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Capt. Eduardo del Mango

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About Capt. Eduardo del Mango

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  1. Capt. Eduardo del Mango

    Unable to slot on MP.

    Yep, all working fine now. Like I said I was connecting to servers running the same build but whatever it was, it's gone now. Woo!
  2. Capt. Eduardo del Mango

    Unable to slot on MP.

    I've now redownloaded and reinstalled the game and the problem still occurs exactly as before.
  3. Capt. Eduardo del Mango

    Unable to slot on MP.

    Huh - I'll go check ASAP Cpt. Cubano, although I'm on the stable build and I'm pretty certain the servers I was trying to join were too. Edit: confirmed, this is happening on servers that describe themselves as being both dev build and non-dev bulid.
  4. Capt. Eduardo del Mango

    Unable to slot on MP.

    Already put one up, Terox (http://feedback.arma3.com/view.php?id=2806) - turns out at least someone else has the problem too! Thanks for looking, -Eduardo
  5. Capt. Eduardo del Mango

    Unable to slot on MP.

    Bump! Help me out here! Still reliant on friendly admins to slot in.
  6. Capt. Eduardo del Mango

    Unable to slot on MP.

    Additional - I can be moved into an empty slot by an admin, or join an empty slot if I'm hosting myself, but if I'm connecting to somebody else's server I can't move myself to a slot.
  7. Capt. Eduardo del Mango

    Unable to slot on MP.

    Heyo, I'm finding I can't join into any slots on any MP servers, regardless of game type or stage (happens if I join during setup or JIP). Either clicking on the slot I'm after or dragging my name from the list on the right over does nothing. Any ideas? -Eduardo
  8. Aaaaargh! Heh heh. Oh, deary me, that would've been good to know two days ago! In my defence the BIS wiki doesn't mention that's how it works... Excellent, cheers kylania! Thanks for all your help here! Still curious as to why it didn't work in the first place, though. Although I'm equally pleased to have broken Arma2 in a way that seems to have perplexed a very experienced scripter like yourself! Perhaps BIS should hire me in for testing? :D Thanks again, -Eduardo
  9. I'm using this method because the patrol loops are pretty big - it could be a while before they get to the synched waypoint to move. Given this should be fairly straightforward (welcome to Arma2 editing, right?) I thought this'd be preferable... Marker names are definitely right too. Ah, well thanks very much for taking the time you already have! Don't worry, I'm proving quite expert at breaking Arma2 so far, I'm sure it's something bizarre I've done somewhere along the line. Thanks for your help, kylania.
  10. Hi kylania, Thanks very much for the reply! Firstly, yep - hadn't even thought about how to lay it out to read it better. Like I said, two weeks ago I was under the impression I was just putting down little icons - all this 'syntax' stuff has somewhat surprised me. When I did; wap1 = AP1 addWaypoint [getmarkerpos "ap1guard", 0]; wap1; I thought I was creating a variable (wap1) that added the waypoint, and then running the variable by just having wap;. With the code in my original configuration; deleteWaypoint [AP1, all]; wap1 = AP1 addWaypoint [getmarkerpos "ap1guard", 0]; wap1; AP1 setcurrentwaypoint [AP1, 0]; [AP1, 0] setWaypointType "Guard"; ap1 setbehaviour "Aware"; deleteWaypoint [AP2, all]; wap2 = AP2 addWaypoint [getmarkerpos "ap2guard", 0]; wap2; AP2 setcurrentwaypoint [AP2, 0]; [AP2, 0] setWaypointType "Guard"; AP2 setbehaviour "Aware"; It did work as intended. AP1 and AP2 both immediately became alert and moved straight to the guard waypoints. Changing to the code you suggested actually stops it working - AP1 and AP2 continue on their patrols (although I'm new at this so I'm not sure why that'd happen). That all works fine - the only problem is with; deleteWaypoint [bP1, all]; wbp1 = BP1 addWaypoint [getmarkerpos "bp1guard", 0]; wbp1; BP1 setcurrentwaypoint [bP1, 0]; [bP1, 0] setWaypointType "Guard"; bp1 setbehaviour "Aware"; deleteWaypoint [bP2, all]; wbp2 = BP2 addWaypoint [getmarkerpos "bp2guard", 0]; wbp2; BP2 setcurrentwaypoint [bP2, 0]; [bP2, 0] setWaypointType "Guard"; BP2 setbehaviour "Aware"; Which also works entirely as expected, except getmarkerpos seems to be picking up ap1guard and ap2guard instead of bp1guard and bp2guard - but they run change to 'aware' and move straight towards it as they should to bp1/2guard. Once they're there they guard at the 'guarded by independent' triggers correctly.
  11. Hello! Firstly, thanks in advance for any replies. Despite owning BIS games since OFP's UK release date I've only recently gotten sucked down the mission editing rabbit-hole. Two weeks ago I just wanted to make a little army man stand in the right place while I shot him and now I'm arse-deep in semicolons and three different types of parenthesis trying to make the little fuckers just STAND STILL FOR CHRIST'S SAKE. Ahem. Specific problem is this; I've got two sites, alpha and bravo, defended by independent by two patrols each (AP1 and AP2 at alpha, BP1 and BP2 at bravo). When independent detects BLUFOR within a trigger radius the following runs; deleteWaypoint [AP1, all];wap1 = AP1 addWaypoint [getmarkerpos "ap1guard", 0];wap1;AP1 setcurrentwaypoint [AP1, 0];[AP1, 0] setWaypointType "Guard";ap1 setbehaviour "Aware";deleteWaypoint [AP2, all];wap2 = AP2 addWaypoint [getmarkerpos "ap2guard", 0];wap2;AP2 setcurrentwaypoint [AP2, 0];[AP2, 0] setWaypointType "Guard";AP2 setbehaviour "Aware"; Which deletes the existing waypoints, creates a variable* to generate new ones for AP1 at ap1guard and AP2 at ap2guard (which have adjacent 'guarded by independent' triggers), runs that variable and sets them to it. This works fine for alpha, but for some reason when I use the following for bravo; deleteWaypoint [bP1, all];wBP1 = BP1 addWaypoint [getmarkerpos "bp1guard", 0];wBP1;BP1 setcurrentwaypoint [bP1, 0];[bP1, 0] setWaypointType "Guard";BP1 setbehaviour "Aware";deleteWaypoint [bP2, all];wBP2 = BP2 addWaypoint [getmarkerpos "bp2guard", 0];wBP2;BP2 setcurrentwaypoint [bP2, 0];[bP2, 0] setWaypointType "Guard";BP2 setbehaviour "Aware"; BP1 and BP2 go running off to ap1guard and ap2guard and I have no idea why. First person to step up and tell me my incredibly obvious novice error gets half an internet and use of the goat tower for a day. Cheers, -Eduardo *Because "group addWaypoint [center, radius] or [center, radius, index]" didn't work for me as described in the comref - gave 'type array, expected nothing'.
  12. Capt. Eduardo del Mango

    Arma 3: Community wishes & ideas- NO DISCUSSION

    Hello all, Sorry, started by posting this in a distinct thread rather than in here - missed this one somehow. Just getting in to Arma2 editing properly and have the enormous 130mb pdf of objects. Scrolling down through the infantry units I noticed that the female civilian units were damsel, farmwife, hooker, housewife, madam, secretary (well that's a little bit better). "Workwoman" and "Sportswoman" were OK, but it's not a superb selection if you're planning to set a mission anywhere other than in a Dickens novel. Not to get agitated about it or anything, but perhaps Arma3 could do with a few more options when the primary categories do look a bit like 'victim', 'wife', 'sex worker' and 'misc'. The gaming press is beginning to cover gender issues more thoroughly, and given the extra eyes that'll be on Arma3 after DayZ I can imagine somebody noticing if Arma3's unit list looked like this, and it being a bit embarrassing. Cheers, -Eduardo
  13. Capt. Eduardo del Mango

    ArmA 3 System Requirements

    Thanks, I'll give it a go. The PC is properly maintained - as I said it plays absolutely everything else without exception exactly as you'd expect on the rig so it's never given me any cause to think there's any issue with my setup.
  14. Capt. Eduardo del Mango

    ArmA 3 System Requirements

    I'm not being ridiculous. I was playing an infantry-only co-op multiplayer session on Zagrabad last week as part of a fifteenth and final attempt at reinstalling ArmA2. By the time I'd got to the mosque in the center I was at about 15fps on that system (Phenom II X4 965, HD4890, 8gb DDR3 RAM) with all detail settings turned to lowest (AA and AF off) at 1680x1050. Asking around this seemed to be about normal - other players remarked that "you don't get good FPS in ArmA2" (I think he meant 'adequate' or 'functional' rather than 'good'). But, hey, if I'm being ridiculous let's you and I head over to the support forums and you can tell me where my config files are wrong - I've checked everything dozens of times against every official and unofficial piece of guidance I could find but if you reckon there's something I've missed, let's go! God only knows that the best resolution I could imagine is being able to actually play and enjoy ArmA titles. It's worth noting that I've bought - at launch, at full price - ArmA2, ArmA2 OA, ArmA, one copy of OFP and the two addons separately and two GOTY editions of OFP. ArmA's ratio of time spent fiddling / playing was about 25 / 75, but I've spent days and days of time trying to get ArmA2 working correctly (on a rig that runs absolutely everything else without exception as expected for the setup) with barely a minute's enjoyable game time. So desparate have I been to enjoy these games that even after BIS decided to stop upgrading the ArmA2 engine unless you had OA I spent more money on that. That multiplayer session at Zagrabad was probably the last time I'll waste with the game, but, yeah - I want ArmA3 to be awesome so badly, it just hurts a bit knowing that my choices are either don't buy it or get screwed over again. Heh. Really, I've spent two years trying to get ArmA2 playable - I've tried being constructive, patient, respectful... I'm now just irritated about the £80 I'm out for ArmA and ArmA2, two products I paid for that did not perform as advertised due to mis-represented requirements. Asking amongst regular ArmA2 players, the frame rates I'm getting don't seem to be wildly off the mark - so, yeah, I can't really assume that the somebody (I think I said 'BIS', which includes management, marketing, testing and QA* in addition to the developers) was doing anything other than lying when they claimed that 2gb/4850/Athlon 64 X2 would run ArmA2 in an 'optimal fashion'. Ah well. You never know, maybe ArmA3 really will work on a Phenom X4? *Well, probably not testing and QA.
  15. Capt. Eduardo del Mango

    ArmA 3 System Requirements

    I'm looking at the back of the ArmA2 box. (optimal — adj another word for optimum, the greatest degree or best result obtained or obtainable under specific conditions.) Heh. Heh heh heh heh. Reckon someone playing ArmA2 on that system would be getting an 'optimum' experience? I doubt it - on my Phenom II X4 965/HD4890 it doesn't take much of a built up area to sink it below 20fps on the very lowest detail settings excepting resolution. So, yeah, when BIS say; CPU – Intel Core i5 or AMD Athlon Phenom X4 or faster GPU – Nvidia Geforce GTX 260 or ATI Radeon HD 5770, shader Model 3 and 896 MB VRAM, or faster RAM – 2 GB Do they really, honestly, expect anyone to not think they're lying again? Has BIS ever managed to write a game that works properly on a PC that exists at its launch? Essentially, take the best PC you can get in summer 2012, then add another 6 months to the PC - that's the machine you'll need to play ArmA3.
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