ZZEZ
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Everything posted by ZZEZ
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BI Please add the new UAV turret stabilization to the tanks, it will make shooting on the move much better, it is ten times better then the current method of fighting with your mouse to keep the target centered.
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I re-ran another test and this time it worked, I'm sorry for getting you worked up over this - I'm guessing one of the guys in my tank didn't have CBA and maybe that caused it, I'm not sure what happened.
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Are you running with AI crew or by yourself?is it by yourself?
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I think its a player related issue and not necessarily a locality, if I crew a tank that has AI inside it it will intercept the missiles but if I'm a player only crew[1-3 players] it will not shot down anything even on a local server.
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I ran in to a issue just now testing it on a dedicated server, we were 3 players[driver/gunner/commander] in the Merkava tank and it did not shoot down a single missile, OPFOR AI were using RPG32 on our 3-man crewed tank, any idea why and a possible solution?its not a JIP issue as we tried with and without JIP.
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Good job on the new release, I finished testing it on a dedicated server with various scenarios that might break it and it worked perfectly fine.
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Good job on the new release, I just finished testing it on a dedicated server and it works fine except for a JIP issue. JIP players shooting rockets at the tank do not trigger the APS, I'm guessing its because you are not adding the eventhandler to JIPs?if you could fix that it would be great.
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I need a way to remove the currently loaded magazine from a weapon, whenever I use removeMagazine with forEach it only removes magazines that are in the uniform/vest/backpack, if I use removeMagazine "Classname" when only the loaded magazine is present it doesn't remove it, any ideas how I can remove the loaded magazine?
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Good job on the release Bakerman, I'm playing with the script version around: when I ran it on a dedicated server join in progress players would get the following error: Error in expression <e ["reloading_right", 0, true]; }; } forEach vehicle player; sleep 10; }; }; > Error position: <forEach vehicle player; sleep 10; }; }; > Error foreach: Type Object, expected Array Error in expression <e ["reloading_right", 0, true]; }; } forEach vehicle player; sleep 10; }; }; > Error position: <forEach vehicle player; sleep 10; }; }; > Error foreach: Type Object, expected Array }; } forEach vehicle player; sleep 10; }; }; > Error position: <forEach vehicle player; sleep 10; }; }; > Error foreach: Type Object, expected Array Error in expression <e ["reloading_right", 0, true]; }; } forEach vehicle player; sleep 10; }; }; > Error position: <forEach vehicle player; sleep 10; }; }; > Error foreach: Type Object, expected Array The script however did continue to function.
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The Lost Brothers Mod Official Release thread for ArmA2/OA
ZZEZ replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes and no, they were privately released in the UnitedOperations.net modpack, publicly they are not released yet. -
The Lost Brothers Mod Official Release thread for ArmA2/OA
ZZEZ replied to miles teg's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice work Namman, a critique regarding the MK4 - you seemed to have mixed the side-skirts together, here are the two types: http://upload.wikimedia.org/wikipedia/commons/3/36/MerkavaMk4_ZE001m.jpg http://www.supervideo.com/MerkavaMkIVcommanderHatch.jpg AFAIK the last one is the newest. Another thing to note is that the Merkava 4 chassis sits too high on the tracks, its noticeable in the rear and it needs to go down by about 50%, I made this comparison for you - your screenshot vs real mk4 in a similar angle and roughly the same size: http://i.imgur.com/OnVYw.png -
Anyone else think BIS gave up on Chenerus too soon?
ZZEZ replied to bonchie's topic in ARMA 2 & OA - GENERAL
The only issue with Chernarus is the lack of enter-able buildings, if all buildings were enter-able like Zargabad nothing could rival Chernarus, even with these shortcomings Chernarus is probably the best ArmA2/OA map. -
DayZ Zombie RPG (Unofficial Mod) Alpha
ZZEZ replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can the developers please make the night slightly brighter?its pitch dark and impossible to see without flares and its forcing people to increase their monitor brightness/gamma. -
Its not a issue at all...change the date of your mission and it will be fixed! different times of year/day have different level of contrast in TI and the nights vary in the darkness.
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graphics bugs with ATI 4800 series (4850/4870/4890)
ZZEZ replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
Just to confirm even on 12.xx drivers I get the same issue, only 10.xx drivers work for ArmA, 11.xx and 12.xx have severe issues. -
I am looking for a way to force players from inside the mission to flush their memory[shift + minus and typing flush], is there a command or a way to do so?I searched but found no answers.
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converting a String in to an Array
ZZEZ posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hey. I need to convert a string in to an array so it can be subtracted from the original array, any ideas how it can be done?I tried the format/call compile method but it kept returning "ANY" in the newly created array instead of SmokeShellGreen, heres the entire code: actualnumber = nil; _thetank = (vehicle player); _tankcargo = getMagazineCargo (vehicle player); player sidechat format ["ORIGINAL ARRAY %1", _tankcargo]; _classnames = _tankcargo select 0; _ammocount = _tankcargo select 1; player sidechat format ["CLASSNAMES %1", _classnames]; player sidechat format ["AMMOCOUNT %1", _ammocount]; _countclass = 0; { if(_x == "SmokeShellGreen") then { player sidechat "Smokeshellgreen IN ARRAY"; actualnumber = _countclass; player sidechat format ["position in array is %1", actualnumber]; } else { _countclass = _countclass +1; }; }forEach _classnames; if (isNil "actualnumber") then { player sidechat "actualnumber is nil, didnt find in ammo array, stopping scripts";} else { ////put fire code here player sidechat "assuming you are firing now"; _numberofammo = _ammocount select actualnumber; player sidechat format ["amount of greenshells is %1", _numberofammo]; _numberofammosubtracted = _numberofammo -1; player sidechat format ["subtracted by 1 is %1", _numberofammosubtracted]; if(1 > _numberofammosubtracted) then {//last shell player sidechat "this was the last shell, making final array"; _subtractammofinalarray = _tankcargo select 0; _subtractammosubtractfinal_string = _classnames select actualnumber; ////////////FIGURE OUT how to convert string to array otherwise this part wont work, cant subtract string from array player sidechat format ["subtracting from initial array %1", _subtractammosubtractfinal_string]; _ammofinalarray = _subtractammofinalarray - _subtractammosubtractfinal_string; player sidechat format ["final array is %1", _ammofinalarray]; ////remove all shit clearMagazineCargo _thetank; //now adding it back } else {//not last, remove 1 and readd all hint "not done"; }; }; My problem is the following line: _subtractammosubtractfinal_string = _classnames select actualnumber; It creates a string and I need it to be an array containing only that one variable, any ideas? -
converting a String in to an Array
ZZEZ replied to ZZEZ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I ended up using a different solution, editing the part of the array that I don't want and having a if check to exclude it. If anyone wants it heres a script that removes a specific item from vehicle magazine cargo[it actually removes everything and then re add all items minus 1], it will be redundant if we get a RemoveMagazineCargo ["xx",x] command but it has been over 10 years.... I ended up not using it because it will create too much network traffic and in low performance issues it would not remove/add items fast enough causing issues, with that being said unless your server fps is below 5 and your player count is over 40 you won't notice it. uo_mk3_actualnumber_mortar_script = nil; if (isNil "uo_mk3_mortar_countdown") then { uo_mk3_mortar_countdown = false;}; _thetank = (vehicle player); _tankcargo = getMagazineCargo (vehicle player); player sidechat format ["ORIGINAL ARRAY %1", _tankcargo]; _classnames = _tankcargo select 0; _ammocount = _tankcargo select 1; player sidechat format ["CLASSNAMES %1", _classnames]; player sidechat format ["AMMOCOUNT %1", _ammocount]; _countclass = 0; { if(_x == "SmokeShellGreen") then { player sidechat "Smokeshellgreen IN ARRAY"; uo_mk3_actualnumber_mortar_script = _countclass; player sidechat format ["position in array is %1", uo_mk3_actualnumber_mortar_script]; } else { _countclass = _countclass +1; }; }forEach _classnames; if (isNil "uo_mk3_actualnumber_mortar_script") then { player sidechat "NO AMMO FOUND, EXITING";} else { if !(uo_mk3_mortar_countdown) then { player sidechat "assuming you are firing now"; ////put fire code here WAIT UNTIL FIRE TO SUBTRACT AMMO _numberofammo = _ammocount select uo_mk3_actualnumber_mortar_script; player sidechat format ["amount of greenshells is %1", _numberofammo]; _numberofammosubtracted = _numberofammo -1; player sidechat format ["subtracted by 1 is %1", _numberofammosubtracted]; if(1 > _numberofammosubtracted) then {//last shell player sidechat "this was the last shell, making final array"; _subtractammofinalarray = _tankcargo select 0; _subtractammofinalarray set [uo_mk3_actualnumber_mortar_script, "DONOTHING"]; player sidechat format ["final item to add array is %1", _subtractammofinalarray]; //clear magazines from tanko clearMagazineCargo _thetank; //counting ammo _countedammoarray = { _x > 0 } count _subtractedammocount; player sidechat format ["counted ammo array is %1",_countedammoarray]; _2ndcounter = 0; { if(_x == "DONOTHING") then { _2ndcounter = _2ndcounter + 1; player sidechat format ["not adding anything 2ndcounter is %1", _2ndcounter]; }else { _theitem = _subtractammofinalarray select (_2ndcounter); _thecount = _ammocount select (_2ndcounter); player sidechat format ["adding %1 times %2", _theitem, _thecount]; (vehicle player) addMagazineCargo [_theitem, _thecount]; _2ndcounter = _2ndcounter + 1; player sidechat format ["2ndcounter is %1", _2ndcounter]; }; }forEach _subtractammofinalarray; ///done readding all the crap after firing last shell } else {//not last, remove 1 and readd all player sidechat "was not final round"; _classnamearray = _tankcargo select 0; player sidechat format ["classname array to addback is %1", _classnamearray]; _classcountarray = _tankcargo select 1; player sidechat format ["class number array to addback is %1", _classcountarray]; _classcountarray set [uo_mk3_actualnumber_mortar_script, (_classcountarray select uo_mk3_actualnumber_mortar_script) -1]; player sidechat format ["subtracted by 1 count array is %1",_classcountarray]; clearMagazineCargo _thetank; _3rdcounter = 0; { _2theitem = _classnamearray select (_3rdcounter); _2thecount = _classcountarray select (_3rdcounter); player sidechat format ["adding %1 times %2", _2theitem, _2thecount]; (vehicle player) addMagazineCargo [_2theitem, _2thecount]; _3rdcounter = _3rdcounter +1; }forEach _classnamearray; }; uo_mk3_mortar_countdown = true; sleep 7; uo_mk3_mortar_countdown = false; } else { player sidechat "Mortar is reloading";}; }; -
How can I make my own costum backpack ACE2 compatible?
ZZEZ replied to goldenfiver's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Try putting ace_sys_ruck in required addon array eg: class CfgPatches { class basic_backpack { units[]={}; weapons[]={}; requiredVersion = 1.6; requiredAddons[]={"ace_sys_ruck"}; }; }; -
How can I make my own costum backpack ACE2 compatible?
ZZEZ replied to goldenfiver's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
What isn't working? post your entire config - also remove any eventhandlers or extended ones that you have and try again. -
Its not about the graphical performance, its solely server side issue with extreme low server fps - none the less its your choice and I completely respect it. I'll still be playing with the Tomcat, hopefully at some point in the future we'll be able to use it online, can't wait for the next version :) @Myke, I have no intention of polluting this thread with technical talk and back and fourth bickering, if you are truly interested in hearing then just shoot me a PM.
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Theres nothing wrong with it for the vast majority of users, my community[unitedOperations.net] tends to get 50-70 players during weekends and GLT missilebox doesn't function well under that load of players[95% of addons don't aswell], in order to use the Nimitz and IkaR's F14 I had to modify and remove several scripts from them so they will work under the heavy server/connection/fps load. I don't think the AIM-54 not being present is a big deal - in ArmA the engagements are typically within 4-5kms which is sidewinder range, having a iconic high quality twin seat jet far outweights the AIM-54 not being present in my humble opinion.
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Hi VectorX96. First off let me congratulate on releasing this awesome war bird - the model looks absolutely awesome and is fun to play with, high quality stuff. Would it be possible in the future to have a different version without that GLT missilebox and have it use the standard BI weapons/bombs?that will let communities that don't use GLT missilebox the ability to play with this beautiful F14.
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How can I make my own costum backpack ACE2 compatible?
ZZEZ replied to goldenfiver's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Just have it inherit from an ACE backpack. eg: class LoBo_Backpack : ACE_Rucksack { scope = 2; ACE_PackSize = 20250; ACE_Size = 20251; ACE_Weight = 1; displayName = "Template Backpack"; picture = "\x\ace\addons\sys_ruck\data\equip\w_molle_g_ca.paa"; model = "\LoBo_Backpack\Lobo_IDF_Assaultpack1.p3d"; }; class LoBo_Backpack_IDF1 : LoBo_Backpack { scope = 2; displayName = "IDF Assault Backpack 1"; picture = "\x\ace\addons\sys_ruck\data\equip\w_molle_g_ca.paa"; model = "\LoBo_Backpack\Lobo_IDF_Assaultpack1.p3d"; }; -
Hey. I am trying to add to the Merkava tank that I am working on a mortar, for the time being its a 120mm mortar[going to be 60mm once I work out the kinks], the M120 thats on the Stryker MC. I opened the Stryker MC config and found this two lines in the vehicle: artilleryscanner = 1; arty_isartyvehicle = 0; This will give me the Artillery Computer action for the gunner, once I gave the weapon + ammo I could select the mortar in the artillery computer and generate fire missions. The issue is that the artillery computer is trying to use the main barrel as the mortar tube - its trying to point it in the sky and it can't really go up thus it can't do any fire mission at all because the gun doesn't have enough elevation. How can I solve this?I am out of ideas, heres the config file: http://pastebin.com/c5TiCBL6 I tried getting the artillery computer on the commander but it never works[as in not show up] no matter where I put the two lines above which leads me to believe that BI made the artillery computer action gunner only and looking for MainTurret.