igneous01
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Everything posted by igneous01
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Reveal command useless? (AI night combat problems)
igneous01 replied to Undeceived's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
i believe something like this works: 1.4 = john knowsabout tom and it will assign johns knowsabout to be 1.4, however u may need to increase it further if he doesnt fire. -
Script/Method Suggestions to Optimize WIP Mission
igneous01 replied to carolinabanjo's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
even simpler: use the ACM module now problem with coop is if a player dies, the acm goes with it. however this might work in theory: instead of synchronizing it to a player, create another gamelogic that synchs to the acm, and have a script that moves the gamelogic every few seconds to the center of the group, or to the nearest alive group member. as long as nobody strays kms away from their group, the acm will follow the group and continue spawning units. However i havnt tested to see if acm's initialize when synched to other logics. -
Change time 1/2 way through game ?
igneous01 replied to 1para{god-father}'s topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
One thing to mention is the pings of the different players reflect the desynchronization of time for all players on the server. So time can go out of synch by a few minutes or even tens of minutes depending on how long the mission has ran without any global update to the date on all clients. If specific time is important (like 7:00 to trigger something) you might want to write a short script that resynchronizes time across all clients with the server every 5 minutes or so. I believe weather must also be synchronized like this, but arma's engine likes to interfere, and hence some ppl might see rain, others might see clear day. just something to consider. -
Making enemy units chase player
igneous01 replied to cjust89's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you can do while loops and sleep inside trigger activation?? -
After playing around with a mission yesterday, i realized something. I was quietly walking around when suddenly someone opens up on me, i take cover behind some concrete and have a quick glance as to where the fire came from. turns out he was maybe 20 metres from me behind a picket fence. i thought maybe a grenade would do it, but unfortunatly, it messed up somewhere, because the first one over shot too far and the second one landed on the other side of the cover from me. (almost killing me) Arma really needs a better solution to throwing hand grenades; one type of throw isnt enough, and its usually a wild guess at best than a tactical weapon.
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In Guardian Angel the snipers are more an optional objective here (Im not sure if i made reference to that in the mission) so its not absolutely neccessary to kill them, as long as you manage to hold out with your blufor allies eventually an evac chopper will arrive for the wounded (unfortunatly sometimes it will also crash) and the objective will be considered complete, afterwards you can return to extract and finish the mission. I will be reworking some of the missions and adding some more in, however it will take some time to organize everything. will post updates when close to complete
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Functions and Destroy City
igneous01 replied to victim913's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
some buildings in chernarus are missing damage models, and certain buildings like the bank building in chernogorsk and the factory are indestructible (to my tests at least, i have not been able to destroy them) however you can add more immersion by calling bis_effects_burn on some buildings so they look like they are on fire (mind how many you put down because all the smoke particles can lag alot) -
Hit detection from anti material rifle
igneous01 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ive run into more of a visual problem with my mission than a technical one. Ive set up a mission where a sniper team is supposed to recon and disable enemy equipment with an anti material rifle. problem is this: hit eventhandler wont work for vehicles and rifles like m107 or as50 because the damage is too low to be considered triggering. It will work for the ace m109, but the issue is that I cant find a way to disable the vehicle/radar station rather than destroying it outright. I want it to look somewhat believable, that firing at an empty aircraft with an anti material rifle will damage components inside, so maybe an animation state where the wheels fall off or a wing breaks apart? just so the player knows he has damaged it and that it is damaged and not blowing up. any recommendations you can give, im all ears -
Hit detection from anti material rifle
igneous01 replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks for the suggestions, ill try implementing that -
New to scripting need answers please...
igneous01 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
for the units to fire mortar rounds - you will need to read about the artillery module and how to get it to work. http://community.bistudio.com/wiki/Artillery_Module its not difficult, but making the ai decide what targets to fire at might be (however i believe someone made an officer observer script that does this) for the script idea: heres the general idea: add all the units you want to check for into an array - easiest way is to create a trigger with an area that covers all the guys, with blufor/opfor present. create a variable called enemyarray in the init: enemyarray = []; so it is an empty array then in activation of trigger enemyarray = +(list triggerName) in a loop: {if (!alive _x) then {enemyarray = enemyarray - [_x]}} foreach enemyarray; then just do another trigger with condition: count enemyarray < 15 depending on how many units you have in the array, this checks to see that if a unit in the area is dead, it is removed from the array. Then this trigger checks to see if the number of elements in the array (# of units) is less than 15 (whatever number you want to use) then you can activate your artillery like this; or spawn stuff. ps. dont expect this code to run, its off the top of my head. -
Hit detection from anti material rifle
igneous01 replied to igneous01's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
great, that works pretty well, and it detects any type of round too ^^ now i just need to figure out how to damage the object visually, and removing the eventhandler afterwards. -
Air Support Scripts
igneous01 replied to Draper's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I havnt looked at that script in a while, but i believe there is a check done that counts the number of units inside the vehicle. as a test try killing one of the turret men or forcing them out and see if it takes off. if it does, there might be a check that looks for how many are inside the helo -
Weapon on back, slung arms.
igneous01 replied to Steaksauce1337's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you could keep the looping animation script. and add this somewhere along the lines: vehicleName setVelocity [x, z, y] to make it move, and maybe: for "_i" 0 to 179 do { unit setdir _i; sleep 0.5; }; dont assume the syntax is correct here, its just some quick pseudo code that might do the trick for rotating the unit and moving them with the animation in tact. -
My script have little problem!
igneous01 replied to God of Monkeys's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
is your sqf being run on all clients? that might be the reason nobody can hear it. two suggestions: 1. Run the playsound inside of a trigger, or add some conditions such as if (!isdedicated) then { playsound etc 2. make a new script to play the sound and trigger it for all clients (by the if statement used above) -
small image on top of big image in gps window or up on screen
igneous01 replied to demonized's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
as far as im aware, you cant overlap or stack images on top of each other, arma 2 doesnt really have support for that. however, i believe it may be possible to create an array of pictures (with and without bullet holes in them) and replace the old image with the new one, based on where the target was hit. but this may prove to be very tedious business. thats all i can think of tho for a solution -
TFS - Tire Fix Script
igneous01 replied to neokika's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
this is a very neat and original script! never thought of something like that, now engineers will have even more roles to do stuff. I see this as a good complimentary to that already. nice one neo -
So after happily playing along for many months with no problems, I am now getting constant device reset failure errors, after 2 minutes of playing. Its consistent and wont stop what so ever. I have: updated my drivers for my graphic card reinstalled direct x (i saw in rpt an error about missing dx8) adjusted my video memory settings to low nothing is working apparently. here is my setup: Windows XP SP3 AMD Anthlon 64 X2 +4200 Dualcore, 2.2 GHz 4GB G skill 1000mhz ram Nvidia GeForce 9500GT 1gb MSI Motherboard i have had no problems with these specs, until now. here is what i have in my rpt: Cannot create video memory surface DXT1,128x128 (size 10920 B), Error 8876086a Virtual memory total 2799 MB (2935881728 B) Virtual memory free 2164 MB (2269171712 B) Physical memory free 2321 MB (2434551808 B) Page file free 2777 MB (2912923648 B) Process working set 307 MB (322801664 B) Process page file used 316 MB (332111872 B) Longest free VM region: 788320256 B VM busy 705552384 B (reserved 119554048 B, committed 585998336 B, mapped 181612544 B), free 2230329344 B Small mapped regions: 7, size 45056 B VID: alloc 286111912, limit 2147483647, free: local 0, nonlocal 0, DX9 0, virt. 2269171712 Error: Failed to create surface texture (ca\data\detail_maps\wood2_512_dtsmdi.paa:2) VB Lock failed, 8876086a,D3DERR_NOTAVAILABLE VB Lock failed, 8876086a,D3DERR_NOTAVAILABLE Virtual memory total 2799 MB (2935881728 B) Virtual memory free 2164 MB (2269171712 B) Physical memory free 2328 MB (2441879552 B) Page file free 2778 MB (2913050624 B) Process working set 307 MB (322826240 B) Process page file used 316 MB (332111872 B) Longest free VM region: 788320256 B VM busy 705552384 B (reserved 119554048 B, committed 585998336 B, mapped 181612544 B), free 2230329344 B Small mapped regions: 7, size 45056 B VID: alloc 286111912, limit 2147483647, free: local 0, nonlocal 0, DX9 0, virt. 2269171712 Cannot create video memory surface DXT1,128x128 (size 10920 B), Error 8876086a Virtual memory total 2799 MB (2935881728 B) Virtual memory free 2164 MB (2269171712 B) Physical memory free 2328 MB (2441875456 B) Page file free 2778 MB (2913050624 B) Process working set 307 MB (322826240 B) Process page file used 316 MB (332111872 B) Longest free VM region: 788320256 B VM busy 705552384 B (reserved 119554048 B, committed 585998336 B, mapped 181612544 B), free 2230329344 B Small mapped regions: 7, size 45056 B VID: alloc 286111912, limit 2147483647, free: local 0, nonlocal 0, DX9 0, virt. 2269171712 Error: Failed to create surface texture (ca\data\detail_maps\wood2_512_dtsmdi.paa:2) ErrorMessage: Error: Device reset failed, error 8876086c Any suggestions getting arma to work again? Im stumped as of now.
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The return of device reset failure
igneous01 replied to igneous01's topic in ARMA 2 & OA - TROUBLESHOOTING
managed to fix it i believe. i rolled back my drivers for my graphic card, and defragmented my hard drive, and the problem seems to have gone away ;) now i can enjoy arma 2 again \o/ -
you might want to check out operation cold bore for a good sniper mission (its on a different island tho, but great mission.) there also my sniper campaign, but theres some addons required (but it mostly takes place in chernarus)
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The return of device reset failure
igneous01 replied to igneous01's topic in ARMA 2 & OA - TROUBLESHOOTING
i dont run antivirus on this machine or anything with overclocking. i will see if i can find old drivers for my graphic card, as that may be the problem ps. forgot to mention combined arms latest stable 1.9 tried with and without mods -
Mine Simulation Script Not Returning Error, but not working either
igneous01 replied to masonkiller's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
you should check the classes for grenades, as im pretty sure "grenade" isnt a class. thats my guess, everything else looks good -
thanks for the feedback and im glad it has helped you appreciate the role of the sniper team^^ 1. I will look into that, does this only occur on red october? 2. This is an issue i experienced while testing this mission as well. I set the knowsabout value to an extremely low value (like 0.05 or so) and if it goes above that it should trigger. There appear to be issues with how knowsabout is done in nighttime, because with nv goggles you should be able to spot them 500m away if you have los to them. I will see if theres any other solutions to this, as knowsabout might not be the best solution. 3. The range me action is limited to the cursortarget command. And unfortunatly that command only really works when you are staring at an object that has an ID attached to it (like a building, soldier, tank, etc) but doesnt work for trees, nor does it work if you yourself dont know that the object is there (knowsabout) - unfortunatly its a limitation with the command, the BIS_range function is limited to this as well. 4. The difference between these two modes is - one command will disable movement for the spotter, but he will still be able to rotate and return fire. Spotting mode disables the simulation on the spotter, so that he cannot do anything or be controllable - it was done so that wherever you were aiming the spotting scope at a target you were going to shoot, once you turn on spotting mode and fire it would give you the magnified view but still be looking at your original position in the scope - before the ai would sometimes rotate completely out of place making this useless. Its only purpose is to help assess your shots (you can see dust better through it) - particularly at long ranges. 5. This is an ace related issue as far as im aware - briefing screen gear selection bugs the items slots out - however picking up from an ammo crate works - i think i will post a ticket for it on dev heaven to see if they can fix it. thanks for the feedback - i will look at some of those issues to make it more smoother.
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Show script errors by default, not the opposite
igneous01 replied to celery's topic in ARMA 2 & OA - SUGGESTIONS
It would be a great idea, but first the mysterious crashes need to be fixed with it turned on, me and carlgustav cannot use it because any error immediatly goes into a crash with an unhandled exception. -
drug cartels sounds like a very good idea. I would love to see something like this implemented in possibly a dlc or expansion. But what we are still missing is a proper snow map with snow units. Thirsk is a nice map dont get me wrong, but its kind of small and has only a few major areas of interest to build anything out of. I winter version of chernarus, maybe even a different map thats around the baltics, would be nice. Or something crazy like world in conflict where Washington is a map and fighting street to street against Russians :D or New york, anything thats big in scale like that would be great
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Music in Multiplayer
igneous01 replied to cpt-craig's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
my apologies celery, i was wrong. but in general its a good idea to have all scripts sorted so that they are being run on their respective machines (server, clients) I generally tend to avoid using triggers without some stipulation as to what machine is to run it, but then again music is something i never thought of :D