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PSYKO_nz

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Everything posted by PSYKO_nz

  1. other games are running fine, but i dont know if they are equally demanding or not. ill download the oc benchmark/test program thing and see what happens when i push the card a little harder. i did a few tests on it originally and it was fine, using https://www.3dmark.com/ and it seemed to be fine but its worth another look. also the fact its happening at menu/option/slot selection screens is concerning me
  2. another update... it just crashed in the control options window. last Sunday it crashed in the MP player slot selection. also last week it crashed in the editor when i went to edit the general mission settings although i managed to spend about 20 mins in the editor on Malden with no crash today, before the crash that happened in the control options a moment ago. god only knows if uploading these works but here are the rpts for the last session https://www.dropbox.com/s/iyhzni66sm1949l/Arma error 3.rar?dl=0 im stumped
  3. This is rubbish, im getting nowhere with this error and the forums are barley working either, i can only get on every once in a while, keep getting server errors and no connects (on my main PC, 2 laptops an iPhone and iPad i get the same forum problems) really frustrating. but still going to do my best to fix it with the forums help :) i just want to get this issue fixed so i can get back to arma, ive got over 2000 hours in ArmA 3 and thats just not enough time for this epic game!! haha how do we go about attracting the devs to this issue? im more than happy to send them any info they need so we (anyone with the issue) can get this sorted @Bohemia Interactive??? does that work? also my gpu is a gigabyte 1080ti 11gb running the latest drivers if that helps?
  4. ignore the above post, problem is still occurring it held up for 40 mins then crashed, now we are back to square one, crashing every 3 minutes or so. back to square one again in the sense that its not throwing error reports any more either, it threw one last one, which i have as before here is a rar with all reports, dmps and some pics of today's testing please help me, i honestly don't know where to go next. https://www.dropbox.com/s/p7qthj9na0hwakb/arma error 2.rar?dl=0
  5. Awesome! Thank you :) ive set it for Windows memory allocator and I'm in the exact place that I've been using to test, so far it's been up for about 15 mins so far with no crash. I'll continue to watch in and let you know how I get on, I'll ofcorse upload any reports it may generate I can't believe it's been so simple so far... while I'm testing it I have one question... what is better the windows allocator or the other one (sorry I forgot it's name) clearly tbb4 is not good on my system what will yield better performance? PROBLEM NOT SOLVED
  6. Hey @somners any chance of an update to this, me and the nza boys dug it out last night and forgot how good it was, had quite a bugs due to arma updates, any chance of a 1.5 or even a 2.0?
  7. sooooo the next step in my series if for the boys to steal a chopper ("h1") what i would like to do is try and simulate the chopper being seen by opfor and indfor (both are in the mission) and the op/ind unit thinks its friendly - ie its one of their choppers in their paint, so it must be theirs i think set captive is the best way to do this, so i need to figure out a simple DS script that detects if a player is in the taru (h1) or any of its pods (p2, p3, p4) in any position (pilot, co pilot, loadmaster, in cargo) and sets that player to captive. (except for the bench pod (p1) as the players can be seen by op/indfor then when that player gets out of the Taru (h1) the script sets captive false for them. this needs to happen for any player entering or exiting the taru, so if there are 4 players in taru/pods they are all captive am i rambling or making sense? i can't tell haha i've had a look at these https://community.bistudio.com/wiki/setCaptive and but am still confused, i have used set captive before, quite a lot actually but never in this way!!! Any ideas?
  8. finally got round to testing this mission last night, no joy on this script, i was in H1 and i was still taking fire, also i didn't get the systemchat either i don't know if that has anything to do with it???
  9. sorry to be a muppet but.... what script do i use if i just want to launch 1 aircraft off the CV to then follow waypoints? For dedicated (but works in editor of course) nothing fancy, just shoots the thing off the boat the CarCom one that @mikey74 posted up works great for launching the plane but i don't want the taxi stuff first, aircraft just needs to lock in and launch off any of those functions i can comment out??
  10. dont be sorry at all, i'd rather get this right and learn how to do it and then show my mate it too, always better to learn by getting stuff wrong, so.... what will be the best choice for use? the one above or this one?
  11. Sorry for the late reply, i've been bust for a few days, thank you for all your responses!!! now all there is left to do is test them! a NZArmA member suggested doing it via a trigger for each player that detects and changes captive status, dataType="Trigger"; class Attributes { condition="call{(Psyko in H1) OR (Psyko in P2) OR (Psyko in P3) OR (Psyko in P4)}"; onActivation="call{Psyko setCaptive true;}"; onDeactivation="call{Psyko setCaptive false;}"; sizeA=0; sizeB=0; repeatable=1; }; Psyko = me ( we use our names as variable names to keep things easy) H1 = the taru P# = pod # repeatable and one for each player i did a quick and dirty test where i had opfor and angry indfor shooting at a "psyko allowdamage false" player..... Boss walked up to the taru (h1) under heavy fire, hopped in h1, bang bang stopped, chilled out in the cockpit for a bit then jumped out, pew pew pew. so at this stage it has worked. its easy to have and use, however i don't know how it will work on a ds or with many of us in different positions, so when we play this mission (this sunday) i will give it a proper run. if it doesn't work ill give some of these a shot! i intend on this being a regular feature in my missions. once again thank you for your time and help thus far! i really really like the look of this one looks much much cleaner than my mates idea, BUT i need to check his way first, i hope you understand :)
  12. You sir are a champion!! everything is working both in the editor and on the server. i can not thank you enough for your time and your help, not only have you solved my problem but thanks to you and the other posters i have learned a lot! and that makes it a very good day very happy thanks again :)
  13. this worked great, however are we able to set this system up to fire a trigger? i probably should have said this earlier, my bad!!! i originally set this all up to be a detected trigger (didn't work, hence this post) when the trigger fired (tested with radio alpha) it ticks off the "find out what is going on" sub task and assigns the "blow up the device" new sub task objective as well as being one part of the 6 part "georgetown" main task here is the task layout -------------------------------------------------------------------------------------------------- George town find out what is going on --------------------------------------------------------------------------------------------------- when they spot hookdevice new sub task is created and find out ticks - as follows -------------------------------------------------------------------------------------------------- Georgetown find out what is going on (tick - succeded) Blow up the devices Device 1 Device 2 Device 3 Device 4 Device 5 the device (#) sub tasks are hidden until each one is destroyed then each new task assigned already succeeded all devices and the find out objective need to tick (trigger) to complete the Georgetown main objective throughout the mission (most nzarma missions) we use what we call can triggers where a script (or trigger) sets damage of a can (can is literally just a soda can hidden way out of the way of the AO ie redgull can) we use it as an easy way as syncing a trigger and/or event to all players so for example from an old mission to get intel you go and speak to a character then when the add action fires... null = [] execVM "getintel.sqf"; getintell.sqf looks like Hint "hi there... we have been expecting you. here is your mission"; sleep 5; IntelCan setDamage 1; then there is a trigger in game that looks for !alive IntelCan when the can dies (setdamage 1) it fires the trigger off, which fires a new task, script or event it works for us every time and keeps things was less complicated script and trigger wise and in very few minutes you can build some complex and dynamic scripts and triggers and events with a basic system of making sure it happens all at the same time on our server, its simple and simple is good, we have been using this system for over a year and it has never failed LONG STORY SHORT (that took too long to get too but hopefully now you have some idea of how we build.) MY QUESTION IS.... can that script you have sent through, which works great (locally, haven't had it on server yet) be modified to when HOOKDEVICE is detected it simply kills a can? ie. DEVSPOTCAN setdamage 1; if it could it would solve all my problems in one - and i will be able to use this script many times in the future, with a can kill i can build tasks or events or more scripts arround a system i understand well if sorry for my low level of understanding here, i'm not the best at all this but your script with all the descriptions is making it easy for me to learn! i thank you so much for your help!
  14. i tried it through a script like you suggested, had an error about waituntil, not sure if it's supposed to or not, haven't used it before. i just copied it right into an .sqf (spot.sqf) and fired it from the init then looked at the thing, it didn't work, may have been the error, may not have been, i'm a bit thick so it could also be my fault. at any rate, what's the cursorTarget line to just put into the trigger condition? basic is good in this instance, i had hoped the normal detected would work, but it didn't, i also put down opfor units and tried to get blu detects op and nothing, unless i was less than 100 meters from them, normally that would be fine but in this situation it has to be the device they see to get the objective. so you can see the issue here is what they need to look at, it must be able to be seen from any area with a LOS to it around georgetown, here's the angel range and view i've been using to test the thing they need to look at to pop the trigger and assign the new objective is the device that's hanging from the crane. the name of it is "hookdevice" they need to be able to pop if at any range, so if they stop on a hill before entering town they can pop it or if they are muppets and get all the way into town before they see it. as it is nothing i have tried so far has worked thank you for all your help so far! hopefully we crack it soon :)
  15. thank you, now it's popping but it's popping immediately, i'm not even inside the trigger yet or looking at "hookdevice", i tried changing the number at the end to see if that helped, all the way up to 3.9 the trigger pops at 4 it doesn't i guess because 4 is the max for that variable, any ideas?
  16. played the mission on sunday. went so well, everything worked. over the next few days or weeks ill take out our content and make it as basic as i can, rhs, ace etc and upload to steam and post a link here! keep an eye out
  17. hi again, according to this https://community.bistudio.com/wiki/Side_relations#Change_relations it is impossible to change the indfor relationships while a mission is running.... i was wondering, has anyone come up with a work arround for this?? context: for a mission i'm building BLUFOR have to put out fire places and barrels in the area (for air quality purposes ;) ). i would like the INDFOR units (armed militia) to be friendly to BLUFOR up until BLUFOR turn off the first fire, then INDFOR need to go hostile and engage BLUEFOR. any ideas? also, this mission will be played on a DS
  18. PSYKO_nz

    Fire Dancing script?

    played the mission on sunday. went so well, everything worked. over the next few days or weeks ill take out our content and make it as basic as i can, rhs, ace etc and upload to steam and post a link here! keep an eye out
  19. i'm trying to get this working again... http://www.armaholic.com/page.php?id=7218 it's from arma 2 and its awesome for missions or just a bit of immersion i'm in the early stages but, at the moment the spray works for the dam, and that's about it. i'm struggling with 2 things... one... getting the night lights to work.. im sure this is just down to me getting the script to work right(brightness maybe?), but i may need some help with it but not just yet, i want to try crack it myself (until i get mad at it and come begging for help from you) here it is currently two... this is the big one. currently the river and rocks do not work, i assume that this is down to the class names, here is the current script from arma 2 i assume (and have my fingers crossed) that it's just a classname issue, but i can't find the CUP terrains class names for the ponds or the rocks. where would i find the cup terrains class names so i can swap them and test? here is the readme for the scripts thanks in advance for your time and help
  20. Sorry it's taken so long to reply, been a busy week, so... first off let me say thanks to both of you for your help with this, its a million levels above me so i really appreciate your help and your discussions on this this works great! i like how if any fire is turned off it activates it, ive tested it a few times (sp only, not server yet) however i don't want to cause issues with the fsm i don't exactly understand it but it doesn't sound good and given the wiki thing about it not being possible i'm unsure about it. the mission is massively scripted as it is, using the volcano script and the fire dancing script as well as a few others i don't want to take any chances with this thing glitching i've spent a lot of time on it as it is. also in the past i have used the group to another unit trick to make civs be opfor etc but that's always been at the start of a mission and i've killed the opfor immediately, not what i want to achieve in this mission, as you know so im going to keep it as a back up and try this one i assume that i can call this the same condition trigger "{inflamed _x} count [barrel1,barrel2,barrel3] < 3" then place the _allIndforGroups = allgroups select {side _x isEqualTo resistance}; _allIndforGroups apply {_grp = creategroup east;units _x joinSilent _grp}; into the on act. do i need to place an opfor unit down for them to group to? also and this is important, will the units all start moving to form up on the opfor unit i place? one more question, can or should i use both of these methods? again i am very sorry for the stupid questions but this is a bigey above me and i need to nail it down in my head i look forward to reading your replies
  21. PSYKO_nz

    Fire Dancing script?

    hahaha thanks bro! credit to @aliascartoons for the volcano script, i'm just assembling it together for a mission haha how do i make them drop the animals? i think that would be perfect. other issue is how do i make the script running when the volcano blows? regardless of the priest being dead or not? getting close to finishing it all up. NZArmA will be playing it next weekend then ill strip our units out and put it on steam for you :)
  22. PSYKO_nz

    Fire Dancing script?

    here ya go!! its not finished but here is the cor of what ive done i tested it on server last night, looked like it worked to me. i will check with more players to make sure!!! thanks for the warning
  23. PSYKO_nz

    Fire Dancing script?

    your going to like this.... so i tried this while {alive _dancer} do { and it worked (no surprise) what was happening is that they die but cause of the anim they get back up and carry on.... BUT i changed while {alive _dancer} do { to while {alive priest} do { priest is the guy who's praying/sacrificing on the fire at the alter, so as long as hes alive the dancers keep getting back up with their offerings. as soon as hes dead the ones who are dead fall down and the ones who are still alive go back to normal, as if the trance has been broken hahahaha epic now to test on the server! fingers crossed it all works, thanks so much for your help bro!
  24. i think your right, i tried it and it didn't give any noticeable performance increase but thanks a bunch any way, good to know for the future!
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