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nomadd

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Everything posted by nomadd

  1. @Deadfast I have started using Multitask. I set up my missions using your example mission. I am generating tasks as the mission runs and calling them via scripts. Everything works great , but when I hosted a game the script ran on every machine causing Multitask to give an error. Multitask was trying to created the task, X's the number of folks playing. I got around this problem by using ...if (isserver)... in all the scripts. I noticed in the example mission you did not do that. Even with the error the tasks still worked and with ,...if (isserver) then {..., I do not get any errors. I guess I am wondering if I need to do something else. example: In a trigger: ...tsk = execvm "tasks\task1.sqf"; scripts : I put the last line it outside of the if..then to setcurrent the task to each person playing, so they don't have to. I know if they revive/respawn it does not always work but that is ok.
  2. @Wolffy Not sure if you are still working on this or not. I have noticed something strange when I use this script. I will try and explain the best I can. Units blink , one sec they are there. The next they are gone. Then they come back, usually in a different place if they were moving at the time they disappeared. Sometimes they disappear once , sometimes 2-3 times. I did some tests, hopefully you can reproduce this. Using just plain ole vanilla Arma2 CO v1.57, no mods, no betas...edit ... BAF lite and PMC lite running also I set up a map on the desert , easier to see.. 1 bluefor player, set damage false; 1 opfor squad. I put the cache distance at 500m and time at 30. This way I know it is not because I am getting out of range. I make sure the bluefor is not near the opfor at the beginning, more than 500m away. Start it up, I wait 30-40 secs , to make sure the units have been cached. then I teleport close enough to the opfor group to bring them back, but not close enough to engage. Again I wait 30-60 secs , to act like a real mission , where the distance would be 1000 to 1500 meters to bring the units back. Give the units time to start doing what ever they have been assigned to do. Then I attack them , Random units will dissapear, then come back. Sometimes the whole squad, never the leader though, sometimes just a few. This problem is worse when something is put in the init line of the leader. I was using BIN_Taskpatrol for this test. But it still happens if nothing is in the init line of the leader, just not as often. Also, It only happens if you engage the opfor. If you do this a civilian everything seems fine. If I remove this script no more disappearing units. I hope I have explained this well enough. I have had to disable this in all my missons because of units blinking on and off like light bulbs when you first fight them. Nomadd
  3. nomadd

    Zeus AI Combat Skills

    I also agree with Galozar. There needs to be a way a mission maker can set limits on the reinforcements range. As much as I love this mod I have had to stop using it because it breaks so many missions. Most of my missions are for 6-10 players. I set them up with reinforcements already preplaced. With zeus running I end up with all units coming to the first fight . Which is then impossible and if you survive, there is nothing left to fight. I know I can go in and set "this setVariable ["zeu_AIBypass", true];" for my missions, but I also download missions that may not be setup with zues reinforcement in mind. I am also curious, if I put "this setVariable ["zeu_AIBypass", true];"in the init of a unit does it bypass all of the zeus enhancements or just keep it from reinforcing? I really do think this is one of the best mods for AI. Maybe you could put a file in the userconfig and just be able to choose reinforcement or no reinforcement. Nomadd
  4. I also get this same problem. I have a gtx 280. It may take an hour or may take 3 hours but I will crash. I can hear the music ,usually I am hosting a game. Talking on teamspeak, with friends still playing, the hosted game seems to be playing fine. I have just lost my video. I will try the flush trick next time it happens. I have been closing and restarting to get OA back up. This is not something new for me with OA it also happened with Arma2. It is pretty infrequent so I just haven't really worried about it. I just downloaded the newest video drivers so will see what happens. Hopefully I will be getting a new video card this coming year. I just built a new system ,but could not afford a new card ( not the one I want anyway). So, I know heat is not an issue. If I had my new card I may think heat was an issue. I play other games, just as or more graphic intense as OA and never have this happen. It is just something with nvidia and Arma2/OA. Nomadd
  5. nomadd

    WarFX : Blastcore

    Opticalsnare, This looks great. I have been playing around with it. Well done. I am having the same problem with the m203, grenades flying very strange. I have not tested the gp25. Nomadd
  6. nomadd

    Predator Mod

    Anyway to disable the cover with mud? My friends and I use this mod for some fun coop missions, but we also play other missions(with out predator). When ever we play anything else, if you get near water you get the "cover with mud" action. I have a mission that starts out on an aircraft carrier , so it is a bit strange to see that. Just wondering if I could disable it. I know we can load and unload the pred mod, but that can be a hassle with a lot of folks playing. Nomadd
  7. @hark Sounds like the same problem I was having, Make sure the Jayarma2lib dll is in the correct folder. Once I fixed that everything worked just like i0n0s said it would. Nomadd
  8. @Gnome RTE works fine for me. I did not rename the .exe, just use arma2oa.exe. I only use RTE in MP editor, just a few steps required to make it work. You will need the MP maps from RTE , but you can use RTE on any map once you figure out whats needs to be done. I had a few problems recently getting RTE to work, but i0n0s posted how to do it and it works fine. Read through RTE for ARMA2 [Alpha] thread. All the info is there. Nomadd
  9. @Icebreakr This may have been posted already and may have nothing to do with your map. I have never noticed this problem until I downloaded your map and MBG_nam map. The jungle is rendered wonderfully around me. I do not have any problems with lag or slowdown anywhere on the map. If i look out in the distance the only thing rendered are trees, no ground cover (grass, bushes). It seems to be about a 30-50 meter circle ,around my unit, that everything shows up. Also, as I move around the grass bushes will render up around me, again at about 30-50 meters out. I have my viewdistance set to 500. I have dropped every mod ,but lingor and the ones required to run it. This is bad, because I can place units in the distance and see them as clear as day ,but up close I can't because of the jungle. I have never noticed this on my other maps. I also have the Lowlands jungle map and this does not seem to happen. I am running A2+OA, lastest 1.56 patch, Latest CBA 0.7.1 (also happened with 0.7.0) and the correct versions of ibr_plants,brg_africa and MBG_buildings2. Any ideas? Nomadd
  10. What Rexehuk said. RTEditor is probably the easiest way to do what you are wanting. (thinks to self).....I wish BI would release a true in game 3d editor for mp/sp, now that would be a dream come true. Maybe bundle it with some DLC...... Well, back to reality. Take a look at RTE, I use it for just about all my missions. Nomadd
  11. I think Demonized is on the right path. I am in no way good at scripting. What you want almost sounds like a CTF sort of thing, but instead of a flag it is a map. I would probably unpbo some ctf maps and look at the code. Pretty certain it is an attachto type command. Just my two cents, Nomadd
  12. I looked for an answer to this but so far have not found anything. Sorry, if this has been answered before. I am not even sure it is possible to do this with the AI. I have a mission that is a base defense. Starts out with a mortar barrage on the base. Then waves of enemy charge the base. Everything works great except the charge part. Most of the time the enemy just lays down in the open field and are easy to pick off. I have set them to careless/full speed. I want to force them to charge into the base, shooting, right after the barrage stops. I have AI groups in the woods shooting into the base to lay down suppression fire ,but I need groups to charge across the field and not stop until they are in the base or dead. I know there is a setskill command for "courage" but I have had no luck with it and I think it deals more with fleeing. Nomadd
  13. @ST Dux That is pretty much what I settled on doing @fleepee I didn't know about the charge waypoint. I will check that out and see how it works EDIT: where is the "charge " waypoint? I looked in game, setting a waypoint in the editor, and looked on the wiki. I could not find anything about it. @Big Dawg I did some experiments with the disableAI target and autotarget, it just kills the feel of the mission to have guys charging and not shooting. I actually thought about turning all the enemy to civilians, setcaptive true then as they hit the base, a trigger can set them back ,but again charging the base and not shooting. It kinda kills the atmosphere. I was afraid I was stuck by the way the AI is scripted to work, but I will take a look at the charge waypoint. Didn't know anything about that. Otherwise looks like I will just keep adding waves of enemy until it feels balanced.
  14. nomadd

    ASR AI Skills

    @Rob I just downloaded this mod and looks very promising. I have read the posts, maybe this is a silly question ,but how exactly can you change the values for units? I am using the Unsung mod (Vietnam mod) and want to change the VC unit types. They have xray vision in the jungle and I want to lower the spotdistance. I have used GL4. I also had a page and half of arrays because of the different units I was using. Your approach seems alot easier. Is there a way I could define units for each mission? I really don't want to change the values in userconfig. Or could I change just one of the value lines in the userconfig and then assign it to certain AI. I guess I am just a bit confused. Nomadd
  15. Edit: Nevermind, I think I have it fixed now.
  16. @Coffeecat Glad I came back and read the last post you made. I still could not get RTE to work. I went and checked and the .dll was in the wrong folder. I have been pulling my hair out and it was right in front of me. Nomadd BTW: RTE is working fine now.
  17. I get a few errors also. Mostly says I am missing "uns_traps" and "uns_army", sometimes "uns_weap". It is strange I completely removed everthing and reinstalled it (main and patch). Still get the errors and sometimes I get the "uns_traps" on maps that I have not used unsung on. I also checked my .rpt and something is spamming it to death about smoke shells. I will do some more tests but pretty certain it is unsung. I never could get grenades to work in unsung. So, I just made a custom ammo crate with most of the unsung weapons/ammo and vanilla grenades. The vanilla grenades work fine. In a night mission which i have been making/playing muzzle flash is pretty insane. Using iron sights looking down the barrel you are blind after each shot. Credit to Monty this is his ammo re filler script. I just used Unsungs class names. Nomadd
  18. @i0n0s I did what you said and used the code for MP editor. RTE opens up in MP ,but in both SP editor and MP editor, I get the same message when I try and export anything. "RTE capture not started" Is there something else I should do? I alt tab out and checked. RTEcapture is running. Should I not try to export? Is there another way to save now? Sorry if this has been answered. I have looked at all the posts and read the RTE Capture Manual. I read where others were having this problem ,but I never found an answer. Nomadd
  19. @i0n0s Thanks for the reply. I will give it a go and let you know what happens. Nomadd
  20. @lightspeed My work around for what you are talking about is make the units, the ones patrolling, not able to take damage, "allowdamage false". Then I use a trigger to change the "allowdamage false" to true. The trigger can be anything from an event, time or when my guys get close to the area. This set up has worked well for me. Sucks making a mission then get to a town and half the enemy are dead because they are too stupid not to walk off a roof. Nomadd
  21. I just downloaded this mod and all I can say is WOW. Couple of questions. I love the booby traps but is there some way to disarm them once you find them. Also, if you do find one and run over it with a vehicle it will not go off. Maybe have an engineer or any SF could disarm. I cannot use grenades. I can get them in my inventory but cannot equip them to throw. This may be because I keep getting some errors of things not loading. Going to reinstall the mod and see if that fixes it. Is there a reason why the weapons and ammo are separate? Not a big deal, but you have to get a weapon and then go to the ammo crate to get correct ammo for it. Just seems like a lot of extra steps. Granted it is probably more realistic but guess I am use to just use to grabbing a weapon and going. Other than a few texture problems with the vehicles everything looks great and seems to run very smoothly. This is a great mod, looks like me and my friends will be playing with this for quite some time. Nomadd ...Thumbs up to the creators
  22. Ok, maybe someone can help me. I have used RTE in the past ,before OA came out and it worked great. I never had any problems getting it installed, running or capturing. I have not tried to use it since OA came out, but I worked all day trying to get it to work. Most of the time RTEcapture does not know the game is running and it keeps giving the button for launch game. I read that if you change arma2oa.exe to arma2.exe it would work. I tried that and RTEcapture would see the game running ,but still will not connect. In the single player editor I can get RTE to open up fine, but it says there is no connection. I check RTEcapture and the button is "active monitoring" grayed out and beside it says "inactive". Another problem, I cannot get RTE to open in the MP editor. I get the action for it but noting happens. Yes I am using the maps for MP from the website. I have used them in the past and never had a problem. I am running A2+OA, lastest CBA, Jayarma2lib and RTE. I dropped all my mods and just used those three. I have made sure my folders for Arma are not write protected (running wins 7). I have also checked all my paths in RTE. I did test RTE just using just A2, @cba, @jayarma2lib and @RTE. When I launched the game RTEcapture does switch to "activate monitoring". It does matter though in game. Both editors single player and multiplayer say a " script not found". Single player I can open RTE but when i click "activate monitoring" it still says inactive, and in game it says no connection. Mp editor I can't get RTE to open even though I get the action to open it. from .rpt [1175,51.391,0,"WARNING: isServer is true while isDedicated is false; You can safely ignore this if this is a hosted game; otherwise please report asap"] Warning Message: Script not found ion_rte_dta\ion_pipe.p3d: No geometry and no visual shape ion_rte_dta\ion_pipe.p3d: No geometry and no visual shape ion_rte_dta\ion_pipe.p3d: No geometry and no visual shape ion_rte_dta\ion_pipe.p3d: No geometry and no visual shape [1198,52.993,0,"XEH: VehicleInit Started"] [1198,52.993,0,"XEH: VehicleInit Finished PostInit Started"] [1802,63,0,"WARNING: PostInit did not finish in a timely fashion"] Any help would be appreciated. I took a break from mission making ,but now I want to get back to it. RTE is too wonderful a tool not to use Nomadd
  23. nomadd

    RUM Assets

    @Draper Thanks for the fast response. If you can set it so the mission designer can set a delay between calls that will be perfect. It will do essentially the same thing as limiting the number of times something can be called. Nomadd
  24. nomadd

    RUM Assets

    Is there a way to limit the number of times something can be called? I saw a delay for fixed wing air-strikes. What about artillery delay? And I may have missed in earlier post but will there be helos added? Nomadd
  25. I don't mind it taking some time to get a lock but tryng to get the red brackets to even come up can be very frustrating. Getting the red brackets to come up can sometimes take up to 60 secs. Once the red brackets come up it still takes another 5-15 secs to actually get the lock on the target. Nomadd
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