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Tom_Pynchon

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About Tom_Pynchon

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  1. Tom_Pynchon

    [RESOLVED] Arma 2 Crashing

    UPDATE: Solved the problem. I reinstalled ARMA II and ran it through Windows Compatibility Wizard. That fixed the issue. I reinstalled A2OA and Reinforcements and it all went smoothly after that. (The game automatically switched to "Combined Operations" mode, no prob. Didn't even have to select the folder installing Arrowhead and RFT. So if any fellow noobs are running into the problem described above, I suggest you use the Windows 7 Compatibility Wizard. That just might help.
  2. Hi. Really need some help. I recently upgraded to the new Intel LGA 2011 platform. I installed my copies of ARMA 2 and ARMA 2 OA from my discs and immediately noticed some problems. Whereas I used to be able to combine the two games simply by installing them in the same Bohemia Interactive folder, this was no longer the case. Even more troubling, ARMA 2 fails to launch. Arrowhead seems to launch fine, but then I didn't get the chance to play much as most of the missions I've made combine elements from ARMA 2, OA and ARMA 2 Reinforcements. I've tried installing the new 1.60 patch. Still no go. Arma 2 just won't run. I get all the way up to "Receiving .." and then I get a back screen and a prompt from Windows saying that the game could not launch. I have to ALT + TAB back to my desktop each time. I've tried uninstalling, sweeping with my registry and system with CCleaner, and re-installing both games a couple of times. Didn't work. I'm using Nvidia 290.53 drivers since these are the only drivers that enable SLI on the Intel X79 platform. I'm running a legit 64-bit copy of Windows 7 Ultimate with an i7 3930K and two GTX 470s in SLI. Any advice would be greatly appreciated. UPDATE AND CLARIFICATION: The problem isn't patch-related. I tried installing Arma 2 alone -- and attempted to launch it without installing ANY patch and it crashed. I installed previous patches. Same thing. Finally installed the latest patch -- problem still there. I'm gnashing my teeth trying to figure this one out. Can't roll back my graphics drivers as that would mean no SLI for me. Was away on a field assignment for a few months prior to upgrade so wasn't able to play at all. Man, I miss the game! Help!
  3. @Igneous01: Thanks, man. I'll give it a try and post back. Again, thanks!
  4. @ W0lle: I tried the above plus variations to no avail. I got a prompt indicating an error in the command -- "missing...". But, hey, thanks anyway for at least trying to help. Much appreciated.
  5. Thanks, W0lle. I'm going to try the command lines you suggested and post back the results. I really hope it works. Again, thanks.
  6. Is there a way for me to make the “enableSentences false†command apply only to certain groups or individual units on a map? I’m in the middle of creating a mission right now and the abovementioned command line would have suited my purposes perfectly had it not been for the fact that it disables sentences for all groups and units on the map. (The same goes for “enableRadio falseâ€.) What I’d like happen is to allow certain groups all the usual spoken dialogue and exchanges while denying the same of others. I've tried searching the forum for the correct command but failed to find anything that addresses my requirement. (If I overlooked a thread somewhere, kindly direct me to it, please?) I’d prefer not to use any add-ons, if possible. A simple command line – if such exists – would be perfect.
  7. Hi there. First off, I should warn you that I’m a noob, so what you know about editing probably exceeds my own limited knowledge. Anyways, just to get the ball rolling ... The way I understand it is that you have some sort of ‘target’ unit inside the building you wish to clear. What you want to have happen is for another unit to enter the building and move toward the target unit in the process of ‘clearing’ the said structure. That is usually how I get AI units to ‘clear’ buildings, too. I use a trigger and a bit of code for that. I put this in the On Act field of the trigger: S1 here being the name of the unit clearing the building while x1 is the name of the 'target' unit inside the building. (FYI, the target unit can be an AI or a weapons cache or any old object you want: s1 will move toward the subject regardless. You can define AI speed and behaviour any which way you like, of course.) Note that only the AI you've named in the trigger will enter the building here. You will have to define the routes and destinations of the other members of the team (using the same code configuration), as well, if you want the entire team to enter the building and 'spread out'. Note, also, that if you are to use the above code, you will need to place objects or AIs inside the building first to act as 'targets' or 'destinations' for the team clearing the structure. I've had this work on single-storey buildings, with multiple units moving simultaneously toward multiple 'targets' in different sections of the house. (I simply repeat the code using different unit names and target destinations -- often all in a single trigger.) The same bit of code will work when placed in the On Act field of a waypoint, too. (What will happen in this case is that the selected unit will 'break off' from the group to enter the building once the waypoint is activated). Hope I've somehow contributed to a solution.
  8. Tom_Pynchon

    Disabling a feature

    @ PvPScene Too bad. I was hoping that disabling the option -- when not needed, of course -- would lessen the burden on my system somewhat and maybe help boost performance a bit. Anyways, thank you very much for the info. Much appreciated.
  9. Hi. Is there some code I can use to disable the feature which allows players the option to open the backpacks of other AI units? I use an editor-based code to disable core conversations -- greetings and such. Is there a similar code for the above described feature? Thanks in advance for your help. ---------- Post added at 09:22 PM ---------- Previous post was at 09:17 PM ---------- By the way, the code I use to disable the conversation option is as follows: {_x setvariable ["BIS_noCoreConversations", true];} foreach allunits; This goes into the init field of any unit on the map. Just in case any of my fellow noobs out there want to know.
  10. Yeah, it worked great. Shorter, too. I didn't know you could put two separate lines of code inside a single pair of parentheses -- one fell swoop -- like that. Will make a lot of other things easier. Hey, guys, thanks and thanks again for all the help. While you may have just commented and lent your know-how to one particular item, the lines of code, configurations, syntaxes and whatnot offer a wealth of learning possibilities -- much gratitude here.
  11. @ F2K Sel regarding scripting vs triggers: I know what you mean. But for some reason my PC struggles when I have .sqf files running within a game. My framerates take plunges of about 10 FPS on average -- worse in urban portions of the maps. I didn't have that problem when I had my CPU overclocked. But I've had to do away with my overclock profile since moving to the tropics because of very bad heat-related overall performance issues. So I'm guessing it's a CPU bottleneck. @ PvPscene: Whoa! There's a difference? Man, I'm yet unused to all the little nuances and details. Those are, for me, the toughest to learn. And, as I'm sure you can tell, I've got a lot of learning to do.
  12. I'm trying to get a specific flow of action in the mission. I want a CQC kind of thing going where the enemies come out firing from inside buildings and the like one-by-one -- at very close range, as though both sides had caught each other by surprise. I kept running into a strange problem, though. My AI teammates kept spotting and calling out enemy positions even though the OPFOR units were completely hidden. It's like my AI teammates could see through walls -- in the dark -- from a long ways off, like no human being can possibly do in real life. The OPFOR units were being killed from around 150 meters away or so. So I couldn't get the close-quarter, down and dirty firefight I wanted. I'm new to the editor and relatively new to ARMA. I couldn't find a way around the problem. And, since I couldn't eliminate my teammates' x-ray vision, I went for the sneaky, inelegant and crude alternative: I used setcaptive true so that my team would only recognize them as enemies at > 30. Yeah, I know, it looks real ugly and -- well, moronic. Any suggestions? Again, I'm a total noob -- and a slow one at that -- so I'd really appreciate the help.
  13. Hi guys. Just wanted to get back to you regarding the subject code. The scripts worked fine. Thanks for your help. As I had mentioned, however, my PC struggles when I have .sqf files running in the background. (I'm guessing it's a CPU bottleneck.) I played around with the editor a bit and found that the only way I could -- with the little that I know about codes and scripts and editing in general -- pull off the effect I described above without an .sqf file was to make separate triggers for each OPFOR unit on the editor. I put the following code on the OPFOR group leader's init field: {_x setcaptive true} foreach units [i]OPFORgroupname[/i];{_x disableAI "ANIM"} foreach units [i]OPFORgroupname[/i]; (I had to set them captive as my BLUFOR patrol kept spotting -- and shooting -- them from a long ways off, in spite the fact that they were hidden inside buildings or behind walls and such.) I then made one trigger for each member of the OPFOR group using the following condition for each: ([i]soldiername[/i] findNearestEnemy position [i]soldiername[/i]) distance [i]soldiername [/i]< 30; In the On Act fields of each I put: [i]soldiername[/i] setcaptive false; [i]soldiername[/i] enableAI "ANIM"; This worked, too. The OPFOR units "woke" one-by-one as my BLUFOR patrol went through the village in the dark -- the bonus was that the action was fun and unpredictable. But then I wouldn't recommend the editor-based method for big groups as the work involved is intolerably tedious. I'm still working on the mission. I'm guessing I'll end up using an .sqf file, in any case, as I want to prolong the gunfight a bit and that means I'm going to need a bigger OPFOR group. Anyways, just posting as a way to thank you guys again for your help. Also, there just might be some fellow noob out there for whom the above codes may be of some help.
  14. Thanks all for your replies. Both the above suggestions look good and solid. I'll try them both -- or at least attempt to extract what I need from them so that I can have en editor-based trigger do the job, if at all possible. My PC struggles when I have .sqf scripts running in the background. @ kylania: Yeah, ten meters is pretty close. I hadn't realized that. Heh-heh. Again, thanks all for taking time to reply.
  15. Hi. I’ve got members of an OPFOR patrol – let’s call the group “eg1†-- scattered in separate ambush positions throughout a small village. I’ve got the following code on the group leader’s init line: {_x disableAI “ANIMâ€} foreach units eg1; I’d like to enable AI “ANIM†each time a BLUFOR unit is within 10 meters of any member of the OPFOR patrol. I presently have a BLUFOR activated trigger with the following code on the condition field: (player findNearestEnemy position player) distance player < 10; On the “On Act†field I have: {_x enableAI “ANIMâ€} foreach units eg1; The effect is that each time my BLUFOR AI is within 10 meters of an enemy unit, then animations for the entire OPFOR patrol are enabled. This is well and good for other purposes, I suppose. What I’d like, however, is a trigger configuration that enables “ANIM†only for those OPFOR units that are within 10 meters of any member of my BLUFOR team. The effect I’d like is for the members of the OPFOR patrol to “come alive†one-by-one as the BLUFOR patrol walks through the village. (Again, I'd like the trigger to work for all members of my BLUFOR team.) I've tried searching the site. It helped to narrow the focus a little on the sort of trigger I would need -- but I haven't found the trigger configuration to produce the effect I had described above. Any help would be greatly appreciated. Thanks in advance.
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