Rouen58
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Everything posted by Rouen58
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Respawn options for players disconnecting
Rouen58 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there, For reference: My coding skills are very basic at the moment (despite having a computing science degree, I haven't coded in over a decade). I'm leading a newly formed unit, and typically we play small-squad based infantry operations with nil re-spawns, and little to no support and a 'one life' policy. What we're finding is that there are players who tend to have connection / network issues and are dumped from the game (either BSOD issues or the red link chain), and upon reconnecting, their original slot has vanished so they're unable to rejoin the game. The respawn system we specifically need is one that allows the players to rejoin the game after dropping, rather than a typical respawn system that is for players to come back to life after being killed. My questions are: 1) If there are for example 6 players slots in a mission, in order to preserve the slot should a player disconnect due to technical issues, does "enable AI" need to be checked? I.e if "enable AI" is set to disabled, will the unit dissapear from the game as soon as the player drops / disconnects? 2) What's the best way to protect against this, and allow players to jump back in with the same loadout / equipment? I am actually of the view that respawning in the same position is fine as a solution, as we only allow respawns owing to technical issues. Is leaving the "enable AI" option set to 'enabled' enough - will it place an AI in the slot the dropped player was in, and allow the player to restart the game and take the slot back? Or is a different solution required? Appreciate any help. Thanks -
Hi all, just getting back into mission making after a log lay-off since ARMA 2 (itself a long lay off from Flashpoint). Looking to add a simple radio transmission briefing (voice and text) from HQ to all players in MP, using the built in radio system. An example of this is the radio messages from ‘crossroads’ in the default campaign. I recall using this before but 8 years has significantly eroded my memory. Questions: 1) I will use audacity and a friend to record the voice. Question is - does ARMA have filters I can use to emulate the radio effect? 2) I’m completely lost as to the mechanism by which to do this. I’ve seen some conversation scripts but don’t need anything that complicated. Any guidance to existing scripts or examples would be appreciated. Thanks Satnam
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Thanks mate. Only problem is - I don’t actually know how to apply the conversation system and filters. Is there any guidance available?
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Small Squad Operations - UK Based Squad for Adults
Rouen58 posted a topic in ARMA 3 - SQUADS AND FANPAGES
Hi everyone. https://units.arma3.com/unit/smallsquadoperations Squad name: Small Squad Operations Timezone/location: GMT / UK Gamemode preference (eg coop or pvp): Coop Contact email: satnam.singh.sagoo@googlemail.com Language: English Short description: I've just formed this unit to fill a gap I've been unable to find with existing units: We focus on elite infantry based operations - insertion and patrols to AO by foot, detailed recon, followed by a surgical strike and exfil We use minimal mods - mostly just the vanilla game with a handful of realism aiding mods. BI have created beautiful assets in the ARMA series so it makes sense to utilise these Realism, teamwork & coordination in-game. Relaxed outside of the game. No hierarchy or ranking system. One leader per mission, but otherwise we're all equal Ideal for adults / people with family, looking for some like minded release a few times a week We have a UK based dedicated server. Respect is central to what we do, and all walks of life are welcome If you've played dynamic recon ops - that's basically what we're aiming to run (along with user created missions of a similar nature) Drop me a message if that sounds like what you're looking for. Thanks, Satnam -
From Bit-Tech, one of the few websites that uses ARMA 2 in its benchmark suite: http://www.bit-tech.net/hardware/graphics/2011/12/22/amd-radeon-hd-7970-3gb-review/10 "In Arma II at 1,920 x 1,080 with 4x AA the HD 7970 3GB produced a mighty minimum frame rate of 66fps, matching the dual-GPU HD 6990 4GB due to CPU limitation (yes, from a 3.3GHz Core i5-2500K). This was 18fps faster than its predecessor and 16fps faster than the GeForce GTX 580 1.5GB - a 30 per cent improvement over the Nvidia competition. At 2,560 x 1,600 with 4x AA the minimum frame rate dropped to 41fps, but this was still an incredible 50 per cent faster than the GTX 580 1.5GB." Some significant performance gains to be had. Also, it's interesting to think that the ARMA 3 demos were obviously run on current kit (I recall someone saying the Gamescon Machine was an I5 with a GTX580). If these new 7 series cards can push out more fps in the current engine, it could be a positive sign for people wanting to gear up for ARMA 3.
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OFP:CWC was released at a time where there was nothing even close in terms of a sandbox style 'war' game. It was the early 2000's, the modern computer age was dawning, and people were keen to sample the abilities of the latest hardware and software. The computer landscape has completely changed now, with modern hardware being generally more than sufficient to play games, and a wider range of games available that cater to the same player. Add to this the fact that the West had just begun bombing campaigns in Afghanistan (around October 2001 according to Wikipedia), and you had a raft of people wanting to sample the realities of war. I remember reading a review around the time - I think the original Ghost Recon had been released, and there was numerous comparisons between the two games in gaming magazines. Ghost Recon won almost each review, as the reviews praised OFP's complexity but came to the conclusion it was 'too tedious' for the large majority. I was 16 at the time the game came out, and computers were pretty much my main hobby. I'll always remember the game fondly because it let me pretend I was a soldier, but for every OFP fan there was probably 20 who hated it. The nostalgia is sourced from my circumstances at the time even moreso than from the game itself.
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Arma 2 Addon request thread
Rouen58 replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi Max, Basically a non-railed M4A1 with a silencer - otherwise no modifications from a standard stock M4A1. No rails (therefore no barrel attachments), no scope, no attachments. I'd be willing to budge on the Flat Receiver/Carry Handle detail as these would be independant of time period, but any other detail (like the laser module the ACE/RH silenced ironsight M4's have) would be too modern. Here is the OG link for the pics I wanted to post: http://www.usmountainranger.org/assets/images/fillmore6.jpg Ultimately it's only a small detail but trying to nail the look and feel of the mission as close to the time period as possible. -
Arma 2 Addon request thread
Rouen58 replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hi guys, I'm creating a singleplayer mission and would like an unscoped M4 / M16 with silencer. Can't seem to find this anywhere though. ACE has one but it's a camo version with a laser module attached, which is no good. Also tried using the ASC mod which is great but I couldn't cope with the scripted fixed-magnification ironsight aiming. Earl Filmore (Delta) carried one: http://desmond.imageshack.us/Himg480...jpg&res=medium As did these guys (Tier 1 from Op Just Cause): http://www.specialoperations.com/Arm...orce/delta.jpg Any ideas? Thanks *edit - Colonel Stagler mentioned that ACE2 and RH packs both have the weapon, but I've checked and in both cases there is also a Laser Module attached to the weapon, which isn't suitable. -
M4A1 suppressed w/ ironsight - Is there any mods that have this?
Rouen58 posted a topic in ARMA 2 & OA - GENERAL
Hi guys, I'm creating a singleplayer mission and would like an unscoped M4 / M16 with silencer. Can't seem to find this anywhere though. ACE has one but it's a camo version with a laser module attached, which is no good. Also tried using the ASC mod which is great but I couldn't cope with the scripted fixed-magnification ironsight aiming. Earl Filmore (Delta) carried one: http://desmond.imageshack.us/Himg480/scaled.php?server=480&filename=dast9206704ys3.jpg&res=medium As did these guys (Tier 1 from Op Just Cause): http://www.specialoperations.com/Army/Delta_Force/delta.jpg Any ideas? Thanks -
Hi guys, I've started writing my own scripts for my squad missions. I've been researching and found numerous approaches to multiplayer scripting, but I'm looking to use the "multiplayer framework" approach. I need some hints as to whether this approach should work, on the whole. At the moment I'm making strictly coop missions with squad vs ai, on a dedicated server. Triggers etc. in the editor are great as they run code on all machines, but for scripts the locality issue comes in to play. Also, I don't tend to need scripts running on the squad players, as the majority of scripting is to influence the AI environment (which is local to the server). My approach: 1) Run all scripts exclusively on server using (isServer). 2) Use the Multiplayer Framework to issue RE commands where I need stuff doing on all client machines I.e at the moment I have a script that is called from a gamelogic: if (isServer) then { // disableai only needs to run on the server enemy1 disableai "anim"; // playmove needs to run on all clients [objNull, enemy1, rplaymove, "examplemovesitdown"] call RE; }; Later on, a similar script is called from an eventhandler: if (isServer) then { // enableai only needs to run on the server enemy1 enableai "anim"; // End current move. Playmove needs to run on all clients [objNull, enemy1, rplaymove, ""] call RE; }; Is this a sound basis going forward, i.e run ALL Scripts on the server and then cherrypick what needs to be run on the clients? It's difficult at the moment to test missions as uploading a mission to our server, starting it and then checking if little bits work (and if they don't, repeating the proccess) is very time consuming.
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Approach to MP Editing
Rouen58 replied to Rouen58's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In terms of neatness and de-cluttering, is it ok to have multiple pveh sitting in "init.sqf" waiting for client-side actions to call them? Will it have impact in terms of performance? Is it preferable to call a seperate script from the init.sqf once the variable is made public, or can the code go directly in the init.sqf? Funny thing is, I have a 2:1 B.Sc in Computing Science from a top 20 UK uni (but by some twist of fate, ended up working in finance after I graduated). I hated every minute of my studies. I could never get my head around Java, which was core to my degree - I passed by memorising long chunks of code for exams, and just working extra hard on coursework. Yet ARMA 2 is making me enjoy coding for the first time in my life. -
Approach to MP Editing
Rouen58 replied to Rouen58's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Awesome... Will give CBA a go and read up the documentation. Do I need it initalise CBA in my init (I have it installed already) or is it automatically included if it's in my commandline Thanks Muzzleflash! -
Approach to MP Editing
Rouen58 replied to Rouen58's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sweet :-) I'm building up a picture of MP editing now. So on server, use remote execution for player based actions (i.e sideradio or hint). On client, make a global variable public and catch it with a publicvariableeventhandler. Where would the server side catch go? Do I whack it in a script and then call that script at the start of the game from the init? And does that script subsequently just "wait" until the public variable is "caught"? Muzzleflash, Sickboy, Pelham and Demonized - thanks -
Approach to MP Editing
Rouen58 replied to Rouen58's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Also, When a script is executed by a human player on dedicated server from an "add action" attached to a vehicle local to the server, how do I switch out of the local machine and get code to run on the server? Last nights mission I had: 1) an addaction running a script that set a variable to true, and then publicvariabled it 2) In game I had a trigger waiting for this variable to become true, and on activation it executed code that ran on the server. Does public variable event handler work on both server and client sides? How could I get the client to trigger some code to run on the server? -
Approach to MP Editing
Rouen58 replied to Rouen58's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, the rpt file is longer than my thesis! : - O n00b coding skills ---------- Post added at 16:10 ---------- Previous post was at 15:04 ---------- Ok sorted the scripts, everything working OK! Except my titletext isn't working - anyone know the remote execution call I need to make for title text? Thanks -
Approach to MP Editing
Rouen58 replied to Rouen58's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Brilliant, Up and running. However, heartbroken that my mission is pretty much broken on dedi server :-( Is there a way to show script errors on DS? Thanks -
Approach to MP Editing
Rouen58 replied to Rouen58's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Demonized, Does this mean I can start a dedi server and then start a normal ARMA 2 session and connect to the server, without owning 2 copies of the game? -
Hi guys, I'm looking to recreate UK Forces & UK Special Forces missions, particularly in areas such as the Falklands and Northern Ireland. Both these locations have a similar, woodland-type feel in the real world. The closest I've seen in game is Utes, but it's a tiny island and not best suited to a long-range recon type mission. I've seen Bushlurkers Scotland and Yorkshire maps, but haven't yet tried them. Is there any other user created islands/maps out there that fit the bill? Thanks
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Northern Ireland Type Map - A2 CO
Rouen58 replied to Rouen58's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Have considered that Dan but I struggle to create just one mission a fortnight for my squad at the moment. young family + demanding job = time won't allow it :-( -
Voice actors forum group - find actors or become one!
Rouen58 replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all, Doing my first mission with custom radio sounds. Need someone who has/can imitate an American Accent, maybe Deep South but not too bothered which region. Will be something like: US Soldier: HQ this is Fox 3, we've found the cache in Pusta US Soldier: Roger, proceeding to destroy. Fox 3 out. Thanks! -
New monitor but ARMA2 picks up old resolution
Rouen58 posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Hi guys, Just plugged in my new monitor which is HD, however ARMA2 still keeps listing the previous monitors max resolution. I've tried changing the values in the cfg file and deleting the CFG, in which case it started up in interface resolution of 1920, but 3d resolution of 1440 which was my old monitor. Have tried removing the device from device manager, installing the new drivers for my benq monitor, but ARMA2 seems to remember the old resolution... Everything is fine outside of the game, desktop defaulted to 1920 when I started up with new monitor. Thanks -
Radeon 7970 released - ARMA 2 Performance Gains
Rouen58 replied to Rouen58's topic in ARMA 2 & OA - GENERAL
ok cool - not sure why I wrote that i'll be upgrading this year! I will probably do it mid 2012 if I run on the basis of 1 major system upgrade per year. It's the only spend I can justify, having a young family etc. etc. -
Radeon 7970 released - ARMA 2 Performance Gains
Rouen58 replied to Rouen58's topic in ARMA 2 & OA - GENERAL
I've said it on other forums and I'll say it here. I couldn't care less if there is only a 10% gain over a GTX 580 in BF3, or if Batman AC only gets 5% over a 6970 of whatever. Every day I play one game - ARMA 2. That's the only relevant performance factor for me. I'm currently on a GTX560 (non-Ti), on a motherboard that doesn't support sli, only crossfire. On the benchmark below, the GTX 560 is one of the bottom cards. I'll be upgrading in mid 2012 to keep my system up to date, and maybe try pushing for higher resolution. I purchased this rig a couple months ago to play ARMA 2 after playing the demo on my brothers pc, having not owned a gaming computer for a long time. The last desktop I owned had a geforce 256, which was around about 2001. I was about 14 years old at the time, and if I remember correctly that was the rig I went on to play OFP on, which even now leaves me feeling all tingly inside! Nostalgia aside, ARMA 2 benchmarks are all I care about. And if the first chart on this page on the below link is correct, then I could get a 25% bump in minimum fps if I upgrade to a 7970 rather than a 580 this year. That is what matters to me. I don't care if it's Nvidia or ATI. If the drivers work (which they seem to be doing pretty well, given a 25% bump on a paper release card with what is probably early drivers), I'll shell out an extra hundred over a 580 if I have to. As it stands, a 7970 looks to give me a 100% increase on my current GTX560. Once the 7series mid-range cards are out, I'll consider those too based on the relative performance increase. If Nvidia come back in 2012 with a card that is 50% faster than the 580, then that's the one I'll probably buy. A pragmatic approach to hardware is key, yet it seems on the majority of armchair engineers are happier arguing and bickering. link again: http://www.bit-tech.net/hardware/graphics/2011/12/22/amd-radeon-hd-7970-3gb-review/4 -
Radeon 7970 released - ARMA 2 Performance Gains
Rouen58 replied to Rouen58's topic in ARMA 2 & OA - GENERAL
I'm not asking anything - trying to spur discussion. BIS official line on system requirements is "a lot could change between now and release", so they don't give us anything more detailed. A logical assumption is that they are weighing up the graphics environment, upcoming changes in the market etc. and developing the game based on this. An example would be taking into account DX11.1 features (not sure if this has been covered or confirmed already, I'm just giving an example) now that the 7970 is the first DX11.1 compatible card (according to a review I read earlier). If that's not how game development works then I'm wrong - I was making an educated guess. Given the hardware intensive nature of the RV engine, I would have assumed the devs have a very close eye on the hardware market and how it's looking to change over the coming year. -
Radeon 7970 released - ARMA 2 Performance Gains
Rouen58 replied to Rouen58's topic in ARMA 2 & OA - GENERAL
Yup, the driver argument is tired and pointless and both Nvidia and AMD have their own issues. And I don't want this thread to turn into AMD vs Nvidia. The real push is for ARMA 3 - and if this release makes BIS change their plans in terms of graphics implementation in any way.