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Pappy60

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Everything posted by Pappy60

  1. okay tried this and it did function...loads up a bit faster but still get stuttering when flying over towns....no joy...... so this is telling me I have a bottleneck that is not the hd ...not good...either a cpu or bus bottleneck......
  2. Bono LV you are correct...but if I can spend a few hours tweaking to get a playable game now instead of waiting for BIS to arrive at the party ....its worth it.... sadly I did get the ram drive working as a junction to a mod folder...but no joy even with most of the files loaded into ram I still get slow terrain painting and stuttering ........bottleneck has to be somewhere else...
  3. Yes that method will work with Vista, not XP.... ---------- Post added at 08:48 PM ---------- Previous post was at 08:46 PM ---------- I will try this..might work...
  4. What about simply putting the paging file into a ram drive? At 8gb of ram I don't have room for the entire program, and under XP I cannot hardlink from a ram drive to another volume so running some of the files in a ram drive does not work...maybe putting the paging file in a ram drive would help?
  5. Yes Junctions will work in XP but a junction would require an entire addons folder in the ramdrive and with 8gb of ram there would be not be enough ram left to run the system. Link Shell Extensions is limited to the same volume under XP ...thanks for the info but neither of these will solve the issue for me. ---------- Post added at 07:40 PM ---------- Previous post was at 07:38 PM ---------- I would try this but I do a lot of clan play / MP with this beta would I have a mismatch and not be able to play on 1.04 MP games?
  6. Well sad to report ramdrive is an issue for me.....I have 8gb available, so I followed instructions from the post above to setup a ramdrive loading only the important Arma files because I don't have enough ram to load the entire addon folder... Here is the issue, you cannot hardlink files from the ramdrive to the addons folder on the C drive in XP, XP does not support hardlinking across different volumes. So now I am looking at purchasing more ram so I can load all of Arma 2 from the ramdrive but that means replacing all of my ram as I currently have 4 slots with 2gb each...and would need to replace them with 4gb chips...at a cost of about $800.......... The remaining option is to load Vista (please kill me first) which while is a terrible OS, does support symblic linking across volumes.....obviuosly Vista is way cheaper than new ram..... I am also going to try putting the paging file in the ram drive ....maybe some software disk caching there too....
  7. Link Shell Extentions does not seem to be working for me using XP 32 .... I am trying to follow your instructions on this, everything went well until I try to connect the ram files to the add on folder.... Link Shell only gives me a "cancel link creation" there is no "drop hardlink" option...however I do get the "drop hardlink" option if I select a place on the R: drive (ram drive) but when I select the addon folder or any other folder on the C:drive, there is no option to create the hard link...... Obviously I am doing something wrong but be damned if I can figure it out...... It does allow junctions from ramdrive to C:\ if you select folders but it will not allow files to be selected and dropped....
  8. That is an excellent post, those guys are doing tremendous work on solving the painting and stuttering issue! I had heard about using a ram drive to solve the issues but was at a loss where to start, now there is a guide so I will be trying that today and posting my results....... ---------- Post added at 10:24 AM ---------- Previous post was at 10:21 AM ---------- But I'm not returning the GPU...when I opened the box I could hear the angels sing and there was a glowing aura around it ....there is no way I can return this.....I just need to fix the bottlenecks that are preventing it from taking me to gaming nirvana .....
  9. This is odd, in preview and in SP all of my triggers and waypoints work fine but in MP the ai will board my helo at a "getin" waypoint but will not exit my helo at the getout waypoint. I have a trigger at the getout wp with unitname leaveVehicle vehiclename but they will not get out unless I get out, then they bail out and take off to the waypoints. I have tried using unassignVehicle leaveVehicle, but nothing works in MP? the scenario is I grab an empty helo and go to an unmarked LZ (no waypoint) and pickup an ai fireteam (not assigned to me) and transport them to another unmarked LZ for them to insert but they refuse to get out in MP?
  10. this is making me crazy, this is on my dedicated server and this trigger activation is firing, the sniper does get out and I do get radio messages....but most times, the task does not change state....sometimes it does, sometimes it doesn't but the trigger always fires..... What is wrong with this? (note the isServer statement was added as a possible fix but is not fixing it)
  11. so what is the proper way for a trigger to update a task on a dedicated server?
  12. That is actually not in the code, it happened when I posted it here during the cut / paste ---------- Post added at 04:41 PM ---------- Previous post was at 04:40 PM ---------- weird......I edited the post to correct it but it still puts that space in....god I'm having a bad day :(
  13. I have an MP mission I'm building with many custom sounds in it, mostly hq radio calls providing info on the next task using custom voice overs, will this cause lag on an MP dedicated server? Also I want to limit the radio calls just to the vehicle or the player, all of the radio calls are set off by triggers...when the radio call from hq comes, will all players hear it ? I am using sideRadio with a custom sound....or is there a better way to do it so only the player hears the message or only the vehicle? I also have some in vehicle noises but if the volume is high enough in the vehicle, it is deafening outside the vehicle and can be heard anywhere in the game, I am using playSound, is there a better command for limiting the sound to inside the vehicle?
  14. Thanks MADDOGX, that explains a lot.....so this allows me localize things that would otherwise be global and globalize things that would otherwise be local...very cool.... ---------- Post added at 11:14 AM ---------- Previous post was at 11:11 AM ---------- Although it does state in the wiki not to use "rsidechat" or "rhint" etc...but does have all of the library commands....nevermind , further reading shows that you can use rHint etc within the MPFramework, you cannot use it outside of the framework....pays to read everything :)
  15. I can't seem to find anything on rsideRadio ? What is the RE? Lastly what does the MPframework do? Obviously it has to do with MP environment but when is it used and why? So in your statement above, "_nic" is just a variable (could be any name?) then "papabear" is radio transmitter , "crew vehicle name" is radio receiver, "loc" is local? instead of ??? , "rsideRadio" is restricted sideRadio ? "call RE" is callling the MPframework script and passing the "_nic" variable to MPFramework? I like understanding what the code is doing so I can learn..I certainly appreciate the help but I want to learn so I am not having others produce code for me so I can copy paste it into my missions... Oh one more thing, since the mission is only going to be MP, can I simply call the MPFramework in the init.sqf ? What about using an isServer statement in the init file ? It seems silly to have to use the isServer statement sporadically throughout a mission to resolve locality issues...seems like it would be smarter to do it globally from the init file....
  16. This is odd, in preview and in SP all of my triggers and waypoints work fine but in MP the ai will board my helo at a "getin" waypoint but will not exit my helo at the getout waypoint. I have a trigger at the getout wp with unitname leaveVehicle vehiclename but they will not get out unless I get out, then they bail out and take off to the waypoints. I have tried using unassignVehicle leaveVehicle, but nothing works in MP? the scenario is I grab an empty helo and go to an unmarked LZ (no waypoint) and pickup an ai fireteam (not assigned to me) and transport them to another unmarked LZ for them to insert but they refuse to get out in MP? sorry wrong forum.....
  17. I have a trigger to end an objective, the trigger does fire, the sniper does exit but the task status does not change in the briefing, the hint does not show and the radio message does not play..this did work in preview (before I added the isServer statements) so I know the task names are correct etc. Is this a locality issue, do I need to end the tasks a different way on the server? Cond: jolly62 in thisList and sniper1 in (thislist select 0) AND isServer AND getPos (thislist select 0) select 2 < 2; Act if (not isServer) then {exit}; tskobj_2 setTaskState "SUCCEEDED"; null = [objnull, objnull, tskobj_2, "SUCCEEDED"]; Hint "Objective Complete! Sniper Extracted!"; player setcurrenttask tskobj_3; Jolly62 vehicleRadio "RadioMsg11"; {_x action ["GETOUT", vehicle _x]; unassignVehicle _x; } foreach (units sniper1);
  18. okay definately working better but I think I still need unassignVehicle, now the task is completed and the radio message plays and sniper gets out but immediately gets back in, does not follow waypoints...
  19. Sadly I have invested about 40 hrs (much time spent learning) into a mission that I planned to put on my dedicated server but what works in preview and SP does not seem to work in MP, primarily triggers with a fair amount of code in them. I am still trying to figure out how to force AI out of a vehicle on MP using trigger code, but now I am starting to think it has do be done with scripts instead of trigger code. So the question is, on MP is using scripts better than using trigger code ? I figured trigger code would be more universal.....
  20. thanks shk, you are the man :) So I don't need the isServer statements at all?
  21. Simply by naming the ai leader right? yes he has a name but so do the other units ....I don't have them grouped in as much as I have not init them as a group but they are attached to the leader so ...I will try this... ---------- Post added at 04:52 PM ---------- Previous post was at 04:37 PM ---------- WOOOHOOOO !!!!! That worked !!!!!
  22. okay I tried "AND isServer" in my trigger cond line, also tried "if (not IsServer) then {exit};" in my activation and still I cannot get the AI to leave my helo unless I get out. In my trigger activation I have tried (unit name is vector) : vector LeaveVehicle (thisList Select 0); vector unassignVehicle (thisList select 0); vector action ["eject", vector]; vector action ["GETOUT", vector]; Nothing seems to get the AI out unless I get out of the helo ? I have a load waypoint , then a getin waypoint then a getout waypoint and unload transport waypoint. The ai move fine to the getin waypoint (I assignascargo in a trigger for the getin waypoint) at the getout waypoint they stay in the helo unless I (am pilot) get out of the helo, then they get out and move to the waypoints.... this has to be something stupid but I have yet to figure it out..... one thing that may be affecting it is that the helo starts out as an empty vehicle and I am flying it without waypoints for me or the helo....
  23. I was thinking isServer can only be used in scripts, not in a trigger? I have not tried ejecting them...I will try that now and see what happens.... ---------- Post added at 01:25 PM ---------- Previous post was at 01:08 PM ---------- No Joy, the eject does not work either....the ai is glued inside the chopper until I get out....if I get out they will get out and go to their waypoints...
  24. That might be the issue, I am not running any scripts for this, only trigger activation commands ..... ---------- Post added at 11:21 PM ---------- Previous post was at 11:18 PM ---------- TCP I appreciate the detail of your answer, and maybe the get out waypoint needs to be on an object? right now I have it on a helo pad but not directly on the center of the pad. I am not using ai controlled helos, the helos are piloted by players and the players are not grouped to the choppers nor are they grouped to the ai ...I am thinking that this may be part of the issue as the ai and the pilot and the helo are all independent, none are in a group together....
  25. Okay, ended up using vehiclename vehicleRadio "radiomessage"; just added a bit more text to the radiomessage so the pilot knows where the message is coming from also tested it on dedicated MP server and it all works well, no lag at all. Thansk for your help Big Daddy!
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