jhebbel
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ARMA II OA BIS Functions dont work?
jhebbel replied to jhebbel's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
right that i remember. -
ARMA II OA BIS Functions dont work?
jhebbel replied to jhebbel's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
wow i dont remember ever having to do that, and a couple hours on google didnt tell me to do that either, however i have now added the module and surprise surprise all works fine, thanks for the help! -
ARMA II OA BIS Functions dont work?
jhebbel posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I used to do scripting in ARMA 1 & 2 and now just bought OA and the first thing i tried to do was some basic scripting using the BIS functions, but not a single one of them seems to work, not even the function help... From player init i tried [] call BIS_fnc_help and [getPos this, WEST, 5] call BIS_fnc_spawnGroup and neither have had any result, so has BIS done away with the popular function in the latest ARMA installment? For refernecr i am plaing the latest version of ARMA II OA standalone, and the map im making is current empty except for player with init scripts. -
Crash to Desktop, happens anytime...
jhebbel replied to bigred78's topic in ARMA 2 & OA - TROUBLESHOOTING
Tried the run as admin and no change, and its a US retail i would assume as i bought it in store and not off steam or anything. -
Crash to Desktop, happens anytime...
jhebbel replied to bigred78's topic in ARMA 2 & OA - TROUBLESHOOTING
Well when i first googles this issue a few results where bug reports and the most recent comments i see on them are being told to upgrade to 1.52 and when they say they still have same bug i see no further comments after that, and as for the beta patches i cant get the newer ones to work, they all say wrong cd key, and im not retarded, i did in fact buy this game from best buy... ill geep going down the list working my way backwards to see if any of them work and fix my crash but the wrong cd key is another error i keep seing people have... ---------- Post added at 01:41 PM ---------- Previous post was at 01:29 PM ---------- nope no luck, the official patches work fine but the beta ones say wrong cd key?!? -
Crash to Desktop, happens anytime...
jhebbel replied to bigred78's topic in ARMA 2 & OA - TROUBLESHOOTING
i alwayse do that anyway, But no luck still... Im leaning twards its a small bug in the code and nothing specifically wrong with any of my machines or anybody elses. i have 2 completely different machines and the only common denominator is Windows 7x64 and this game. and since ARMA 2 runs fine on 7x64 im leaning tords a bug in ARMA2OA... Machine 1 Machine 2 CPU Intel core 2 duo E7400 64bit AMD Athalon x2 64bit RAM 4gb 4gb GPU EVGA 9800 GTX+ Onboard nForce 430 OS Win 7 x64 Win 7 x64 Both my machines alwayse have the newest drivers and windows updates too... Has anybody heard any news that bohemia is adressing this issue because all the bug reports i see are going un answered except to upgrade to 1.52 and nothing after that... Its a real shame that since almost every new computer sold now uses 7x64 that such a substancial percentage of them have issues with this game, makes me think they where in too big a hurry to release... Hope a new update is in the works though it would be nice for BI to tell us that it is. ---------- Post added at 01:12 PM ---------- Previous post was at 01:10 PM ---------- But theres already bug reports of this problem that are going un-answered, at least thats how it seems, if there is an undertaking to fix this specific bug i have seen no official mention. ---------- Post added at 01:13 PM ---------- Previous post was at 01:12 PM ---------- and where can i DL the public beta? -
Crash to Desktop, happens anytime...
jhebbel replied to bigred78's topic in ARMA 2 & OA - TROUBLESHOOTING
Well from what ive heard it works fine with 7x32(86), it seems to only be us 64bit'ers. But yes i have done everything from change compatibility to vista, xp, and 2k; also ran as admin and disabled visual themes... no luck... Ill give it a try outside the normal programs directory as you did because i know windows protects the he11 outta that dir. but im gonna guess that that wont fix it because running a program as admin is supposed to give it permissions to bypass all those pain in the but windows protections. -
Crash to Desktop, happens anytime...
jhebbel replied to bigred78's topic in ARMA 2 & OA - TROUBLESHOOTING
Well ive tried it with no nvidia drivers just the windows drivers and had same issue, but i suppose i could try it with a different card, but seing as how Nvidia holds the largest percentage or the market i dont think it would be a suitible fix for everyone who wanted to play this game to dump nvidia... And like i said my original ARMA 2 runs fine... **EDIT** Ok i even tried it on a completely different computer also running Win 7 x64 Ultimate.... Same crash same conditions and this was using the onboard intel graphics... so it all seems to point back to Win 7 x64 bit... -
Crash to Desktop, happens anytime...
jhebbel replied to bigred78's topic in ARMA 2 & OA - TROUBLESHOOTING
Ive tried severl re-installes some even on fresh formats, can you remember ANYTHING you may have done differently this time ericd? -
Crash to Desktop, happens anytime...
jhebbel replied to bigred78's topic in ARMA 2 & OA - TROUBLESHOOTING
Hey guys, just bought ARMA 2 OA because up until now i was absolutely in love with the series, but i must say this app crash is killing my opinion of this latest installment. For hopes of someone being able to help troubleshoot i installed this game on a brand new fresh install of Windoes 7 64bit with nothing but the latest drivers and windows updates installed. I get this crash in any mode of gameplay and at random times under random conditions, but it alwayse happens very soon to launching a game. I have tried v 1.51 (the version it initially installes with for me) and 1.52.71816 (as far as i know the most up-to-date ver). I have also tried older versions of nividia drivers aswell as not using the nvidia drivers and just using the windows default ones for my EVGA 9800 GTX+. No luck yet... The crash alwayse says: Problem signature: Problem Event Name: APPCRASH Application Name: arma2OA.exe Application Version: 1.52.71.816 Application Timestamp: 562b029a Fault Module Name: StackHash_0a9e Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Code: c0000005 Exception Offset: 7c809750 OS Version: 6.1.7600.2.0.0.256.1 Locale ID: 1033 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 System info: OS Name Microsoft Windows 7 Ultimate Version 6.1.7600 Build 7600 Other OS Description Not Available OS Manufacturer Microsoft Corporation System Name JOSH-PC System Manufacturer OEM System Model OEM System Type x64-based PC Processor Intel® Core2 Duo CPU E7400 @ 2.80GHz, 2800 Mhz, 2 Core(s), 2 Logical Processor(s) BIOS Version/Date Phoenix Technologies, LTD 6.00 PG, 2/19/2008 SMBIOS Version 2.5 **EDIT** I too am leaning twards win 7 x64 being the common factor of this issue after some research, but im not completely sold that its a problem within windows itself as my oroginal ARMA 2 runs great! infact ARMA 2 runs better in win 7 than it did in vista... But i have seen a few other programs that are struggling to be compatible with microsofts latest blunder. But i hope this is an issue that bohemia can overcome because the software i use for CGI and CAD run much better in 7x64 so i am not willing to downgrade back to vista. And Best Buy has already told me that they will not give me a refund as i have already opened and installed the game even though i believe this situation warrents a refund as the game is listed win 7 compatible and for a substantial amount of us it is anything BUT compatible. (and befor somebody starts caling me a moron for making sauch a generalized statement I AM aware that some if not many of you ARE able to run this fine under win7x64, but that is no reason that those of us that cant shouldent be helped.) So Bohemia, I and im sure a great many others would be happy to give you what ever information you require to solve this, ive seen bug reports on this exact issue that are going un-resolved... so what do you need bohemia because theres a few of us, including me that want this game to work under 7x64... -
LandingCraft - Utility
jhebbel replied to Darkhorse 1-6's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hey yall, first time in this forum posting so i figured id start it with a contribution instead of a question ;-) here is a quick bit that automaticallly checks if the LCU has approached a shoreline and then opens ramp, and tells vehicles to drive off... _ship = _this select 0; _vehicleA = _this select 1; _pos = _this select 2; if (_pos == "FRONT") then { _vehicleA attachTo [_ship,[0,3,.1]]; }; if (_pos == "CENTER") then { _vehicleA attachTo [_ship,[0,0,.1]]; }; if (_pos == "BACK") then { _vehicleA attachTo [_ship,[0,(-3),.1]]; }; while {(alive _ship) and (surfaceIsWater [(getpos _ship select 0) + sin(getdir _ship)*10, (getpos _ship select 1) + cos(getdir _ship)*10])} do {sleep (.5);}; _ship animate ["lcuramp",1]; detach _vehicleA; _vehicleA move [(getpos _ship select 0) + sin(getdir _ship)*60, (getpos _ship select 1) + cos(getdir _ship)*60]; execute as normal with nul [MyLCU,MyTruck,"CENTER"] execvm "LCUMOUNT.sqf"; so now when you have ur LCU approach a beach head it will automatically know when its close to shore and lower the ramp and have the vehicled drive off rather than teleport off like ive seen some do. tweek the *x multiplication value after the sin and cos to play with the range for beach and vehicles drive off waypoint. I just got this game about a week ago and have been enjoying coding as soon as i got it, im not the best at this yet but i have spent years in doftware design so i alwayse enjoy writing code so if anybody wants help or has questions feel free to ask. **EDIT** Afterthought, u may want to localize the variables so u can have this on multiple ships with out them messin with eachother, you may also want to add a force exit if this is not run by server for fome reason to avoid multiple copies running for each ship, im sure most of yall know that but thats just for yall copy and pasters out there ;-) ohh and change the while to a waituntil, uses less resourses i believe. sorry things keep poppin in my head after each cup of coffee ;-) **After 3 cups of coffee yet another edit** ok this code has it all, since the AI is too retarded to make it all the way to the beach on there own, this script will force them to beach the ship once they are close enough, then force the vehicles to drive out, and then force the ship to back off the shore so it can be used again.. You can pass either 1 or 2 vehicles to be used and the script will position them accordingly (dont expect to fit 2 7k's or 2 tanks). Newest ver. allows dynamic creation of vehicles and crew, when calling the script just put the class name of the vehicles in "" instead of the object name of a current vehicle and it will create the vehicle and occupy it with gunners and drivers automatically. !!! YOU MUST HAVE A DEADZONE MARKER FOR THIS, I use deadzone markers in the middle of nowhere on my map to create my units at then move to final position only once fully ready. Just place a marker on ur map named "WEST_deadspace", i seperate my east and west so they dont kill eachother while spawning. Using this script you can have code inside a move waypoint at ur LHD for ur LVU that will place vehicles inside it then have it move to the beach and unload its cargo then cycle back to the LHD and do it over and over, just init what u want into ur LVU for your first trip, make waypoint 1 a move thats 20 or so meters inland from the shore, dont worry the script takes over control of the LVU once close enough, then have another move wp back at the LHD with the same code inside it then a Cycle wp after that and your LVU will make trips back and forth until it dies. I use this on my large maps to push reinforcements into a beachhead that i establish early on to sopport opperations elsewhere on the map. ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: Wobbles ////////////////////////////////////////////////////////////////// if (!isServer) exitWith {}; private ["_ship","_vehicleA","_vehicleB","_shipVel","_shipPOS","_shipDIR","_shipVelSlow","_shipVelNormal","_GetOutVel"]; _ship = _this select 0; _vehicleA = _this select 1; _vehicleB = _this select 2; _PatrolGrid = _this select 3; //Less CPU clutter sleep random 5; //Dynamic spot 1 if (typeName _vehicleA=="String") then { _MyUnit = ["USMC_Soldier_SL","USMC_Soldier_TL","USMC_Soldier_TL","USMC_Soldier_TL","USMC_Soldier_Medic","USMC_Soldier_AT","USMC_Soldier_MG","USMC_Soldier_AR","USMC_Soldier_GL","USMC_Soldier_AA","USMC_Soldier_HAT","USMC_Soldier","USMC_Soldier"]; _vehicleA = _vehicleA createVehicle getmarkerpos "WEST_deadspace"; _groupA = creategroup side driver _ship; sleep 1; if (_vehicleA emptypositions "Driver" != 0) then { _groupTemp = creategroup side driver _ship; _unit = _MyUnit select (floor (random (count _MyUnit))) createunit [getmarkerpos "WEST_deadspace", _groupTemp, ""]; units _groupTemp select 0 assignasdriver _vehicleA; units _groupTemp select 0 moveindriver _vehicleA; units _groupTemp joinsilent _groupA; }; if (_vehicleA emptypositions "Gunner" != 0) then { _groupTemp = creategroup side driver _ship; _unit = _MyUnit select (floor (random (count _MyUnit))) createunit [getmarkerpos "WEST_deadspace", _groupTemp, ""]; units _groupTemp select 0 assignasgunner _vehicleA; units _groupTemp select 0 moveingunner _vehicleA; units _groupTemp joinsilent _groupA; }; if (_vehicleA emptypositions "Commander" != 0) then { _groupTemp = creategroup side driver _ship; _unit = _MyUnit select (floor (random (count _MyUnit))) createunit [getmarkerpos "WEST_deadspace", _groupTemp, ""]; units _groupTemp select 0 assignasCommander _vehicleA; units _groupTemp select 0 moveinCommander _vehicleA; units _groupTemp joinsilent _groupA; }; _groupA setcombatmode "BLUE"; }; //Dynamic spot 2 if (typeName _vehicleB=="String") then { _MyUnit = ["USMC_Soldier_SL","USMC_Soldier_TL","USMC_Soldier_TL","USMC_Soldier_TL","USMC_Soldier_Medic","USMC_Soldier_AT","USMC_Soldier_MG","USMC_Soldier_AR","USMC_Soldier_GL","USMC_Soldier_AA","USMC_Soldier_HAT","USMC_Soldier","USMC_Soldier"]; _vehicleB = _vehicleB createVehicle getmarkerpos "WEST_deadspace"; _groupB = creategroup side driver _ship; sleep 1; if (_vehicleB emptypositions "Driver" != 0) then { _groupTemp = creategroup side driver _ship; _unit = _MyUnit select (floor (random (count _MyUnit))) createunit [getmarkerpos "WEST_deadspace", _groupTemp, ""]; units _groupTemp select 0 assignasdriver _vehicleB; units _groupTemp select 0 moveindriver _vehicleB; units _groupTemp joinsilent _groupB; }; if (_vehicleB emptypositions "Gunner" != 0) then { _groupTemp = creategroup side driver _ship; _unit = _MyUnit select (floor (random (count _MyUnit))) createunit [getmarkerpos "WEST_deadspace", _groupTemp, ""]; units _groupTemp select 0 assignasgunner _vehicleB; units _groupTemp select 0 moveingunner _vehicleB; units _groupTemp joinsilent _groupB; }; if (_vehicleB emptypositions "Commander" != 0) then { _groupTemp = creategroup side driver _ship; _unit = _MyUnit select (floor (random (count _MyUnit))) createunit [getmarkerpos "WEST_deadspace", _groupTemp, ""]; units _groupTemp select 0 assignasCommander _vehicleB; units _groupTemp select 0 moveinCommander _vehicleB; units _groupTemp joinsilent _groupB; }; _groupB setcombatmode "BLUE"; }; sleep 1; //Determine if we are using 1 or 2 vehicles if ((_vehicleB == objnull) or (isnil "_vehicleB")) then { driver _VehicleA disableAI "Move"; _vehicleA attachTo [_ship,[0,-1,.1]]; nul = [leader group driver _vehicleA,_PatrolGrid,"NOWAIT"] execVM "AI\UPS.sqf"; } else { driver _VehicleA disableAI "Move"; driver _VehicleB disableAI "Move"; _vehicleA attachTo [_ship,[0,3,.1]]; _vehicleB attachTo [_ship,[0,(-3),.1]]; nul = [leader group driver _vehicleA,_PatrolGrid,"NOWAIT"] execVM "AI\UPS.sqf"; nul = [leader group driver _vehicleB,_PatrolGrid,"NOWAIT"] execVM "AI\UPS.sqf"; }; //Wait until we are about 70m from shoreline then suck us in while {(alive _ship) and (surfaceIsWater [(getpos _ship select 0) + sin(getdir _ship)*70, (getpos _ship select 1) + cos(getdir _ship)*70])} do {sleep (.5);}; //Get the speed the ship is approachin the shore at so we can keep this constant and natural looking _shipVel = velocity _ship; //Tell the ship driver to shut up and wait driver _ship disableai "MOVE"; //Keep forcing the ship to the shoreline until we are 12m form the shore (our launching distance) while {(alive _ship) and (surfaceIsWater [(getpos _ship select 0) + sin(getdir _ship)*12, (getpos _ship select 1) + cos(getdir _ship)*12])} do { _ship setvelocity _shipVel; sleep (.5); }; //open ramp _ship animate ["lcuramp",1]; //bring ship to complete stop slowely so it looks like were beached while {((velocity _ship select 0) > .5) or ((velocity _ship select 1) > .5)} do { _ship setvelocity [((velocity _ship select 0) * .5),((velocity _ship select 1) * .5),((velocity _ship select 2) * .5)]; sleep (.2); }; _ship setvelocity [0,0,0]; sleep 2; //Get the heck out detach _vehicleA; _GetOutVel = [sin(getdir _ship)*3,cos(getdir _ship)*3,0]; while {_ship distance _vehicleA < 14} do {_vehicleA setvelocity [sin(getdir _ship)*2,cos(getdir _ship)*2,(velocity _vehicleB select 2)*1.5];sleep (.05);}; driver _VehicleA EnableAI "Move"; group driver _VehicleA setcombatmode "RED"; detach _vehicleB; _GetOutVel = [sin(getdir _ship)*3,cos(getdir _ship)*3,0]; while {_ship distance _vehicleB < 14} do {_vehicleB setvelocity [sin(getdir _ship)*2,cos(getdir _ship)*2,(velocity _vehicleB select 2)*1.5];sleep (.05);}; driver _VehicleB EnableAI "Move"; group driver _VehicleB setcombatmode "RED"; sleep 10; //close the ramp and push back from the shore cus ai are too stupid to do this themselves so we can send the ship elsewhere _ship animate ["lcuramp",0]; _shipVelSlow = [(_shipVel select 0) / -3, (_shipVel select 1) / -3,(_shipVel select 2) / -3]; _shipVelNormal = [(_shipVel select 0) / -2, (_shipVel select 1) / -2,(_shipVel select 2) / -2]; while {(alive _ship) and !(surfaceIsWater [(getpos _ship select 0) + sin(getdir _ship)*15, (getpos _ship select 1) + cos(getdir _ship)*15])} do { _ship setvelocity _shipVelSlow; sleep (.5); }; while {(alive _ship) and !(surfaceIsWater [(getpos _ship select 0) + sin(getdir _ship)*30, (getpos _ship select 1) + cos(getdir _ship)*30])} do { _ship setvelocity _shipVelNormal; sleep (.5); }; //ok, give the AI his brains back driver _ship EnableAI "Move";