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NeoHazard

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Everything posted by NeoHazard

  1. Hello all, I've been having trouble during multiplayer gameplay. My joystick throttle is currently binded with the (Analog) Thrust control in the controls menu. I'm also using TrackIR and all of my other joystick commands are programmed as you would expect on a standard cheap saitek st290pro. The problem is this. I'll be flying a helicopter, any helicopter, and when I go to type to other players, I press the chat command and start typing, all of the sudden the helicopters collective goes down for whatever stupid reason even though it's maxed on the joystick and I begin to descend. It's sooo stupid. I even got some lame overly testy "squad" team pissy at me because I had hit the ground and lost a chopper because I was trying to communicate intentions. Whats up with this? EDIT: The way I have found to get around this now is to set the throttle stick Z+ amd Z- to Increase and Decrease thrust. it seems to work fine that way, no descent while typing. But I would still suggest fixing the analog(ue) selection for this. EDIT2: Also noticing that when I press ESC to go to the menu in the air while throttle is set to Analogue, the Helo starts descending. If I use the seperate bindings on my throttle stick, then press ESC for the menu, the Helo maintains level flight. I'll be sticking with seperate bindings thankyou very much....
  2. I'm just wondering if anyone can confirm that the basic warfare and warfare (OA) modules cease to start the capture task assignments with the recent betas. The last beta I had been able to use just the basic module in a simple mission setup was 73116. Now when I start the mission, the AI commander is selected, barracks and factories are built, but the commander never assigns towns to capture. If I go near a capture point, the map marker for it changes to yellow and nothing happens. I don't see any enemy AI's aside from maybe some tripod gunners setup near outposts. They dont attack when you approach them either. Like I said, everything was operational with 73116. I'm hoping the devs accidently flipped a "switch" on something and forgot to put it back. It's weird when a beta comes out with something new broken.
  3. IT WORKS!!! IT WORKS!!! 1.55 MAKES IT WORK!!! I waste my weekend away in a dynamic virtual battlefield of my own customization! Good work BI! :D:D:D*cheese face*
  4. NeoHazard

    ARMA 2: OA beta build 74094

    no luck on the warfare module. eh :(
  5. loading a warfare module mission just hangs on the loading screen now........
  6. hmmmm. well, I just don't know what to say then. I guess I'll shelve it. Thats all I could come up with. There are no crash dumps, the videos and that bit of information are all I can provide you. It should have been simple enough, something changed in beta 73206 broke the module for my system. I would have scanned back on all of those particular changes to see if something coded or whatever it is you do could conflict with something to make this happen. It seems EXTREMELY strange for this to only affect me.
  7. I know most people don't care about the default arma warfare modules, they just use benny or whatever. I don't want to use benny because I want to play single player and without the graphics caps. I rather like the default module as it grows over time and units start to really kick in. It's been 4 or 5 betas now where this has been broken for me. No one seems to give a crap about what I say on this board and always just attacks me for whatever reason. So, if you have any kind of ill will, just stay out of this thread. Here is a fresh report file from an instance of just using a US rifleman synched to the warfare OA module in zargabad. I let it run for a few minutes while the AI commander built bases. Still didn't initiate base capture missions nor were their AI hostiles present. don't know how this will help. always looks like errors in the report files to me. ===================================================================== == C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe == "C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" -mod=Expansion\beta;Expansion\beta\Expansion -nosplash ===================================================================== Exe timestamp: 2010/09/29 12:54:14 Current time: 2010/09/29 13:07:00 Version 1.54.73643 Checking DLC for update. DLC check complete. Item str_disp_server_control listed twice Item str_disp_left listed twice String STR_BAF_CFGMAGAZINES_BAF_PUTIED_V10 not found Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 0)! MoveName: kia_uaz_cargo02 Warning: looped for animation: ca\wheeled\data\anim\uaz_cargo01_v0.rtm differs (looped now 1)! MoveName: uaz_cargo02 ca\structures_e\housea\a_statue\a_statue_ep1.p3d: house, config class missing
  8. ok cool, thanks! it didn't make sense to me because I had used the entire embed code in http://forums.bistudio.com/showthread.php?t=104246&page=2 <- this thread and it worked for me there. alrighty, thanks again.
  9. Just something else to contribute to the broken module syndrome... Static weapon AI appears in the broken modules. It doesnt attack or anything, it's just there, hangin out. I don't know why youtube videos aren't loading for me here. Must be some kind of moderator ban on me or something, because they generally hate me for whatever reason. C3kb_8u8Fyo
  10. NeoHazard

    ARMA 2: OA beta build 73478

    ah, so I installed the beta and went straight to the mission editor where I placed a US rifleman player unit and synced it to the warfare OA module to see if it was working again. Of course it wasn't, but it was hilarious because when the AI commander was selected and started building things, the voice saying "headquarters deployed" and "barracks constructed was a female in "insert eastern european country's language here." Weird. I reloaded the test mission and it was back in english. So whatever. I don't really mind it as long as all of the language isnt changed. Maybe it is linked to my particular game not having a functioning warfare module since 4 betas ago. who knows.
  11. NeoHazard

    VopSound 2.1

    I guess... But I'm going to stick with my preference for a straight diffuse dissapation without the hard echo. I don't want to have to imagine that I'm always in that perfectly magical sonorous situation where all the splash points of the gun's echo return a perfect sequence of 3 shots regardless of position, or shots fired. I myself frequently use machine guns to fire singular intervalic shots to sustain a suppressive attitude on a position. It lengthens the the time between reloading and lets the enemy know you've got them held up. If you have 2 machinegunners set up firing this way it can press a hostile down enough to let team members move. saves ammo IMO besides they ak47 has this particular echo problem and it has a semi function on it. I don't know anything about sound modding so I'm just putting out a random theory... So, maybe there is some way to use the delayed distance sound effect file on ones self. Set an arbitrary delay that sounds appropriate to return each individual fire sound effect. As if you were listening to your own gunfire from 1200 meters away.
  12. NeoHazard

    VopSound 2.1

    I like this sound mod for the most part. I still have a similar issue with it that I have with JSRS, and that is the echo on machine guns. This one is the opposite where the echo returns automatic gunfire regardless of how many bullets are fired. i would prefer a straight dissipation of sound myself without the echo unless the echo could be reflective of the number of bullets fired. still, great job! EDIT: noticed the autofire echo with the AK's too. just sounds a little off. I like the sound release on the SCAR, they should all be like that. I dont think echo is necessary unless it can be done right.
  13. Hi mission making community. I'm wondering if there is a way to change the death sequence in a way that your screen simply goes black and all sound is cut off (kind of like the end of the sopranos). After a second the menu would show up like normal for you to reload/restart. I sorta want to try that out to see what affect it would give to the game. It's not too high priority on my list of things to experiment with. Just want to see if anyone has done this, if its possible, what you think about it.
  14. NeoHazard

    J.S.R.S. 1.5

    do what you gotta do. I don't mind. your life comes first. take care.
  15. NeoHazard

    J.S.R.S. 1.5

    I don't know if it's been pointed out before, but while testing this sound mod out I took out the 249SAW and fired off a couple of rounds and one of the things thats bugging me is the echo. I'll fire a series of rounds but the echo return is that of one bullet. If I fire a full auto weapon I should get a echo back of multiple shots. I don't know if it's possible to do that because you would have to layer echos. I imagine that would eat up processing power if it was even possible. Just sounds a bit awkward to me. But overall the sound samples are nice quality from what I've heard so far.
  16. here is a simple video description. i apologize for the poor quality and cuts from unregistered fraps. <- use if video still isnt loading below. G2tMj2lmsVY
  17. NeoHazard

    Recoil on the Tank/IFV Main guns.

    yea they need to loosen it up just a little in-game so it did that :cool:
  18. NeoHazard

    Recoil on the Tank/IFV Main guns.

    Yea, I mentioned this in regards to the Stryker awhile back. I went to fire that big ass cannon hoping to see it buck. What a let down to my miniature dream. I wish the the recoil anims were there. It looks sad otherwise.
  19. yes. if you need any additional information or help from me let me know. i was just getting into some good warfare gaming when all of the sudden the new betas caused this. I rolled back to the earliest working beta for it and it still worked so it is native to the recent patches for me. i just dont want to see it end up in a final version later on.
  20. NeoHazard

    ARMA 2: OA beta build 73251

    lol FIRST Search CIT yourself. SECOND, this isnt a crash so a dump file wouldnt explain much, correct? THIRD, did you read any of the recent beta threads in their entirety, OR the stand alone thread I made thats just been lingering on the first page with a FULL EXPLANATION of how the issue plays out in detail with system specs in my signature as always? FOURTH, WHO THE HELL ARE YOU TO SAY ANYTHING AT ALL? what is your busniess replying to me, mowing me down like so many others on this forum? As if I didn't do it right, when I clearly did. i don't get it. it's like someone made a pitcher of "stupid juice" and handed out cups to a variety of forum members. GO AWAY YOU MOLES. IF YOU CANNOT PROVIDE ASSITANCE OR A REASONABLE RESPONSE THEN KEEP YOUR MOUTH SHUT AND YOUR FINGERS UNDER YOUR BUTT! I mean, even just a simple "Hey I put the mission together with the single unit synced to a warfare module and I didn't have the problem" is more beneficial than hastily griping at me about this and that.
  21. NeoHazard

    T-72 Commander Position

    Hi all. I've been running around doing the bear rising mission and I went from a T-90 to a T-72. I noticed that while in the commander position of the T-90, your turret stays stationary as the gunner rotates. In the T-72, it's basically impossible to aim because the gunner is always rotating and the commander turret moves with it. Is this true to life? I just want to make sure. I'm not surprised considering how old the tank is. especially if this is modeled after the earliest versions.
  22. NeoHazard

    T-72 Commander Position

    I hear that. Maybe a command to tell him to straighten up and fly right is in order.
  23. NeoHazard

    T-72 Commander Position

    gotcha. good to know. wont be sitting command side in that tank anymore ;)
  24. NeoHazard

    ARMA 2: OA beta build 73251

    warfare modules still broken :(
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