SkyDice
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Operation Arrowhead Modules Broken?
SkyDice replied to JuggernautOfWar's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've posted about this in the module discussion thread and noted it in the troubleshooting thread, but so far no-one's replied to me. That code doesn't work in Op Arrow when applied to the Sec Ops Manager. It works fine in ARMA2, but not OA - I've been trying it for about two days. I get the impression that with OA we're not meant to use the SOM for support requests, as they've added the simple support module. However, the SSM overrides the Sec Ops Manager's communication menu option (2, with 1 being 'cancel supports') with the Supply Drop support option when the two modules are used together, making it impossible to accept the mission. Comms option 2 only appears once a mission has been offered, and is always 'supply drop' - no 'sec ops' menu to accept/decline mission. The OP looks like the Sec Ops Module & the Simple Support Module combined (only because I've seen a lot of that screen the last couple of days lol). I've tested the quickstart code from the wiki with the OA Sec Ops Manager and I know it doesn't work (arty ok, cas just circles, transport, uav & supply drop never even show up despite showing as active in menu, and only arty/cas show any radio activation, but the code doesn't seem to conflict with the Sec Ops comms option). I've also tried the Sec Ops Manager & the SSM together (SSM overrides Sec Ops comms option '2' as above), and that doesn't work. I've not tried both the triggered script & the SSM together though (as neither will allow sec ops to be accepted), so if the OP is only using that trigger script with the OA Sec Ops Module, then I guess that script overwrites the Sec Ops Comms option as well? Either way it'd be nice to get an answer for this. Nearly all the modules seem buggy as hell in multiplayer as well, hardly the 'powerful toolkit' we were expecting. :( Is there a way for the SSM to work alongside the SOM without overriding the SOM's missions? And why does the wiki quickstart code no longer work in OA? -
[How To] Simple Support Module (OA) ?
SkyDice replied to wiggum2's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Found an awful bug with the SSM & Sec Ops Manager in OA. The SSM overrides the '2' communications option, setting it to 'supply drop'. The Sec Ops Manager uses '2' to accept/decline generated missions. When both modules are present, the '2' option (supply drop) is not initially present, appearing only after/during the time a generated mission is being offered. The mission itself cannot be accepted, as selecting '2' gives you a supply drop, not the Sec Ops communication options! Anyone know a way around this? It's impossible to use them together while this persists. :( -
Secondary Ops Manager Module Discussion
SkyDice replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Done some more testing and found the code works fine in ARMA2, but only the arty/CAS works in OA. Simple support module/sec ops module bug reported in troubleshooting forum, seems the SOM overrides the '2' comms option the SSM uses for supply drops. Supply drop option only appears once a sec ops mission has been offered, but the sec ops comms option doesn't appear as the SSM is telling it 2 should be a supply drop, making it impossible to accept the mission. -
Bugged Modules - ULB and Simple Support
SkyDice replied to laggy's topic in ARMA 2 & OA - TROUBLESHOOTING
Tested this a bit and narrowed it down some. The Sec Ops Manager always uses '2' in the Communication menu to accept/discard the generated missions. The Simple Support module allocates '2' to 'Supply Drop' ('1' being 'Cancel Supports') and overwrites the Sec Ops Manager, regardless of the order of placement. When both are placed together, the '2- Supply Drop' option vanishes from the support menu, only appearing once a mission has been offered (as the game seems to allocate the Sec Ops Comms option to '2' when the map is loaded, hiding it until needed). As the mission is generated, the Sec Ops Module allows '2' to be used, only for it to be overwritten by the SSM, which displays 'Supply Drop' on '2' instead of the Sec Op option - which makes it impossible to accept the mission. Naming each module makes no difference either. Can anyone replicate? This makes these two excellent modules impossible to use together! EDIT: Have just tested the Sec Ops quickstart code in ARMA2 and it works fine. Maybe something's changed in the OA Sec Ops Manager? -
Briefing help / task help
SkyDice replied to Roe-31stMEU-'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Don't suppose you'd help a noob out and post your basic briefing code, plus how you've set up the working triggers? I know it's an ask, but I just can't seem to get my briefings working at all, and it's driving me mad!! Thanks if you do :) -
Bugged Modules - ULB and Simple Support
SkyDice replied to laggy's topic in ARMA 2 & OA - TROUBLESHOOTING
Having a few problems with modules tonight too (Op Arrow): Same with simple support module, no radio conf for co-op players but still calls in the support, only the host gets the radio confirmation. It also overrides the Sec Ops Module's communication option, so you can have support but can't accept the Sec Op missions. Secondly, Sec Op Missions given by the module only appear on the map/notes section for the host, although all co-op players hear the radio messages. Using the Sec Op support quick start from the bis wiki, airstrikes only half work, often leaving A-10's circling aimlessly over the target, artillery sometimes works, aerial recon, supply drops and support never occur at all (despite showing as 'active' in the communication menu). Naming the trigger 'Broken Arrow' returns an invalid variable name error. Bis Wiki Sec Ops 'Quick Start Code': A quick-start could be as such: Add Sec-Op Manager Create a Radio Alpha trigger, name it BrokenArrow, whilst putting Broken Arrow in the text box. In the "on act" field put: [["transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc; This allow you to call support from Broken Arrow by simply pushing the 0 radio option. Thirdly, larger towns created by the town generator module (this setvariable ["townsize",600];this setvariable ["housecount",150]; in init line) lag like hell in multiplayer (down to 3-7 fps!), but work fine in SP. Are these modules designed to work in co-op (editor) missions? The ambient civilians and ambient combat ones do, I think? Any ideas as to why the modules behave oddly in multiplayer? -
Secondary Ops Manager Module Discussion
SkyDice replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Really hoping for an answer on these, anyone? :) -
graphics bugs with ATI 4800 series (4850/4870/4890)
SkyDice replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Would adding this help (for quad core i5)? -nosplash -cpucount=4 -exThreads=7 Can we do this via Steam? EDIT: Yes we can. Right click on the game in your Steam Library, then select 'Properties', click 'Set Launch Options' and enter your preferred option. The above is for quad core, make sure you get the right one here: http://forums.bistudio.com/showthread.php?t=101124 And it does seem to have improved my overall framerate stability by quite a bit! Might get rid of the nosplash though as I don't mind the startup sequence. :) -
Secondary Ops Manager Module Discussion
SkyDice replied to trini scourge's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've got a SecOps Module set up (synced to player), and the artillery works - but nothing else does! I'm using this code on a radio alpha, repeating trigger: [["transport", "aerial_reconnaissance", "supply_drop", "tactical_airstrike", "artillery_barrage"], player] call BIS_SOM_addSupportRequestFunc; This is in Op Arrow. I can call in the arty fine (with radio message confirmation etc), but if I call for a transport, or a supply drop etc, nothing happens, even if I speed time up and wait for ages. After calling, the 'Transport' option (for example) displays 'active', but no heli, and no radio messages either to indicate it's worked. Any ideas anyone? I added a virtual artillery module initially, but the arty seems to work fine without it, so I deleted it as I think the module's supposed to spawn it's own units?. And will this work ok in co-op? Also, a related question - if I add a Simple Support Module as well, the Sec Ops Module seems to override the 'ammo drop' option I get with the SSM on it's own and it doesn't appear. Is it possible to add the transport support or aerial recon to the SSM instead (as it seems to have everything else, and doesn't spam me with missions)? Finally, how would I add a simple helicopter transport that comes to the players on it's own, and a separate supply drop? Thanks guys :) EDIT: *sigh* I guess, thinking about it, what I want is all the supports in the script to work with the sec ops missions running, a way to add the transport & recon supports to the SSM, and a solo helicopter transport (on radio activation) that I can use independently of modules. I'm also hoping these will work in multiplayer (co-op), as I've been trying all night to get the sec op missions to show up for co-op players, and trying to get the supports working properly? Hope that's not too much to ask! :) -
graphics bugs with ATI 4800 series (4850/4870/4890)
SkyDice replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Nope, neither I'm afraid. Appreciate the help though! The guy you linked to us using CA 10.6, from his post - I'm on 10.4, as 10.6 is awfully buggy. As far as I know, 10.4 is the most stable all round, not sure if that makes any difference? OS is Win7 64. :) -
graphics bugs with ATI 4800 series (4850/4870/4890)
SkyDice replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Oh, easy as that? Brilliant, thanks :) EDIT: I ran the hardlink file you attached and I'm afraid still no joy, second GPU isn't being used at all :( Oh well, thanks for trying, guess I'll have to wait for the patch! -
graphics bugs with ATI 4800 series (4850/4870/4890)
SkyDice replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Ok, thanks! One more question then, how do I revert this back once the OA patch with LAA etc is released (as that should help too)? Will I need to, or can I just leave it as is? -
OA Campaign: 07 "Eye of the Typhoon"
SkyDice replied to Jack's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Exactly the same here, terrible fps in Zargabad, and when I went looking for the POW's the mission icon was floating 30 feet in the air in the middle of an open area!! -
graphics bugs with ATI 4800 series (4850/4870/4890)
SkyDice replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
I don't get the mouse stutter in game either, just in menus and even then it seems intermittent. I've just been back into Arma2 to see what my video memory is set to, and it was on default - I've just increased it to V. High and the flicker's gone completely, as far as I can see! My HDR is at 16, 32 looks too bad for my taste and still shows the flicker but 16 runs fine with no frameloss, and now the flicker's fixed via the vid.mem, I'm happy, although I'm convinced I had it on v.high to begin with and was advised before to turn it down to default, as it gave a higher value. Maybe the 1.07 fixed that default size issue? Cheers dude, can't believe it was that simple! I'll grab the DX9 shortly, thanks for the link. I didn't try the manual method as I wasn't too sure what you meant (plus it's never a good idea to try these things at 3am lol) - do I just put 'mklink /H arma2oa.exe arma2.exe' into the windows command prompt? Do I need to undo the renaming I did for the script file you attached and start from scratch? Also, could you clarify this a bit better: '(be careful erasing hardlink erasing both link and target while erasing symbolic link only the link)' Should I be erasing something when trying the hardlink? Or is it a warning that if I delete the hardlink later (not sure how, does this mean the arma2oa.exe?) it'll delete both arma2oa & arma2.exe? Also, how do I undo or remove the link (hardlink especially)? Thanks for all the help everyone :) -
graphics bugs with ATI 4800 series (4850/4870/4890)
SkyDice replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Ok thanks Dwarden, I'll try it shortly and report back for everyone else. It'll be interesting to see if the lighting flicker and other issues my 5770's throw out with ARMA2 are replicated in OA. Appreciate the help :) ---------- Post added at 02:52 AM ---------- Previous post was at 01:01 AM ---------- Ok, the good news first. The rename & script combination works fine, starting OA via steam gives me no problems (though I did get an odd message telling me 'arma2.exe' was attempting to bypass the firewall - I allowed it). On the down side, I don't get the CrossfireX logo like I do with ARMA2 when running OA through steam. I don't see much in the way of improvement in framerate either, unfortunately - I'm testing in Zargabad, on the 'Civilian Life' scenario mission (as it's heavily populated). Maybe 5 fps increase or so, if anything - FRAPS gives me 30-40ish, dropping to 20 while riding the bike or entering the large mosque near the start, just like it does on a single card, so it's hard to tell. One thing I have noticed post-patching this way is some odd shadow draw in the large mosque near the Zargabad scenario start point. To be honest, I only spent a few minutes in this scenario prior to the patch, so I can't remember if it was there before the patch, but it'll be interesting to see if anyone can replicate it: Ride the bike at the start (or whatever) straight North down the road until you come to the large mosque on the left. Hop off the bike, enter the mosque through the front entrance into the courtyard. Move round the back left of the courtyard. At the rear left are the archways that go all the way round the courtyard. If I stand in the centre (as it were) of the left hand rear side, facing the rear archways and move closer, it alters the shadows to fit the sun's angle over the building better from my line of sight when I get maybe ten feet away from the archways - so it looks like the whole back left side lights up as I get close. This is probably another example of the LOD issue (as bushes, buildings etc often 'pop in' to full textures at about 10-15 feet distance). It might even be related to the blinding flicker I get in ARMA2 while running crossfire (brilliant white screen flashes at maybe 5-10 flashes per second, like a strobe, with occasional complete light absence as if it were suddenly a night mission). Like I say, I can't remember if it was there before, so I guess that's not much help. I also get white 'static' or white lines over the 'damaged' parts of the mosque's outside textures at any distance over about 10 feet, vanishing at around 5-10 feet to become the proper texture. I also get mouse stutter in menus, even in the startup menu. I don't (so far) get the blinding flicker I get in ARMA2 while running crossfire, so that's something at least. Settings wise I'm on all normal, with v.high video memory, low post-processing and AA off. One thought does occur to me, probably because I'm not too hot on directx - if another version of direct x is installed over the DX9 that is installed with arma2/OA, will the DX9 drivers remain present? I've installed a couple of games since installing ARMA2, all with different versions of DX. Maybe they've overwritten the DX9 that ARMA2 needs, leading to the A2 flickering & light transition gradient I experience, and the shadow-draw in OA? Thanks for the help Dwarden, though it looks like there's a way to go yet! :) I know you don't have a magic fix for the many ATI issues people seem to be having (myself included, 5770 x2), but do BIS have any ideas as to why this stuff might be happening to ATI users? Appreciate all your help and your team's hard work on the ARMA series. :) -
Hi all, mistakenly posted in the wrong section so will start afresh here! I love the idea of the mission editor in OA (have Arma2 also but never tried much with the editor), but I'm finding it completely impenetrable! So much for the 'simple' editor in the dev diaries! ;) I see the potential but I'm still learning, so I'll always search before I post, but directing me to things like the official module documentation or Mr Murray's guide isn't going to help me - I have both, but I don't understand any of the more complex stuff - I tend to learn best by seeing something in action and then repeating it myself! Q1: I've added a Predator UAV to a mission I've designed. Synced the UAV module, the drone, the portable backpack and all players correctly, but in a multiplayer game my tester could access the UAV, control the map placement, but not the altitude or speed, and when he picked the pack up, it was still visible to me. When I pick it up in the same game, it works fine. Do I need to add something so he can use it properly? Also, if anyone could give me a brief run-down on how to make simple objectives, it'd be a real help. Sure I'll have more questions but this'll do for now! thanks all :)
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Operation Arrowhead performance optimizations/comparisons
SkyDice replied to jpinard's topic in ARMA 2 & OA - TROUBLESHOOTING
LOL same here! Egosoft are damn good with their support, too. :) -
Crossfire/SLI or dual GPU Card Arrowhead Issue (4870x2, 5970 etc).
SkyDice replied to Joseph Archer's topic in ARMA 2 & OA - TROUBLESHOOTING
That's just weird. I'm on a similar system: Core i5 @3.6, 4G DDR3 @ 1333, x2 5770, Cat 10.4 and I get 1920 x 1200 Resolution 1920 x 1200 3D Resolution PP = OFF AA = OFF Video Memory = Very High All other settings = Normal View Distance 1600 (default) FPS = 20-60 variable (20's in heavily wooded/populated/rendered areas), texture pop in when using a single card. With crossfire I get stuttering, truly horrendous flickering in ARMA2 on light transitions (literally blinding), thick gradients on sunrise/set and other light-transitions and other minor graphical glitches. Crossfire in ARMA2 framerate has improved since the latest patch but I still get the blinding flicker, even after trying all the possible HDR settings; I daren't even try it for OA. Our systems are pretty similar, and my CCC is set virtually the same as yours too. How can it be so different? It's not the pc, it's barely a month old! Can't rename OA as have Steam version, not tried it with A2. Can that really be it, just the renaming? I was convinced it was an ATI compatibility issue, but you're running at that level at stable 60, so I guess that theory goes out the window! :) -
graphics bugs with ATI 4800 series (4850/4870/4890)
SkyDice replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
No probs dude, thanks. :) I guess we know that the multi-gpu thing does have a few glitches, and developer size will obviously make a degree of difference, but it still seems fairly sensible to assume any developer would qa both major name gfx card manufacturers before release. I can understand skipping over smaller manufacturers, but such a high % of people use one or the other it seems silly not to test the two majors. In some cases, ATI users are having trouble with one card, so it's also a general ATI support issue, rather than solely a multi-gpu one (and hence partially ATI's responsibility too). Anyway no harm done :) I'm still learning all this stuff, so you probably know more than me anyway! I just want to get the best out of this awesome game. I'm trying to learn the editor too so I'm already pulling my hair out! ;) And... back on topic.... :) -
General Newbie Questions
SkyDice replied to SkyDice's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ahh, I wondered if it was just a bug! Have to wait for the beta patch to go live on steam once it's passed qa, but after that it should be ok. Appreciate the link, thanks man. Ok, sounds good. :) Will I need special software to extract a .pbo? -
General Newbie Questions
SkyDice replied to SkyDice's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ha thanks man good to know I'm not the only one! How did you start on your rescue mission, if you don't mind me asking? Any pointers you've got would be a real help :) -
Noticed this too. Also horrendous gradients on sunrise/sunsets.
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ARMA 2 OA: Post Process Settings Decoded
SkyDice replied to maruk's topic in ARMA 2 & OA - TROUBLESHOOTING
Is the SSAO the reason why, with all post-processing switched off or to low (because it murders my framerate), I get inch-wide gradients on sunrise/sets and other major lighting shifts? Or is this yet another 'ARMA2 not compatible with ATI' issue that needs to be resolved? Anyone else noticed this? Looks bloody awful. -
graphics bugs with ATI 4800 series (4850/4870/4890)
SkyDice replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Massive issues here with both ARMA2 & Op Arrow with x2 5770. If I run ARMA2 with the latest update and try it with crossfire, I get horrendous lighting flicker, even in daylight. I tested it with the campaign mission after Pusta in A2 (daylight) and the Pusta mission - in Pusta I get very obvious gradient on the sunrise and awful flicker, at the beginning of the mission after (daylight, wooded area) the light seems to swap between day/night in a fraction of a second, making it completely unplayable. Running on a single 5770 with HDR @ 16 resolves most of the flicker, but not the gradient, even after testing all possible HRD settings in the .cfg. In Op Arrow, on a single card I get the sunrise/set gradient even worse, not to mention awful texture pop-in and lag when approaching towns or heavily populated areas, but no flicker. OA with crossfire is just as bad as ARMA2, without the flicker. I run all settings at normal on both games, with the exception of grass detail, which is at low. Will anything be done to resolve these issues? If this thread has a sticky, and people are seeing the same issues in OA, even before the patch to the latest ARMA2 version with LAA (which helps, but doesn't resolve the gfx issues), then there's obviously something very wrong. Has there been any word from BIS? @ Yoma - nice attitude. Maybe it's got something to do with the fact that virtually every developer tests their software with both ATI & Nvidia cards to make sure there are no major glitches with either brand. Developer 'size' is irrelevant, it shouldn't be too much to ask for any game to work ok with either card series - ATI and Nvidia are market leaders around the world and virtually everyone who plays any pc game will have one or the other. Not only that, but the dual GPU setup *does* work with Nvidia - so why not with ATI? I don't have an 'ultra mega super' setup, I just want the game to damn well work as advertised on my perfectly adequate system. Not too much to ask, is it? It's down to the developer to ensure general system compatibility (in this case, between two of two major card manufacturers - not a great leap in logic, that) for any product release. Anything else is simply releasing a broken product, or one that should be advertised as 'Nvidia only' - in which case, I and about a gazillion other people with ATI cards should be asking for our money back. -
General Newbie Questions
SkyDice replied to SkyDice's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Firefly, I've seen a few and so am over the basics of syncing, grouping, waypoints etc. I get all that just fine. I hit walls when I need to do something specific or unexpected, like the UAV issue in the OP. One vid was excellent for adding in a heli insertion, but for objectives etc I need to make all kinds of files from scratch and I'm not very comfortable doing that. Mr Murray's guide is ok but out of date and not all that helpful when it comes to looking something up, or finding a specific example outside of the guide's coverage, and the BIS wiki is full of code that means nothing to me! I've searched, I've watched. Next step is giving up. Someone save me! :)