Jump to content

EZJack

Member
  • Content Count

    34
  • Joined

  • Last visited

  • Medals

Posts posted by EZJack


  1. yeah, i guess so.

    i'll send him a message...

    it would be great to see this come to life, been working very hard on the other aspects of the mission and everyone knows it sucks when you get bogged down on one thing...

    we've had a lot of people come in our server while we were testing it and hope to see it get finished, that's what spurring me on.

    worst comes to worst i'll just do the flag flip idea and use a teleporter from their base.

    :cool:


  2. cheers, thanks for the intel.

    i saw actually looking at his urban conquest mission, pretty neat but not quite what i'm looking for. i'm trying to keep mine as simple as possible.

    right now i'm using a marker with 0 size, and a trigger set the marker to 30x30 and to what ever color team is in the area.

    the code is something like, on the act.

    "markername" setMarkerSize [30,30];

    though it doesn't remove the first mark when the second team caps it.

    so once both teams have been there it shows both.

    i think i just need to set a deactivation to revert back to 0x0 if the other team shows up...

    but....

    i'm thinking i might do away with the markers and stick with flags.

    it's a small map and i've found a good thread explaining how to work flag captures....

    http://forums.bistudio.com/showthread.php?113098-Flag-capture

    anyway.... this i'm less worried about and can fix later down the line....

    :o:

    my main problem is still the re-spawning

    i just need someway to have and display to the player up to 7 spawn points for the one team at any time time and have those spawn points be un-spawnable if the area is captured by the other team...

    that's my hail mary.


  3. i've searched for the past few days for an answer to this to no avail...

    i have a mission i am building, fairly simple but i'm not sure it's been done before...

    - a simple PVP, a real mix between AAS/Domi/A&D/TDM and others.

    - red team spawns on one end of the map and has to capture 7 locations across the map.

    - blue team can spawn at any of the 7 locations until they are captured by red team.

    - locations can also be recaptured by blue team and used to spawn again.

    - game ends once all locations are captured by red team or when red team runs out of lives/time.

    i'm not sure how to go about this all though....

    i have everything else on this mission ready to go but this re-spawn problem...

    so... my first problem is how to make an objective turn either red or blue when the respectable team captures. and also have a flag pole change flags depending on who owns the location.

    i'm sure this flag/marker problem is a simple trigger thing... that i will be able to figure out by asking around some more... but i hope someone can just help me real quick with that..

    but my main problem is this multiple re-spawn, i doubt i will ever figure out... that's where i turn to the help of all you guys.

    i know norrins revive can add multiple re-spawn choices after death but only up to four... it also adds a lot of things i don't need/want in this mission such as revive.

    so tldr; how would i display to a player after they died a choice of 7 re-spawn points (or how every many are un-captured by the other team) so the player has a choice of what flag/location to spawn at? this is only for one side, the other side only has one main base so it's not an issue there.

    now it's time to go dig my car out of the snow and hopefully await a response

    cheers,

    e-z jack

    :cheers:


  4. i'm VERY interested in this conquest mode.

    still pretty new to scripting and what not,

    so i'm having an awful time making my idea come to fruision.

    but i'm trying to make something similar...

    set in a nuked town on the small map of proving grounds....

    civi's v.s. opfor - a PVP thing.

    - team one(opfor) spawns at edge of map and is supplied well.

    - team two(civi's) less well supplied holds 5 or 6 interesting areas around the map and can use them as re-spawns.

    - once team one captures team twos areas they can no longer re-spawn but they can be recaptured.

    - mission ends when all of team two's areas are taken or... time and/or tickets run out.

    UI is pretty cool too,

    but i'm more interested in this mission mode.


  5. Once the A10 has been called in how do I go about designating targets for it as squad leader?

    laser marker for the LGB's.. turn it on and tell him to target it. make sure he gets a visual on it otherwise it wont be on the target list...

    it gets you four drops, you'll be lucky with the short fly time to get all four off anyway. best way to go about it, most destruction.

    otherwise if you can't see your target just give him a engage at will order.. and pray you're lucky he decides to shoot anything important.


  6. E-Z being longtime fans of the Insurgency mode have spent the last few months working on two expanded and edited insurgency missions.

    One for Fallujah 1.2 called Fallujah Uprising which is we are evolving into it's own type of mission.

    And one for Zargabad which relies more on the standard Insurgency gameplay but still again heavily edited.

    They both have new team sizes, static main bases and custom FOB's, new DAC camp and AI spawn zones, improved healing,

    special area armor attacks and fire fights, specialized and new load-outs, new kits, new splash screens, improved and polished AI skill,

    special vehicles, custom in game missions, roadside IED's, drivable VBIED's, suicide bombers, many game tweeks, and more nasty stuff to enjoy!

    They are both still in the works, input is always welcome!

    Just filter "ezco" in your browser to find our server.

    www.ezco101st.com

    http://ezco101st.com/images/modes.jpg (168 kB) (168 kB)


  7. Myke;2244960']Sorry' date=' probably missed the beta part in your post.

    So, temps are excellent, fine we could rule this out. I'm not familiar with Intel CPU's, does the Ivy Bridge have Hyperthreading? Di you already tried to turn it off? It is known that more than often HT can cause problems especially in games.[/quote']

    hyper-threading does, could give that shot.. i have heard of that before, that it's not optimized for ArmA2 very well...

    i will turn it off now and report back how it goes, fingers crossed....

    but still just the fact this problem came out of the blue, and the fact it's still there after a re-format, re-download and re-install has me perplexed.

    so that's why i am really just looking for someone that can take a look at my MDMP files since dwarden hasn't gotten back to me let me know what the crash lines are so i can narrow this down..

    cheers to everyone here for helping though.

    :beeeers:

    ---------- Post added at 14:03 ---------- Previous post was at 12:47 ----------

    UPDATE:

    well hyper-threading is disabled, still crashing at complete random. :confused_o:

    was in our server for a half hour testing it on a simple domination,

    crashed in <5 minutes after roaming about the base, tried again and was CTD in <10 minutes, and tried one last time and CTD <2 minutes after joining..

    all crashes happened with or within sight of the base with no enemies around, and one i was just standing there doing nothing staring at a wall. :down:


  8. ;2244767']forward them to Dwarden (use forum search howTo)

    i did days ago' date=' did you not read my post?

    [b']-------------[/b]

    Myke;2244793']Try the beta patches as they contain some crash fixes.

    Could you monitor your CPU temps? What does it reach on AI heavy missions? What is average temp?

    I have tried beta's as stated in my post as well, 3 different builds actually.. and they do not fix this. I still crash just as randomly, they make no difference.

    As far as CPU temps, I run the new Ivy 22nm on a corsair liquid cooled loop. It usually hovers in the 20's celsius and I've never seen the CPU go above mid 30's celsius.

    My video card is a Nvidia 580 though, which does get quite hot, idles about 40-45 and will really get up there when gaming, but I've been assured by Nvidia this is normal.

    Also this is I have no other problems with any other games I play, and some are just as intense graphically as ArmAII.

    And as I said this just came out of the blue, I've been playing on this rig just fine for months and then this random problem crops up....


  9. Basically, I'm hoping that somebody can take a look at a my MDMP files for me, I have tried installing programs to view them such as WinDbg. but I get failed installs every time.... The only file I can view is my RPT file...

    I've been struggling with this for about three weeks now, and I've literally done everything under the stars to try and solve this.

    I get a random CTD (ArmA2OA has stopped working) every time I play.. Some times after two minutes some times after a half hour of play.

    I've re-downloaded (D2D) and reinstalled the game from scratch, rolled back video drivers, taken all mods off, lowered video settings, tried every start-up parameter there is, reseated hardware, and even yesterday reformatted my computer completely then reinstalled the game from a fresh download all to no avail.

    I tend to crash with complicated games (ea. many AI , lots of activity) and less with simple 4-8 player muti-player missions, and never that I've seen if just sitting in the lobby.

    I believe it started a few weeks ago after I updated my video driver, though my time line on all of this is a bit fuzzy due to rage.

    This has lead me to believe rolling my video driver back would help.. but it has not.

    I know if I could only read the MDMP files I could have more of a clue of whats going on, thats where I come to you for help. I've already sent Dwarden an e-mail about it per his post days ago, but I've gotten no response.

    This is the second crash from my clean reformat/re-install so the MDMP file should be pretty empty except the two crashes today.

    It has me at wits end... so I hope you can help me solve this problem because I really do miss playing the game.

    Link to files: http://www.smallfiles.org/download/3018/EZJack_Dump_Files.rar.html

    I'll also include my hardware stats as spoiler for giggles, this rig was just recently built as of June.

    CPU Arch : 1 CPU - 4 Cores - 8 Threads

    CPU PSN : Intel Core i7-3770K CPU @ 3.50GHz

    CPU Cache : L1 : 4 x 32 / 4 x 32 KB - L2 : 4 x 256 KB - L3 : 8192 KB

    Core : Ivy Bridge (22 nm) / Stepping : E1

    Freq : 1604.75 MHz (100.3 * 16)

    MB Model : Asus SABERTOOTH Z77

    NB : Intel Ivy Bridge rev 09

    SB : Intel Z77 rev 04

    GPU Type : NVIDIA GeForce GTX 580

    GPU Clocks : Core 797 MHz / RAM 2025 MHz

    DirectX Version : 11.0

    RAM : 8192 MB DDR3 Dual Channel

    RAM Speed : 1337.4 MHz (1:10) @ 11-13-13-35

    Slot 1 : 4096MB (12800) Manufacturer : G.Skill

    Slot 2 : 4096MB (12800) Manufacturer : G.Skill

    Cheers,

    Jack.


  10. EZ jack - send me your mission and ill see what i can do - it is fairly simlpe so not sure why its not working. ensure you have the script called in the init.sqf. oh and just checking you have the downloaded version from the link armaholics and not ripped from MOST WANTED as i know you guys play that mission. in the mission it is set up differently.

    here's the pbo for zargabad which is the simplest of all 3. i hope that's okay. i have this same problem on all 3 maps, zargabad, takistan, and fallujah.

    and yes it was strait from the armaholic download.

    http://www.filedropper.com/ezinsurgency151zargabad

    thanks for your help.

    maybe see you on your server sometime this weekend, E-Z would love some folks to play with since we are a very small group.


  11. Game logic Centre is placed in middle of map - it is a location game logic - but really doesnt matter

    function module - simply click on modules - then scroll down on to functions module - and place it anywhere.

    Thats all you need to place to get it working

    ah, location game logic, i had it as object.

    but other than that i don't need to fill out any of the code sections in them?

    because even after changing to object it still will not place any ied's on the map. i feel as if i'm missing something simple...

    screen image..

    BiM2K.jpg

    cheers


  12. I have an Insurgency on Hazar Kot, the MHQ spawn each time on my FOB.

    I put a marker call "MHQ" in the FOB and change initserver-common.sqf lines 41-47

    _pos = getMarkerPos "MHQ";
    /* 
    while { count (_pos isFlatEmpty [30,0,0.2,20,0,false,objNull]) == 0 || getTerrainHeightASL _pos <= 2 } do {
    _pos = randPos;
    }; */
    HQ setDir (((CENTERPOS select 0) - (_pos select 0)) atan2 ((CENTERPOS select 1) - (_pos select 1))+270);
    HQ setPosATL _pos;
    waitUntil { !isDead(HQ) };

    you're my hero! :icon_dj:


  13. DAP,

    We've been playing Zargabad, it's very hard to locate caches, the map kept showing green-hashed circles after we fought through an area, but no sign of any marks or intel...

    and on insurgent team the blue marks overlapping red marks overlapping other marks in the city all so packed close made the map unreadable... couldn't even make out streets due to the markers transparency...

    maybe rework these map marks differently or try smaller ones...? just an observation, I'm sure it's different on Takistan (which we have not played much yet) because it's more spread out?

    also could you explain the marks to me a bit? i don't understand what getting a green-hash circles even mean. does it mean AI can not spawn in that area anymore?


  14. About VIP :) You can find VIP only in Takistan mission :) You will understand as soon as you will see him :)

    ah, that explains it.

    awaiting your new version... will be running in a rotation along side our other insurgency mode i think.

    might i suggest for the US team, a way to respawn with your saved load out without having to go back to the box?

    also i like how you did the insurgency side, trying to run to the cache while being shot at to get a weapon is fun.

×