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alanford

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Everything posted by alanford

  1. I'm not complaining. Or flaming. Just looking for information. A couple of days ago I connected to a server, and played for about 20 seconds. I than got promptly disconnected and when I tried to reconnect it said global ban. Right so I'm like wtf, and check using ********************* key checker to see if my key has been banned. It says it's valid. So I try to connect to a different server, again says I'm banned. Oh, also I connected to the dayz server with an old battleye instance I think. So what's the issue here? Oh and I've contacted battleye support for logs, but obviously they didn't respond. Anyway, considering the high quality of bohemia games I'm really glad right now I buyed arma 3 on a seperate account. Dodged a huge poorly programmed bullet there. :)
  2. alanford

    CD key valid, Says Banned

    A month has passed, and those battleye monkeys still have not bothered to reply. And it's not like they have not seen my email either, I have sent one each week. It's really brilliant how bohemia just white-washes themselves by putting all the responsibility on the shoulders of some other company. IT'S YOUR GAME! You made a crap decision with your anti-hacking device, and I should have the right to call you out for it. I just can not believe that your official stance on the matter is "There is nothing we can do here to solve the problem". That's even worse than EA. And they are officially the world's worst company. I mean, I know you are busy with a3 development and all, but if arma was my product I'd be ashamed to have such crappy support and customer relation. I mean, fuc.k! You have not even bothered to reply to me. Not even took the time it would take to copy paste a lame PR text. Not even! I don't even want to get the key back. I can pay that 10€ for another. Not a problem. But how can I, if I'll just get banned again instantly. Boo bohemia! Boo!!! And before you bash me, or lock this thread, which will inevitably happen, put yourself in my position. What would you do?
  3. alanford

    CD key valid, Says Banned

    3 weeks later. -nothing.
  4. alanford

    CD key valid, Says Banned

    I say that because be support didnt respond in over 2 weeks. I dont even say i want to get unbanned. I just want to know why i got banned, because i strongly suspect it was a bug. And i dont like getting my money stolen from me by noob programming. And you will have to excuse my strong language. I am kind off annoyed, since i cant even repurchse arma, because i think i might get instabanned again. Really terific experience so far with be. Not only does it not stop a single hacker kid, also does it cause huge problems for me.
  5. alanford

    [COOP] Escape Roy

    Yo. I've had some problems with your branch of the mission. But first let me list my specs. I run my arma locally (no dedicated server), and I tested the mission by myself. (1 player, local multiplayer) I have i5-3570k and 8gb ram. No OC. Arma did run smooth, with no noticable lagging, frames per second wise, or any bullet delay or anything else. Everything was running smooth. My probles were mostly AI based. Primarily, I could not run away from the AI. I was running down an empty river bed filled with the bamboo bushes in a valley, where, realistically, noone could have seen me. However the enemy helicopter kept following me. Also, the enemy a-10 warthog (or however the a3 variant is called) came in the first 5 minutes, and never ever left. It just kept doing circles above my head. It didn't attack or anything, it just dwelled above. (In my second test it wasn't the warthog but a different air superiority fighter) And than, it was pitch black, and enemies with no night vision detected me from about 50m, while I was laying prone next to a wall, in shadows. So, in short my main gripe with this is the AI detection system. Maybe it was just in my head, but the problem is I have no way of knowing. Is there a way I could turn on some debug, showing me whether the AI knows where I am or not? Also, is there a way I could disable the enemy spawning fighters in the first minute? They are really properly annoying since I can not escape them. How about disabling the mortars? How about disabling stock arma weapons and just enabling certain addon weapons. (in specific, the ones you've already added; Toadie's HLC Weapons) Also, there is a smaller bug, regarding the CAS (agressors) mod. If I select pure the mission hangs after I spawn. (it doesn't get to the 'escape has started' message). Also, is there a way I could select just the Middle Eastern dressed enemies? Is the selection contextual? I don't know how that works, since there is no documentation. Cheers!
  6. alanford

    Arma 3 clouds bug

    So in heavy weather my clouds do these weird graphical glitches. They are bright blue, almost like the sky. And sometimes they are glaring white... http://i.imgur.com/en7crYF.jpg (101 kB) http://i.imgur.com/en7crYF.jpg (101 kB) And than when the weather is clear the sky on the horizon is snow white, instead of blue. http://i.imgur.com/0rPfNVD.jpg (297 kB) http://i.imgur.com/0rPfNVD.jpg (297 kB) And sometimes the skies directly overhead is clear, while around its heavy cloud layer. is this normal behavior?
  7. alanford

    Arma 3 clouds bug

    bump? noone knows ANYthing about this??
  8. So, I don't mean to rush you, but do you have any time when we can expect the commonlib 1.02 fix? Because, I'm hosting it locally, (not dedi) and the rest is working fine, except for that error message spamming me.
  9. First of all, I must thank you for this awesome mod you've made. It is so much better than the other nuclear weapon mods out there, because it's not just eyekandy. The explosion is actually terrifying. But now here's my problem: When I try to import your script into my mission the nuclear weapon doesn't function properly. It explodes on set target, but the explosion is broken. After the nuke explodes, and the initial light/smoke in the first 2/5seconds goes, the mushroom cloud/pillar dissapears just about 5 seconds later. So it's defenitely too short. And a funny thing is, the explosion happens, and goes, but than after the smoke settles the destruction is spreading very very slowly. A circle going from the epicentre, destroying buildings and vehicles is moving slowly and destroying everything in its path. For example from centre of cherno to the edge it takes about 10-20 seconds. After that, there is no rain and only very little ashe downfall. And a radiation zone doesn't get marked on the map. Another funny thng thats' happening is that there is a graphical glitch on my mission where there isn't on yours. I fly in a heli, about 2km away from the blast and under the heli on my mission the rushing dust isn't being drawn while it is on your demo mission. In short: explosion too fast, no pillar of smoke, destruction too slow, no rain, little ashe, no radiation zone on map. EDIT i have checked it out again, and maybe it's not that the destruction is too slow, but the blast animation is too fast and a bit bugged. And I think there is no dust rushing along the ground. ALSO, importantly, the pillar of smoke dissapears after the initial blast for some reason, where in your missin it stays. ANOTHER OBSERVATION: the game pauses/freezes for about 5s at the moment the nuke hits. after that, the smoke/effects seem to be going at a fast forward speed. Also, my computer is good enough.(i5, 670gtx) If I try your mission, however everything works fine. here's what i did when i was importing your mod: First I copied the lk and gig_scud folder to my mission folder. Than I imported the text from your init and desctription .sqs into mine. I encountered my first problem here: some entries already existed in my description.sqs because a mod I have already uses lkscripts. (they are in a different folder) So I had to replace the old class CfgSounds and class incoming { name = "incoming"; // Name for mission editor sound[] = {\lk\sound\incoming.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; Than I went into the game editor and used some radio triggers to place the objective markers like so: radio juliet [] exec "MapClick.sqs"; hint "Click on the map to select target location."; MapClick.sqs onMapSingleClick "_pos exec ""ArtMarker.sqs""" ArtMarker.sqs _Marker = createmarker ["ArtTgt1", _this] _Marker setMarkerType "Destroy" _Marker setMarkerColor "ColorRed" _Marker setMarkertext "ARTILLERY TARGET" tgt1 = "Sign_Danger" createVehicle (getMarkerPos "ArtTgt1") ~60 deleteVehicle tgt1 deleteMarker "ArtTgt1" radio hotel (the condition = this - does this matter? i do not know) nul = [tgt1,12,true,30,true,true] execvm "lk\nuke\nuke_countdown.sqf"; So now the nuke lands at the point I have determined with the map. I have ripped these scripts of off some mod. I've only been using arma2 editor for 2 days so I dont know how to make my own. Than I placed a functions module and a preload module and a day movie effect module. I didn't change anything on them. Here's my init I also tried using just the init from your mission, but there was no change. I think, since the explosion does happen, I must have broken something in the importing, and not the triggering/object placing. I have a sneaky suspicion the problem might be preloading, since the blast/destruction happens slowly. I'm looking forward to your reply, cheers!
  10. Hey. First off all, holy shit this is a really good nuclear weapon addon. The most real I've ever seen. Forget about the other mods who are just for eyekandy. Your mod is actually scary. Anyway, on to my problem: When I try your demo mission everything works well. Than I try to include the nuke in my sandbox using radio commands for placing the objects and the trigger. And I can set the nuke destination and the nuke explodes. But when it does the explosion visuals happen, and after about 5-10s when the smoke lies low the mushroom cloud is gone, there is no more smoke from the explosion and the funniest thing: the explosion destruction is spreading very very slowly. There is a circle spreading out from the epicentre destroying buildings but it's slow. It takes about 15s for the destruction to spread from centre of cherno to the edge. The rain doesn't start, and there is only a little bit of dust falling. And I have a good computer. I have included preload module, day movie module, and functions module. (i5, 670gtx) So: cloud pillar dissapears too fast, explosion is too slow. No rain, only a little dust falling. Here's what I have done in more detail: I copied the lk map into my mission. I added entries for description and init into the ones found inside my mission folder. I ran into some problems when importing descriptions, because some entries already existed. (I am using a script which usses lkscripts, so I had to rewrite class CfgSounds class incoming { name = "incoming"; // Name for mission editor sound[] = {\lk\sound\incoming.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; Than I set a radio command with these scripts: Radio juliet trigger [] exec "MapClick.sqs"; hint "Click on the map to select target location."; mapclick.sqs onMapSingleClick "_pos exec ""ArtMarker.sqs""" artmarker.sqs _Marker = createmarker ["ArtTgt1", _this] _Marker setMarkerType "Destroy" _Marker setMarkerColor "ColorRed" _Marker setMarkertext "ARTILLERY TARGET" tgt1 = "Sign_Danger" createVehicle (getMarkerPos "ArtTgt1") ~60 deleteVehicle tgt1 deleteMarker "ArtTgt1" radio hotel nul = [tgt1,12,true,30,true,true] execvm "lk\nuke\nuke_countdown.sqf"; I've just ripped these scripts from some other script pack I dont remember. I'm not very good at arma2 editing, you see. I've only just started yesterday. I than added function, preload, and day movie effect modules. Here's my init ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: TODO: Author Name ////////////////////////////////////////////////////////////////// // -- nuke -- waitUntil {player == player}; ShockpushPreLoad = compile preprocessFileLineNumbers "lk\nuke\shockpush.sqf"; ShockWavePreLoad = compile preprocessFileLineNumbers "lk\nuke\shockawe.sqf"; StaticPreLoad = compile preprocessFileLineNumbers "lk\nuke\shockaweStatic.sqf"; NukePreLoad = compile preprocessFileLineNumbers "lk\nuke\nuke.sqf"; IncomingPreLoad = compile preprocessFileLineNumbers "lk\nuke\nuke_incoming.sqf"; BuildingListPreload = compile preprocessFileLineNumbers "lk\nuke\coverableBuildings.sqf"; nukeNumber = 0; markerFalloutCounter = 0; execVM "BTK\Cargo Drop\Start.sqf"; if isserver then { private "_t"; _t = paramsarray select 0; if (_t == 99) then { _t = random 24 }; skiptime ((_t - daytime + 24) % 24); }; execVM "briefing.sqf"; // ---US SUPPORT SCRIPT------------------------------------------------------------- setPitchBank = compile preprocessfile "lkscripts\tomahawk\setPitchBank.sqf"; player execVM "lkscripts\Dscripts\respawn_player.sqf"; // infinite loop, controls respawning //player addeventhandler ["Killed", {_this execVM "lkscripts\Dscripts\respawn_player.sqf"}]; // would rather use event handler if ( (!isServer) && (player != player) ) then { waitUntil {player == player}; waitUntil {time > 10}; }; if !(isnull player) then { null = [] execvm "briefing.sqf"; if (playerSide == west) then {null = [] execVM "lkscripts\menu\close_menu.sqf"}; }; // ---US SUPPORT SCRIPT---------------------- // Execute the mission settings script [] execVM "mission_settings\init.sqf"; // Force your desired view distance and grass level at the start of the mission // players can still change it client-side through the script setViewDistance 2000; setTerrainGrid 50; I have a sneaky suspicion that the problem has something to do with preloading, since the explosion is so slow. But I have no idea. Another interesting thing: when playing on my mission and viewing the explosion from a heli there was this graphical glitch where the rushing smoke wasn't being drawn under my heli, while on your mission it was. I'm looking forward to hearing from you. Cheers!
  11. Hi, Can someone explain to me, in simple instructions how I can make this work with a non-dedicated lan party game? I just want to make this work on a server I host from ingame for me and my buddies. Untill now I only installed scripts that could be pasted into the mission folder. How do I install this?
  12. Hi I've tried adding alice (ambient civilians) in oa to chernarus map. But when i go to a big city, likr chernogorsk i only see a couple of citizens. I have also added ambient vehicles module and there is only empty cars, some on the side of road. What did i do wrong? Cheers
  13. At first, when I saw no player marker on the map, I though this is because of the realism. You still have the gps. But than, in the first campaign it says, that the arrow in a red circle (or something similar?) represents you. So, now, is my not displaying of the markers, neither for me or my squad, a bug or a feature or an option?
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