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Drew

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Posts posted by Drew


  1. @Drew

    When 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?


  2. -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.


  3. 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?


  4. 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


  5. 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.


  6. 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


  7. -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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