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Everything posted by virtualvikingx
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Help with mission into the strom
virtualvikingx replied to High Def Dave's topic in ARMA 2 & OA - TROUBLESHOOTING
Try the official missions subforum :) Or better: Ask a mod to move this one! -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
virtualvikingx replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Yes, I know the stories, BT. Wouldn't have bought a "twoofer" if it wasn't for the Eyefinity set-up. Guess Ill have to see for myself. As for Arma 2 on large resolutions, the 6990 seems like a good choice: http://www.bit-tech.net/hardware/graphics/2011/03/24/nvidia-geforce-gtx-590-3gb-review/6 -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
virtualvikingx replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
An 6990 is on its way to me. Ill post my experience on this thread. I want 3-screen support, and found out that SLI with lots of ram was a little too expensive. 2x 580 = $$$. Most of the "green cards" also has 1,5 gb ram vs. ATIs 2 Gbs. Ill try my luck with the 6990 as it has gotten OK reviews. Thanks for the feedback guys. -
Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
virtualvikingx replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Specs: i5@4.2G 4 Gb ram 5870 1Gb 650W PSU Windows 7 64 bit 5760x1080 Eyefinity Landscape First of all; thanks for looking. I recently upgraded my computer, and sold off the old parts. I kept my 5870 as it was giving me very good performance. Move 3 months ahead in time: “Cool, I can finally afford and have space for a Eyefinty setup†Guess you see where I am headed. The once so-good 5870 is now struggling due to having “only†1 Gb of vram. I play mostly ArmA 2, FSX, and lately Cliffs of Dover (Il-2).--> What is the best update for my GPU? I’m open to suggestions and considerations. I also very happy for links to pages with personal experiences in these matters. -
Is this issue resolved - or do anybody have a workaround?
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ARMA2 & OA's Steam Thread: All Steam Q's/discussions go here [covered by Dwarden]
virtualvikingx replied to gimpymoo's topic in ARMA 2 & OA - TROUBLESHOOTING
The 1.59 could not find my Steam Arma2 CO. Instead I'm using the latest beta. It seems to be working. I this a OK workaround until Steam get the update going? -
Simple Support with Secop module conflict?
virtualvikingx replied to ladlon's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Workaround: http://community.bistudio.com/wiki/Secondary_Operations_Manager Use a radio trigger, see the wiki for details. Hopefully this will be usefull for someone. -
Serverside Zeus AI makes clientside dependency - zeu_oa_c_w_disp
virtualvikingx posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I have uploaded a mission to a dedicated server. The mission works fine when I test it with MP on my machine. When I try to start it up, I get kicked for not having this file: zeu_oa_c_w_disp The server has Zeus AI installed. I have never had Zeus AI installed on my machine. All other missions on the server works fine. What could be the problem? EDIT: Wrong forum. I'm sorry. Move? -
Funny, before I fell asleep last night, I were thinking about my to main computer past-times: FSX and Arma 2:CO. As may of you probably know, FSX covers the whole globe. And lots of developers publish scenery for a specific part on earth, ie a airport and so on. What if Arma 3 (?) just had one big map - the size of earth - and "islands" are just parts of it that has good/playable scenery. The rest is just blank like today - until somebody fills it up with scenery.
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Norwegian Forces Pack
virtualvikingx replied to Viking_NFS's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Any chance for winter camo'ed units? If not, would this be possible to merge with a winter camo mod? -
ARMA2 & OA's Steam Thread: All Steam Q's/discussions go here [covered by Dwarden]
virtualvikingx replied to gimpymoo's topic in ARMA 2 & OA - TROUBLESHOOTING
That is exactly what I were looking for Johan. Thank you. -
ARMA2 & OA's Steam Thread: All Steam Q's/discussions go here [covered by Dwarden]
virtualvikingx replied to gimpymoo's topic in ARMA 2 & OA - TROUBLESHOOTING
Yep I had that. Turned out Steam were hanging - and using 25 % cpu time. QUESTION: How can I check that I have PMC proper installed - and not PMC lite? I had to use a workaround the get it to work, you see - and I would like to know/check that everything is OK. -
Takk!
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I am considering whether to sell or use my old PC, as I have bought a new one. One of the possibilties I am thinking is using it as my own Arma2-server, for SP/Campaign purposes. 1. Is there anything to gain FPS/performance wise? 2. Is it at all possible?
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My point was to get a better performance from Arma 2, by offloading AI-handling to an other computer, in this case a dedicated server. I am not planning on having any LAN-parties just yet.... ;)
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Its not a typo. Is my post that unclear?
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Dude. I just got my new computer - an i5 760 with lots of bells and whistles. I have JUST the same problems you are describing. My OC is dead stable in synthetic tests, so I hope its just this patch. If I set my settings "too" high, I cant run benchmark 1 from original Arma 2. The other threads about 1.55 indicates that ArmA 2 now will cop out if you use too high settings. Hope I see you on the NF server soon!
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Paradrop produces empty chutes in MP
virtualvikingx replied to virtualvikingx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to use the isServer command for the above script? If so - do I just put it at the start? -
Paradrop produces empty chutes in MP
virtualvikingx posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I use this script for ejecting opfor dudes in a MP mission: // Eject Group from Aircraft // [[grp1,grp2,grp3],vehicle] execVM "veh_eject.sqf" private ["_grp","_grps","_veh","_dude", "_i", "_j"]; _grps = _this select 0; //an array of named groups... _veh = _this select 1; //the named aircraft to use for [{_i=0},{_i<count _grps},{_i=_i+1}] do { _grp = _grps select _i; for [{_j=0},{_j<count units _grp},{_j=_j+1}] do { _dude = units _grp select _j; UnAssignVehicle _dude; _dude action ["EJECT", _veh]; sleep 0.5 + (random 0.5) }; }; The trigger for my waypoint is in there. This did work perfectly in preview - but in mp it makes empty chutes x number of players. So when me and my buddy tested it there were 14 soldiers (correct) but like 28 chutes (wrong). Any ideas? -
ARMA2 & OA's Steam Thread: All Steam Q's/discussions go here [covered by Dwarden]
virtualvikingx replied to gimpymoo's topic in ARMA 2 & OA - TROUBLESHOOTING
I have two times in short succsession experienced this: MP games start to crash around base structures. Consistenly. Other players get the battleye failed message from me. I CTD. I check my steam cache, and it redownloads about 800mb of data. What could be causing such massive corruptions? Betas? -
MP JIP players spawning mid air above LHD
virtualvikingx replied to Talyn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
RESPAWNING ON THE CARRIER OR IN A HELICOPTER You can now respawn on the carrier or in a chopper using the following method: 1. Copy the respawnSpecial folder into your mission file 2. In the revive_init.sqf on the line NORRNCustomExec3 put NORRNCustomExec3 ="[_name,'USS Khe Sanh','chopper']execVm 'respawnSpecial\respawnSpecial.sqf'"; where: 'USS Khe Sanh' and 'chopper' are the names of the respawn points. 3. Create an APC on the USS Khe Sanh, name it Respawn_Carrier in the editor. In the init line of the APC put: this setPosASL [(getposASL this select 0), (getposASL this select 1), 15.90] . Also create a marker near the Khe Sanh and call it “USS Khe Sanhâ€. 4. Create a chopper with cargo positions on the map and name it Respawn_Chopper in the editor. In the init line of the chopper put nul = [this] execVM "respawnSpecial\Spawn_chopperInit.sqf"; 5. Underneath the chopper create a marker called “Chopperâ€; The chopper is placed at 1000 metres above the land. AI units will automatically eject and use standard parachutes. This way the AI units will land near the marker and I thought this was preferable to them ending up thousands of metres away or in the ocean. Players will HALO when they eject. When players respawn at the boat they will need to eject/get out of the APC to gain access to the deck. Playable AI units auto eject the APC but unfortunately they cannot move across the deck of the carrier so its probably best to only use this option for playable units. NB:[/] These scripts can be adapted for extra chopper spawn points etc. --- This is from the documentation included. Just posting it to be helpfull. -
Revive Script
virtualvikingx replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
http://forums.bistudio.com/showthread.php?p=1777995#post1777995 I have used this script in a Utes mission. Soldiers spawn up in the air when they respawn at my Carrier respawn point. And then they die from the fall. :) Anyway to get around this? I dont use the setpos command for the soldiers - only for vehicles. EDIT: Its in the documentation. My bad. Hopefully this will help someone else. RESPAWNING ON THE CARRIER OR IN A HELICOPTER You can now respawn on the carrier or in a chopper using the following method: 1. Copy the respawnSpecial folder into your mission file 2. In the revive_init.sqf on the line NORRNCustomExec3 put NORRNCustomExec3 ="[_name,'USS Khe Sanh','chopper']execVm 'respawnSpecial\respawnSpecial.sqf'"; where: 'USS Khe Sanh' and 'chopper' are the names of the respawn points. 3. Create an APC on the USS Khe Sanh, name it Respawn_Carrier in the editor. In the init line of the APC put: this setPosASL [(getposASL this select 0), (getposASL this select 1), 15.90] . Also create a marker near the Khe Sanh and call it “USS Khe Sanhâ€. 4. Create a chopper with cargo positions on the map and name it Respawn_Chopper in the editor. In the init line of the chopper put nul = [this] execVM "respawnSpecial\Spawn_chopperInit.sqf"; 5. Underneath the chopper create a marker called “Chopperâ€; The chopper is placed at 1000 metres above the land. AI units will automatically eject and use standard parachutes. This way the AI units will land near the marker and I thought this was preferable to them ending up thousands of metres away or in the ocean. Players will HALO when they eject. When players respawn at the boat they will need to eject/get out of the APC to gain access to the deck. Playable AI units auto eject the APC but unfortunately they cannot move across the deck of the carrier so its probably best to only use this option for playable units. NB:[/] These scripts can be adapted for extra chopper spawn points etc. -
MP JIP players spawning mid air above LHD
virtualvikingx replied to Talyn's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have this exact problem in a Utes mission I have made. Any ideas? -
Yes you can group them with the use of "Team Red", "Team Blue" and so on. Mark 2 guys - F2 + F3 Use the command menu - choose teams - chose assign red, for ex. Hopes this helps! :) EDIT: Also check out vac - voice activated commands.
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Chopper on Khe Sanh + scripting Q
virtualvikingx replied to virtualvikingx's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you very much, Evil! :)