:\Program files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -window -world=empty -maxmem=2048 -cpucount=2 -mod=@SIG_Vehiclesv10;@MAP;@oia_objects
=====================================================================
Exe timestamp: 2009/09/15 10:53:36
Current time: 2009/12/05 01:46:17
File cooter\config.cpp, line 261: '/CfgVehicles/cooter.armorEngine': Missing ';' at the end of line
ErrorMessage: File mackr\config.cpp, line 379: /CfgVehicles/: Missing '}'
having never tried to use the Bis Tools before A2...I'm kinda hoping the people with the knowledge can do me a solid ;)
anyway, its just an idea. they are great looking cars that add an atmosphere of coolness :cool:[/quote']
the reason they don't work for you is because your not adding the right ARMA 2 config in (copying & pasting the PBO just doesnt do it..), most of those vehicles are useing OFP & ARMA 1 config (Like the challenger) I rewrote my own config for the challenger and it seems to work now minus the turbo not working, I'm almost finished with it though.
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-Ziggy-;1505565']not a tank' date=' the car! vroom vroom, weeeee![/quote']oh you mean this?

Arma II & OA User Video Thread
in ARMA 2 & OA - GENERAL
Posted
nice video fox.