ZZEZ
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Posts posted by ZZEZ
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Shay is it possible to get a script version?
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Anyone else having issues with the IEDs[sR5_IEDS] not working on dedicated server?on local it works fine but on dedicated they just don't blow up at all.
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I just tried it - it works out but its very counter intuitive, you have to be targeting nothing - not even a house for the actions to show on your scroll wheel, if you point it at someone and hold the key the ACE interact menu will continuously show up and vanish, it would be great if the actions would just show up on your ACE interact key when pointing at civilians.
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Anyone knows how to use the new civilian interaction by Rocko?the options don't appear when you walk up to civilians or when using the ACE interact key, my ACE build is 522.
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I have a very wierd issue with ArmA and the graphic drivers.
My PC:
Q6600 stock
ASUS P5B Deluxe
8gigs ram
ATI 4870 1gig ASUS Dark Knight
Windows 7 64bit
When I upgrade my drivers to 11.xx my graphical options are all messed up, I can't select video memory/texture above normal - the option is not there, its only low/normal.
When I get ingame I experience extreme LOD flickering and texture going crazy, the framerate drops to sub 15 and it becomes unplayable with nothing in the background, just me in the editor with a single soldier.
When I go back to 10.xx based drivers all these problems are solved, I get the right options in settings - high/very high texture and memory settings, ingame my FPS is +60 with high settings and its very smooth, everything is fine.
Sticking to 10.xx drivers is not a solution nor is repeatedly uninstalling and reinstalling drivers based on what I am playing - new games require the new drivers to get around performance issues[eg Battlefield 3/Skyrim], any ideas?ArmA is the only game that gives me issues with the new drivers.
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I cant get them empty,everytime i read something about it people say to select from the empty faction but theres no such thing....when i place "playable" or not playable it doesnt work. and the side=empty didnt work either.......im sure im being dumb but....sigh...You need one of the units to be "player" before you can select the empty side.
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ZZEZ, first, that's really weird cuz I'm assuming those things are saying it basically doesn't exist. Second, why aren't you?
Our community didn't update yet.
Its a RPT error that occurs on the first load of the Nimitz, if you can find whats causing it and fixing it, it will help performance.
@People that are having issues with spawning in the water, you are doing something wrong or you have another addon causing issues, the method the carrier is using spawns it during the briefing screen before anything else starts, we started a game with 58 players and about 20 vehicles on the Nimitz and not a single person or vehicle spawned in the water.
Another thing to check is if your using setPos or setPosASL, you should be using setPosASL.
The switch from execVM to call screwed up setPos, not much can be done about it - just switch to setPosASL.
I would recommend before anyone blames the Carrier to ensure that its actually it and not another addon messing with call compile, using a combination of ACE/ACRE and various custom units/islands we don't have this issue.
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I'm getting a bunch of errors in the RPT, please note I am not using the Nimitz with all the refuel/rearm stuff
jdg_carrier\res\hangar_1.p3d: No geometry and no visual shape jdg_carrier\res\hangar_1.p3d: No geometry and no visual shape jdg_carrier\res\hangar_1.p3d: No geometry and no visual shape jdg_carrier\res\hangar_1.p3d: No geometry and no visual shape jdg_carrier\res\hangar_2.p3d: No geometry and no visual shape jdg_carrier\res\hangar_2.p3d: No geometry and no visual shape jdg_carrier\res\hangar_2.p3d: No geometry and no visual shape jdg_carrier\res\hangar_2.p3d: No geometry and no visual shape jdg_carrier\res\hangar_3.p3d: No geometry and no visual shape jdg_carrier\res\hangar_3.p3d: No geometry and no visual shape jdg_carrier\res\hangar_3.p3d: No geometry and no visual shape jdg_carrier\res\hangar_3.p3d: No geometry and no visual shape Strange convex component24 in jdg_carrier\geo\geo_12.p3d:geometry Strange convex component09 in jdg_carrier\geo\geo_16.p3d:geometry Strange convex component10 in jdg_carrier\geo\geo_16.p3d:geometry Strange convex component11 in jdg_carrier\geo\geo_16.p3d:geometry jdg_carrier\res\carrier_0.p3d: No geometry and no visual shape jdg_carrier\res\carrier_0.p3d: No geometry and no visual shape jdg_carrier\res\carrier_1.p3d: No geometry and no visual shape jdg_carrier\res\carrier_1.p3d: No geometry and no visual shape jdg_carrier\res\carrier_4.p3d: No geometry and no visual shape jdg_carrier\res\carrier_4.p3d: No geometry and no visual shape jdg_carrier\res\hangar_4.p3d: No geometry and no visual shape jdg_carrier\res\hangar_4.p3d: No geometry and no visual shape jdg_carrier\res\carrier_5.p3d: No geometry and no visual shape jdg_carrier\res\carrier_5.p3d: No geometry and no visual shape jdg_carrier\res\carrier_0.p3d: No geometry and no visual shape jdg_carrier\res\carrier_0.p3d: No geometry and no visual shape jdg_carrier\res\carrier_1.p3d: No geometry and no visual shape jdg_carrier\res\carrier_1.p3d: No geometry and no visual shape jdg_carrier\res\carrier_4.p3d: No geometry and no visual shape jdg_carrier\res\carrier_4.p3d: No geometry and no visual shape jdg_carrier\res\hangar_4.p3d: No geometry and no visual shape jdg_carrier\res\hangar_4.p3d: No geometry and no visual shape jdg_carrier\res\carrier_5.p3d: No geometry and no visual shape jdg_carrier\res\carrier_5.p3d: No geometry and no visual shape
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I copied the following lines:
turretInfoType = "RscWeaponRangeZeroing";
discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000};
discreteDistanceInitIndex = 5;
To the main turret, the range laser thing shows up but the zeroing with page up/down doesn't show up..any ideas?
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Arrowhead configs, I had another look and..no luck, heres the T72 config if you wanna take a look?
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I'm curious how can I enable it on my tank?I looked all over the BI configs of the T72 and T55 - 72 has it but 55 doesn't and I don't see the difference, what am I missing?I am talking about the page up/down system that sets the zero for a specific distance.
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Thanks ZZEZ, I'll try to replicate that issue (just cuz im curious about seeing it haha) and I'll get that fix in there as well. You're quite an aid with multiplayer stuff :)Heres the ticket information:
http://dev-heaven.net/issues/5822
Updated by Xeno 7 months ago
And as additional info, in MP the old bug still exists that the gear of a unit that looses its gear in the water is still multiplied by the players number.
So you end up with x * playernumber weapons and magazines.
Doesn't matter if it is a player or AI unit.
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Yo JDog.
Theres a ArmA bug that you probably want to deal with regarding the Nimitz, any gear dropped[via death or just littering] on water will multiply itself over time eventually leading to a server crash if it drags out for too long, the Nimitz unfortunately together with the LHD count as water for the game, we had a server crash with 60 people due to insane amount of gear on the Nimitz multiplying itself.
Anyway, you probably want to solve it - heres something I quickly hacked together that looks for dropped items near "nimitzpos" and deletes them to avoid that problem, I hope you will want to include that in your addon or at least other mission makers will be aware of the said issue and how to deal with it.
while{true} do { sleep 120; _cleanuparray = nearestObjects [nimitzpos, ["WeaponHolder"], 500]; { deleteVehicle _x; sleep 0.25; } forEach _cleanuparray; }; -
For some reason the new spawning method makes setPos kinda unstable. Using the old method, vehicles and players now spawn 18 meters above the deck, as if the game recognizes the deck as terrain. However, against logic, not using setPos still sets them at sea level. So, using setPosASL is the only reliable method now.
Thats interesting really, I always used setPosASL hence why I didn't notice it before.
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JDog in your next update please change the way you spawn the carrier from execVM to this:
_run = compile preprocessFileLineNumbers "\JDG_carrier\scr\init.sqf"; _this call _run;
the current way you have it setup is that your breaking spawn and the carrier spawns after the game starts and not during the briefing which causes issues with JIPs and people with slow internet falling to their death while the carrier spawns, that line solves that issue by doing it before their game starts.
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Hey VF, I hope you don't mind - I turned the addon in to a script and am planning on using it in my mission that will be played in United Operations, I have no plans on publicly releasing the mission beyond UO.
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Guys anyone here ever experienced crashes related to the Nimitz?not the 21 July version - the one before...we had about 15 people CTD at the same time because they died and respawned on the Nimitz, the issue wasn't present before I added the Nimitz to the mission.
That particular situation was a fully loaded Osprey being shot down by a Flanker, this is the 2nd time it happened...you know one time I can accept some ArmA randomness but when it keeps happening the issue gotta be found and fixed.
It was not a server-side crash, it was a server-wide crash of everyone that died, I scanned their RPTs and theres nothing crash worthy in them.
Mods active at the time were ACE/ACRE/Everon and IKaR's F14.
Error: Error during SetFace - class CfgFaces.SykesHead.Face85 not foundSpeaker Male01 not found, patched to default Male01EN
Speaker Male01 not found, patched to default Male01EN
Speaker Male01 not found, patched to default Male01EN
Speaker Male01 not found, patched to default Male01EN
Speaker Male01 not found, patched to default Male01EN
Speaker Male01 not found, patched to default Male01EN
Speaker Male01 not found, patched to default Male01EN
Speaker Male01 not found, patched to default Male01EN
Speaker Male01 not found, patched to default Male01EN
Strange convex component01 in x\ace\addons\sys_eject\parachutepack.p3d:geometryView
Client: Object 534:23 (type Type_124) not found.
Client: Object 553:34 (type Type_70) not found.
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Exception code: C0000005 ACCESS_VIOLATION at 0053AE5D
graphics: D3D9, Device: NVIDIA GeForce GTX 560 Ti , Driver:nvd3dum.dll 8.17.12.7061
resolution: 1920x1080x32
Speaker Male01 not found, patched to default Male01EN
Speaker Male01 not found, patched to default Male01EN
Client: Object 591:2 (type Type_70) not found.
Client: Object 591:2 (type Type_72) not found.
Client: Object 589:5 (type Type_70) not found.
Client: Object 589:5 (type Type_94) not found.
Client: Object 591:4 (type Type_70) not found.
Client: Object 591:4 (type Type_72) not found.
Client: Object 590:4 (type Type_70) not found.
Client: Object 590:4 (type Type_72) not found.
Client: Object 2:24444 (type Type_70) not found.
Client: Object 2:24495 (type Type_85) not found.
Client: Object 2:24547 (type Type_70) not found.
Strange convex component x\ace\addons\sys_eject\parachutepack.p3d in component01:geometryView
Client: Object 2:24547 (type Type_70) not found.
Speaker Male01 not found, patched to default Male01EN
Client: Object 561:135 (type Type_116) not found.
Client: Object 561:132 (type Type_70) not found.
Client: Object 561:132 (type Type_69) not found.
Client: Object 561:136 (type Type_70) not found.
Client: Object 534:23 (type Type_115) not found.
Client: Object 561:136 (type Type_94) not found.
Client: Object 534:24 (type Type_70) not found.
Client: Object 534:24 (type Type_94) not found.
Client: Object 534:23 (type Type_115) not found.
Client: Object 534:23 (type Type_115) not found.
Client: Object 534:23 (type Type_124) not found.
Client: Object 553:34 (type Type_70) not found.
Client: Object 553:33 (type Type_70) not found.
Client: Object 553:36 (type Type_70) not found.
Client: Object 553:35 (type Type_70) not found.
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 00541475
graphics: D3D9, Device: AMD Radeon HD 6800 Series , Driver:aticfx32.dll 8.17.10.1083
resolution: 1366x768x32
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I tried ammobox - even when its locked you can still access the gear even after I cleared it from everything...:(
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Even when everything is removed the action Gear is still there?
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The whole idea is not storing weapons or anything, but when a OPFOR boobytraps the vehicle the explosion trigger will be Gear in the action menu, I already got that all via addaction but it looks dumb when there are two "Gear" actions.
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Hey, I am trying to remove the Gear action from a vehicle but no matter what I do that bastard is staying there and I am clueless on how to proceed, I tried locking and setting the ammunition to zero but it didn't help..the vehicle was locked but you could still access Gear.
Just to clarify again, its not about removing the gear itself, its removing the action so players won't be able to access it.
Any ideas?
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Usually on United Operations we play community made COOPS and once we go above 40 players on the server its TvT time, I am not sure if thats what your looking for since its a ACE/ACRE community and not a public server, however anyone can join.
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Hey JDog.
I did some testing of the Carrier on a dedicated server, everything works except the arresting cable - it plays the sound when you land but it doesn't stop you at all.
Luckily its still possible to land without the cables.
It was tested with Ikar's F14, any solutions?
EDIT:
Another note: the towing script on dedicated server is broken, it tows the vehicle locally and when you detach it the vehicle goes back to its original spot.
Other people seeing you towing a vehicle - on their screen the vehicle doesn't move, it stay still.
Any solution for that?
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I'm getting RPT spam on the server with it, help?
Link to the mission:
Requires ACE/ACRE
http://www.gamefront.com/files/20434459/CO20_MSO_Patrol_Bear_v1rc3.Takistan.pbo
7:21:55 "MSO-1470.87 CEP Caching # 68/76 Cached Groups 112/85/100 Active/Suspended/Cached Units" 7:21:56 "MSO-1472.33 Dog Packs creating wilddogs_9402" 7:21:57 "MSO-1473.38 CEP Caching # 68/76 Cached Groups 117/85/100 Active/Suspended/Cached Units" 7:21:58 Behaviour 7:21:58 Error in expression < [_x - (_range / 2) + random _range]; } foreach _twnrespect; _who setvariable ["> 7:21:58 Error position: <foreach _twnrespect; _who setvariable ["> 7:21:58 Error foreach: Type Number, expected Array 7:21:58 File ca\modules\functions\systems\fn_respect.sqf, line 77 7:21:59 "MSO-1474.84 CEP Caching # 68/76 Cached Groups 118/85/100 Active/Suspended/Cached Units" 7:22:00 Server: Object 240:13 not found (message 124) 7:22:02 "MSO-1477.83 CEP Caching # 68/76 Cached Groups 116/86/101 Active/Suspended/Cached Units" 7:22:07 "MSO-1482.82 CEP Caching # 68/76 Cached Groups 117/86/101 Active/Suspended/Cached Units" 7:22:09 Behaviour 7:22:10 "MSO-1485.85 Dog Packs destroying wilddogs_9402" 7:22:11 "MSO-1487.32 CEP Caching # 69/77 Cached Groups 115/86/101 Active/Suspended/Cached Units" 7:22:15 "MSO-1491.37 CEP Caching # 69/77 Cached Groups 116/86/101 Active/Suspended/Cached Units" 7:22:18 Behaviour 7:22:18 "MSO-1494.31 CEP Caching # 69/77 Cached Groups 115/86/101 Active/Suspended/Cached Units" 7:22:20 "MSO-1495.83 CEP Caching # 69/77 Cached Groups 112/87/103 Active/Suspended/Cached Units" 7:22:22 Error in expression < [_x - (_range / 2) + random _range]; } foreach _twnrespect; _who setvariable ["> 7:22:22 Error position: <foreach _twnrespect; _who setvariable ["> 7:22:22 Error foreach: Type Number, expected Array 7:22:22 File ca\modules\functions\systems\fn_respect.sqf, line 77 7:22:29 Behaviour 7:22:30 "MSO-1506.34 Dog Packs creating wilddogs_9402" 7:22:32 "MSO-1507.85 CEP Caching # 69/77 Cached Groups 117/87/103 Active/Suspended/Cached Units" 7:22:36 Behaviour 7:22:41 "MSO-1516.7 Air Traffic: HeliPad 8 Found ControlTowers: 0" 7:22:42 "MSO-1518.35 Dog Packs destroying wilddogs_9402" 7:22:44 "MSO-1519.84 CEP Caching # 69/77 Cached Groups 112/87/103 Active/Suspended/Cached Units
Help with BI Artillery/Mortar system integration to a tank
in ARMA 2 & OA : ADDONS - Configs & Scripting
Posted
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.