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nomadd

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Posts posted by nomadd


  1. Ok maybe it is just me. I thought at first the javelin was not working, but it is working, it just takes forever to get a lock.

    I keep hitting tab and have to move my mouse until I get the sweet spot where the red brackets show up. It takes so long to get a lock I either get shot or the target moves out of sight. The javelin is just about useless because of this. I play ARMA2 and OA together. I used this mod with just ARMA2 and never had this problem with the javelin. I can understand a lock is not instant but now it may take a good 60 secs before I can get a lock.

    Also, is there a way to shut off the vanilla lock on sounds. I tried what was posted a few pages back ,MMA_nobeep, but I still get the vanilla sounds.


  2. Siola

    Not sure but I think I found a bug. Try and spawn armor (tank classes) using the extern.cfg. Say you want 5 groups with 1 in each group. You may get 5 one time you may get none or you may get 3. It varies every time. Usually you will get 0.

    It just seems to be the tank types. The infantry, wheeled and air all spawn correctly every time.

    I have tested this in ARMA2 and ARMA2 + OA same thing in both games. This only happens with using the extern.cfg. If you use the intern.cfg everything works fine.

    I am using your test mission to do these test so should be easy to reproduce it.

    Nomad

    edit: Forgot, one other thing I noticed. In mp games when a wheeled vehicle spawns like a UAZ with a mg. There will be a driver but no gunner. I am not sure if the gunner got out and went for coffee or just never spawned.


  3. Murklor

    Any chance of bringing this script up to date with OA? I have used your script in most of my missions and I hate thinking of scraping them or trying to redo them now. I could post my .rpt but I think you already know what it will look like.

    This is a wonderful script and I hate to see it not used. It is well beyond my ability at scripting. Maybe someone else can fix it up and link for the rest of us.

    Nomadd


  4. Norrin,

    Thanks for all the work on keeping this updated. It is appreciated. I have been using the newest version and so far no problems.

    This newest version also fixed a problem I was having before OA came out. Sometimes, on certain maps the mobile marker would just stop moving. You could move the mobile but the marker would stay put. This update fixed that problem.

    Nomadd


  5. Anyone else getting a bunch or errors with this beta patch?

    I got them with the last beta patch and this one. I went back to 71900 and everything seems fine.

    The errors are a bunch of

    ....no entry 'bin\configbin/.....

    I didn't record all the different errors but their were at least a half dozen that popped up.

    Nomadd


  6. Lets see...

    -a working 3D editor

    -MP re-spawn module (BIS take a look at Norrins respawn)

    -better MP support for existing modules (most stop working when you re-spawn)

    -shoot from vehicles

    -change scopes,lights etc on all weapons

    -better CQB , AI needs to use the buildings all floors , windows etc. It is sad when AI will stand in the middle of the road when under fire and an open building is right beside them.

    I can probably think of more but this would be a very good start

    Nomadd


  7. Wow, I have never seen a game so hard to buy. Went by the local game store and all they had was one copy of Combined Operations. I can't see the point in paying for ArmaII and ArmaII:Operation Arrowhead since I already own a copy of ArmaII. The game store does not have and will not be getting (by the computer) ArmaII: Operation Arrowhead. I went to Sprocket (only place I can find to DL it) , to try and download just ArmaII: OA and with tax it was more than Combined Operations at the local store.

    I really wanted to play the expansion but this is just silly of BIS to market a game this way. I feel like I am being forced to buy a game I already own just to be able to play the expansion. I know they say it is stand alone ,but it is just an expansion (same engine, same graphics, same everything, just some new maps and new in game toys)

    BIS , you need to take a hard look at whoever is in charge of getting this game to the masses.

    Nomadd


  8. @Protegimus

    I have started using DAC 3.0 for my missions. Is there anything special I need to do to make sure Zeus AI works correctly with it. I ask this because of the skill settings in the DAC_Config_behaviors.sqf. DAC will randomize the skill levels of what it spawns based on the settings in the behaviors.sqf. I have made the skill settings in the behavior.sqf the same as what I use in my arma2profile.

    Nomadd


  9. Norrin,

    I have been using your revive for along time, in all my missions. I now have a problem and not sure how to fix it. I thought it was GL4 causing it but it is not. Madmike told me some things to try ,but I am still having a bug/problem.

    When any player gets killed most of the time revive works just like it is suppose to. They fall to the ground and roll around waiting for revive. Then the buttons pop-up to respawn at whatever location.(you keep your current gear also).

    Now, more and more when someone dies the screen for a sec will show you holding the default rifle for that class ( not what you were carrying at the time of death). Then you fall to the ground and respawn/revives works as normal except you have now lost your load-out.

    In the description.ext. I changed respawn = "base"; to respawn = "instant"; Otherwise, when you die and the bug hits you will always end up at the "respawn_west" marker. Then you roll around waiting for revive. Depending on where the "respawn_west" was located chances are your screwed. IF respawn is enabled the buttons will popup and you can respawn to whatever location(s) have been set.

    I have tried taking the markers "boot_hill","Respawn_west", and "center" out of the missions completely. The bug still happens (just not as often).

    I have also tried using a save gear script but when the bug hits you still lose your current gear and go back to default for the class.

    Losing your current gear is probably the worst thing when you are deep into a mission. If you get to re-gear the bug may or may not happen again. Sometimes it is every time you die other times it may happen at the 3rd death then may not happen until you die the 2 time.

    Any help you can give will be appreciated

    Nomadd


  10. Norrin

    I put this in the GL4 topic for Snkman to look at. I will just repost it here. You maybe be better able to shed some light on what is happening.

    Think I have found a problem with GL4 and Norrins revive. I will try and explain what it is, it is a bit complicated.

    I first found this problem trying to use VFAI and norrins revive together. What happens is, when the player dies, for a split second they are moved to the "respawn_west" marker and they drop their equipped gear and go back to whatever gear they originally started with. Then the player drops dead and rolls around waiting for a revive/respawn. The problem is now they are at the respawn_west marker and not where they were killed. This problem happens all the time when I try using VFAI. I do not use VFAI because of this.

    How this ties into GL4. Since the last update this exact problem has started happening. It is not as consistent, but it happens enough that it has broken a few of my missions. I have been testing all kinds of different setups , using different mods, scripts etc etc. I found that if I turn off the Player/Friendly AI enhancement this problem goes away. The only thing I can think is it has something to do with the friendly AI rearm ,but I maybe wrong. I just know it really screws up missions. I will post this in Norrins Revive also.

    I will continue to try and narrow this down. It may also have something to do with ACE, I am really not sure.

    I thought I would throw this out here and see if anyone else has had this problem. I have searched but have not found any posts regarding this particular problem.

    Nomadd


  11. Think I have found a problem with GL4 and Norrins revive. I will try and explain what it is, it is a bit complicated.

    I first found this problem trying to use VFAI and norrins revive together. What happens is, when the player dies, for a split second they are moved to the "respawn_west" marker and they drop their equipped gear and go back to whatever gear they originally started with. Then the player drops dead and rolls around waiting for a revive/respawn. The problem is now they are at the respawn_west marker and not where they were killed. This problem happens all the time when I try using VFAI. I do not use VFAI because of this.

    How this ties into GL4. Since the last update this exact problem has started happening. It is not as consistent, but it happens enough that it has broken a few of my missions. I have been testing all kinds of different setups , using different mods, scripts etc etc. I found that if I turn off the Player/Friendly AI enhancement this problem goes away. The only thing I can think is it has something to do with the friendly AI rearm ,but I maybe wrong. I just know it really screws up missions. I will post this in Norrins Revive also.

    I will continue to try and narrow this down. It may also have something to do with ACE, I am really not sure.

    I thought I would throw this out here and see if anyone else has had this problem. I have searched but have not found any posts regarding this particular problem.

    Nomadd


  12. Anyone that use the GL4_Skill_Types.sqf. I tried to find every sniper class and define them.

    ["RU_Soldier_Sniper", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "RU_Soldier_SniperH", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "RU_Soldier_Marksman", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "USMC_SoldierS_Sniper", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "USMC_SoldierS_SniperH", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "ACE_usarmy_sniperh", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "ACE_SF_FR_Marksman ", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "Navy_SEAL_Marksman", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "USMC_SoldierS_SniperH", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "ffaa_terrorista_ham_SVD", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "ffaa_terrorista_agf_SVD", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "Ins_Soldier_Sniper", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "RUS_Soldier_Marksman", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "MVD_Soldier_Sniper", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "MVD_Soldier_Marksman", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "USMC_SoldierM_Marksman", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "FR_Marksman", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "Winter_SOF_Marksman", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "Desert_SOF_Marksman", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "US_Army_SoldierS_SniperH", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "US_Army_SoldierM_Marksman", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "BWMod_SniperG_G82", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "Winter_OPFOR6", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "ACE_Ins_3_1", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "ACE_Ins_2_7", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "ACE_Ins_2_3", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "G_WDL_Mercenary_Default9", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "G_Mercenary_Default1", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "G_Mercenary_Default11", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "ETerrorist11", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "ETaliban11", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "EGangsta_merc9", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ],

    "G_Mercenary_Default11", ["aimingAccuracy", [0.75, 0.25], "aimingShake", [0.75, 0.25], "spotDistance", [0.75, 0.25] ]

    ];

    This list includes ACE, FFAA Terrorists mod, Blackops and Desert Mercs mod, BWmod (BUNDESWEHR MOD), plus the regular vanilla snipers. If I missed any , sorry. I tried to get them all. Hope this helps.

    Nomadd


  13. @monsada

    The new Parameter "RESPAWN". Is their a way to set the number of times a unit can respawn.

    For example.... "respawn:",2 . The unit will only respawn 2 times.

    Also, anyway to make units/groups spawn in with a trigger like Murklors Murk_spawn.

    http://forums.bistudio.com/showthread.php?t=84854&highlight=Murk.

    The reason I ask. I use murk_spawn ,alot in missions, to spawn enemys. It would be nice to be able to do everything through UPSMON.

    Nomadd


  14. @saok

    Thanks, you help me fix a mission. I have been trying to figure out what was causing it to lock hard 10-30 mins from start. I would have to ctrl,alt,delete and close arma2 to fix the lockup. I have tried everything. I was about to delete it and remake it, thinking it had somehow gotten corrupted.

    But, I removed the Ambient Civil mod and it works with no hard locks. I put the ambient civil mod back in and it will lock.

    I never thought about upsmon and the ambient civil conflicting. I checked the rpt but still could not find a reason, but now it makes sense. When I first made the mission I used just the UPS.sqf and had no problems. I changed out to upsmon.sqf awhile back and changed the this mission along with all my others. Every mission worked great but this one ,and this was the only one that I was using the ambient civil mod.

    Nomadd

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