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luizsilveira

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Everything posted by luizsilveira

  1. Yeah, I have the same problem. Can't enable or disable any of the controllers (I have 4 in use). The ones that were enabled before I can't disable, the ones that were disabled I cannot enable any more.
  2. luizsilveira

    1.64 Feedback

    The map markers only being visible in the specific channel you're currently in is absolutely retarded. The previous system worked perfectly fine. Now if (for example) someone marks something in side chat I can't see it while talking to people in vehicle channel. What? It's a mess.
  3. So I'm quite desperate. Several days and countless hours working on a mission with a lot of stuff, many custom scripts, the works. I got onto the editor and for some reason pressed delete. I was deleting something I guess, don't know what. It asked if I wanted to delete the scenario (what?) and immediately went on "ok" (not sure if I pressed enter because i was in the middle of typing, or if I was just tired and auto-clicked on ok). The whole thing, instantly gone. All of it. The mission folder is still there, completely empty. All the scripts, everything. There's no trace. I tried pressing ctrl-z, no avail. I checked the recycle bin, nope, nothing there. I've googled and looked and searched and couldn't find a poor soul with the same fate as mine and some light to cast onto the shadows. Any hope? Is there anything I can do? Why on earth is this "option"/"feature" even there? :blink: Edit: So yeah, if you open the editor and click on "open" to open a scenario you get presented with a list. Why does pressing the delete key at this moment pops up a message to "delete the scenario" (presumably the last one loaded) when this option is not even on screen? And then it wipes all the scripts, everything, without even a copy/backup or sending it to the recycle bin? How crazy is this? :o
  4. Yeah, I have backup of everything (well, mostly :D ). So much so that I had all the other .pbo files, in multiple locations even. That was a big saver too, else it'd have been all lost. But no doubt, the mission I had been currently working on I had no backup yet. I should start making a copy of the mission folder at the end of each session/day.
  5. Thanks guys. Yeah, no recycle bin, no. It was gone. But thankfully the file recovery software saved a lot of work. This morning I've made a second run with one called Puran File Recovery (v1.2.1). It's not nearly as powerful as Recuva, but it did restore all the folder structure. Unfortunately about 10 to 20% of the files recovered by Puran are corrupt though (versus 100% recovery rate for Recuva). So after having both recoveries my work will be basically to check file by file for integrity, and if it's broken I'm copying from the Recuva folder and replacing the Puran one. So far so good. Thanks for all the help, I'm posting this as reference. Edit: Oh wow, nothing can be this easy can it. I just realized that ALL subfolders from ALL my missions in the documents folder are gone. Just gone. No idea which of the programs is the culprit. The mission.sqm is still there, all other files and folders from inside each mission's folder are gone. Thankfully I have .pbo files of all other missions so at this point I'll probably just wipe the whole folder out and start from scratch (de-pboing the old ones).
  6. Thanks, that's a good tip. It wasn't on an SSD so that might be a good thing. I ran a program called "Recuva" and seems to have recovered most if not all files. Big relief. The main down side is that no (sub)folders were recovered, so it's a mess. And I ended up with some 15 different "settings.sqf" files that should eventually all go into different folders again. It'll take a while to sort out, but certainly not nearly as much of a pita as coding everything again.
  7. luizsilveira

    RHS Escalation (AFRF and USAF)

    Super, that was it. Thank you very much. I had tried going up to 0 - 5 and had seen no change. Now I went all the way from 0 - 15 and it's all black from all distances so thumbs up.
  8. luizsilveira

    RHS Escalation (AFRF and USAF)

    Hi, and first of all thanks for all the great work with RHS. I've been trying to get myself some black HMMWVs. Just totally black is fine. I've followed the tips found somewhere in this tread for re-texturing, and I've tried many many combinations of things like: this setVariable ["RHS_Decal_Enabled", false, true]; this setObjectTexture [0,"#(rgb,8,8,3)color(0,0,0,1)"]; this setObjectTexture [1,"#(rgb,8,8,3)color(0,0,0,1)"]; this setObjectTexture [0,"#(rgb,256,256,1)color(0,0,0,1)"]; No avail. The front/hood of the HMMWV turns black but the rest retains original texture. Also it's only black from very close; if I walk away 50m or so the original texture pops right back (looks like an LOD thing). Any good soul to point out what I am doing wrong or how to circumvent this? Thanks!
  9. luizsilveira

    AI Driving - Feedback topic

    But the thing is that the lead vehicle should go into "slow" and not into "stop" when the distance to the trailing vehicle becomes too big.
  10. Years and years go by yet problems are the same.
  11. Ah, many thanks. Honestly I don't run Arma 2 much better than that. But your GPU is much, much better than mine. I don't actually look forward for it running anything on high (I run Arma 2 on medium/low already), I'd be happy if it'd run *at all* even with all on lowest and that resolution (no way I'll every play with my 1980 native).
  12. My specs: CORE 2 DUO 3.00GHZ, 4 GB RAM, 250 GB SATA HARD DRIVE, NVIDIA GT 520 1GB GRAPHICS It's still running on XP. I'm thinking about upgrading it to Win7 to test the Alpha Lite but maybe it's not even worth it to bother...
  13. luizsilveira

    OPFOR too Futuristic?

    Unfortunately that's what "sells". Coolio "sci fi", "special operator" tacticool stuff. Ordinary light, regular or irregular, infantry doesn't sell games just as much. Hopefully mods will fix this while BI will still get their monies from kids willing to play deathmatch 24/7 on a server away from me.
  14. I'm very happy to announce v2.0 for both parts 1 and 2. Now with two versions each (one with and one without controllable ai - details below). Also, part 3 is nearly done and I'll soon start testing. It will be a CoTvT (45 players on Brazilian side versus 5 players + AI on the other). The project: I had the idea to build a campaign based on Brazilian armed forces (mainly Army and Marines). After research and quite some help, this is what I could come up with so far. It's not quite ready but I'm releasing it to get further feedback. The main limitation is the availability of both units and equipment. There are some blue helmet Brazilian units but, for starters, I didn't want to restrict the idea to UN-type missions. These you'll find on the mission were the closest units and loadouts I could come up with while keeping the mods/add-on list short. As a matter of fact, you only need ACE/ACRE and the Lingor to play it. Series Overview: Features: - Equiment and loadout mimicking Brazilian forces' operations; - Full ACRE support; - ACE features, including ACE wounds and revive; - Choice of features under mission parameters. Among others: a) you can choose to have revives or not and, if so, the timer (shorter or longer time before wounded unit is deceased); b) you can choose whether to limit medic actions (revive, morph, epi, medkits) to medics only or allow any player to perform them; - spectator mode for dead players; - JIP is supported and now teleport works fine; - Random enemy positions and patrols. Depending on your luck you might get a really hard mission or a walk in the park, but most instances should fall somewhere in between permitting some replayability and keeping everyone on their toes; - Random enemy loadout script. Enemies might receive any weapons within a range of realistic for the region and operation. This also randomizes the missions and their difficulty as you might face thugs with revolvers one time and fighters with rifles the next (although you should get a nice mixture most of the time); - UPSMON. Now in two versions: - "no-ai" for larger coop communities/player bases. Playable AI disabled; no respawn; GDT spectator; slots of dead player became available for others to join in progress (JIP). - "ai": for smaller coop communities. Playable AI enabled (albeit you can choose in-game to disable it); group respawn (if there is AI alive in your group, players will take control of that unit and resume the mission); slots became unavailable upon unit's death (whether player or AI). Obs.: all missions are Coop multiplayer. You can play single player, just set a multiplayer game on a LAN and you'll be the only one connected. Use the "ai" version for that. Required mods: @ACE;@ACRE;@Lingor and CBA Obs.: if there is enough demand, I'd be happy to edit the mission and make it ace-free (would be playable with OA/CO version of Arma). However, I do think the features brought up by the mod are really worth it. Downloads: Mediafire: - CO09 BRA1 - Airfield Recon v2 (no playable ai, no respawn) - CO09 BRA1 - Airfield Recon v2ai (playable ai, group respawn) - CO13 BRA2 - Disrupting Traffic v2 (no playable ai, no respawn) - CO13 BRA2 - Disrupting Traffic v2ai (playable ai, group respawn) Armaholic mirrors: - CO09 BRA1 - Airfield Recon v2 - CO13 BRA2 - Disrupting Traffic v2 Known bugs and wishlist: - This doesn't seem to happen in other computers indeed, just on mine. Other than that, I think I fixed all the known issues. If there are still some, they are unknown - so please do report if you find anything! Closing remarks: My idea is to make more missions, possibly linking them into a campaign featuring the Brazilian operation in Lingor. However, for that to happen, I need feedback from you guys! I didn't want to make the second mission yet, i.e. before making sure the scripts and features work and, above all, that the mission is fun to play. Please let me know what you think of it, including balance issues etc., and if you have any info about Brazilian units/equipment/loadout/operations, please do get in touch! If someone is a modder and would like to work on some simple Brazilian units, he can already be sure they'd be put to use! Many thanks and I hope you have fun. Other missions will soon follow, let me know if you have any ideas!
  15. luizsilveira

    Is it worth buying full version?

    I thought you were not allowed to use mods in the free version? There are a ton of mods out there, and quite a few I'd rate as a "must have/play" if you like Arma at all.
  16. I've updated both parts 1 and 2 to v2. One major change is they both now have 2 slightly different versions each: - "no-ai" for larger coop communities/player bases. Playable AI disabled; no respawn; GDT spectator; slots of dead player became available for others to join in progress (JIP). - "ai": for smaller coop communities. Playable AI enabled (albeit you can choose in-game to disable it); group respawn (if there is AI alive in your group, players will take control of that unit and resume the mission); slots became unavailable upon unit's death (whether player or AI). Other major changes/fixes: - Slots don't disappear anymore (thus the addition of "no playable ai" versions); - Spectator mode now works perfectly, with the addition of GDT (most noticeable on the non ai version); - JIP teleport now works perfectly; - CO09 BRA 2 has been revamped for CO13; - One of the tasks was not always completable on BRA 1 and has been fixed; - Several other minor tweaks and changes. - Sandi framework added in preparation for my next mission (which will be CoTvT); Many thanks!
  17. I was doing the same in this thread. Not as organized as yours tough, and apparently I didn't get as many as well so good job! I was putting the links (as you can see) so maybe they could be helpful to find the missing info?
  18. luizsilveira

    Suggest a coop mission?

    Well... it's not that daunting as a good chunk of the fun is to try them anyway :) So just go to the appropriate forum ( http://forums.bistudio.com/forumdisplay.php?86-ARMA-2-amp-OA-USER-MISSIONS ), find some, download, try, rinse and repeat. At some point I made a list of small coop campaigns, one of them there is indeed for 2 players. I've tested it and it's pretty good. Here: http://forums.bistudio.com/showthread.php?138403-Multiplayer-campaigns-5 This list is also good: https://docs.google.com/spreadsheet/ccc?key=0AoIzrb1yPxg2cG9hTkJubUhKZGFNUDEzSHkwdFgyZlE&pli=1&hl=en#gid=18 If you scoop a bit, you'll find some pretty good "mission packs", with quite a few missions of a certain type (for example, small coops) by the same author. All the sudden, you'll find yourself with 30 missions to try out ;) Have fun!
  19. Thanks for letting me know! It makes me very happy as the CIA has been recommended for me more than once, by different people. I almost played with you guys, downloaded the repository and all, but something always came up. Let me know what do you think if you play it! Oh, by the way: I've played Bitter Memories a while ago with a friend, we had a hell of a good time :) Meanwhile, after quite some testing I'm releasing v1.0 for both parts 1 and 2. They are indeed a bit similar, as it's the same geographical location (sort of) and same insertion method. Different loadout however, and different tasks/objectives. Part 2 is much larger, longer and tougher than part 1! Changes from previous versions include mainly polishing a lot of stuff, bug fixes, UPSMON tweaking and the like. Plus I tried to make sure all endings work fine (there are multiple endings for both parts, but no outros unfortunately). Part 3 is almost done. It's a larger coop (CO45) mimicking a platoon (minus weapons support squad) of Brazilian Marines. What still needs to be done is only some testing, and figuring out how to make if playable (if at all possible) by smaller groups. Well, there are 3 squads + HQ, so it's playable with 4 people as each would get command of a squad of 12 AI (except HQ, which consists of 6 people). That would be "fine". I don't know if anyone is trying to play these SP; I'm thinking about including high command so the leader can control the other squads that way, but it would be good to know if anyone will play it like that at all :) Many thanks for all the support, so far I like the result quite a bit.
  20. Many thanks for the feedback guys! I've released both a newer version of it, and the first tester for the second mission! Changes in mission 1: - Small bug fixes and objective detection was enhanced; - The random loadout script, as is described in the OP above. No more high tech for the bad guys - just yet in the campaign ;) Plus, you'll find different enemies with different weapons every time around - albeit the weapons are chosen from a pool of realistic choices for the area and operation. Mission 2 is at night, and involves a main objective and several side tasks. They are all independent so the failure of one doesn't stop you from trying the others. You may also chose the order you want to try them, etc. I hope you guys have fun! This second runs at night, so not exactly the same atmosphere as the first. For mission 3, I might go for a larger Op (around Coop 24) with the Brazilian Marines (fuzileiros navais). Still planning though, and up for suggestions ;)
  21. Many thanks, Mark! I've downloaded his work and tried to contact him already. Let's see. I'll have a closer look into the models and weapons. I have found Brazilian weapons packs, the problem sometimes is to get the ok to distribute them. I knew the US woodland and it would be my unit of choice to depict standard Bra army. The jungle units, however, look a bit different and I think were decently represented by the USMC FR units I've used. I'm open for disagreement though :) As for weapons, the jungle units use the PARA version of the FAL anyway, and that's on the OA. To depict the regular Bra troops I'd need the regular FAL though. That's pretty much what's missing; well, on top of Brazilian national weapons (from IMBEL) and vehicles. Thanks for the help! It's very helpful information for me to keep assembling the puzzle.
  22. luizsilveira

    ACE for OA 1.13

    Ok. Sorry to post but this is giving me a massive headache and I can't "solve it" or find answers. I have two weapons (FN_FAL and M79) plus a backpack. Let's say the FAL is "in hands" and the M79 is "on back". The backpack would be on the other hand. I have the FAL / Single selected for firing. Now... if I press "G", click on the M79, and press "in hands" - everything is wonders. FAL goes to the back, M79 comes to hand and comes selected for firing. Perfect. However, if I press "G", click on the FAL and press "on back" - the FAL still goes to the back, the M79 still comes to hand, but the grenade throwing is selected if I have any throwing items in my inventory (frag, smoke, etc.). This is... super frag nd situation and is driving me crazy, because the frags come selected and no icon shown. I do have the "weapon select firemode" selected. Plus, I went into the editor and played as much as I could with ACE_fnc_PutWeaponOnBack and ACE_fnc_PackWeapon (to try to pack the weapon instead of swapping it), and also selectWeapon and other things I don't even remember. Always the same: "in hands" is perfect, "on back" and frags are selected. Is this a bug or a feature?! Thanks. edit: I also played with (setvariable["ACE_weapononback","etc), it seems like the behaviour has nothing to do with how the weapon got there in the first place...
  23. luizsilveira

    What is wrong with Arma 2 players?

    From what I've seen, many new Arma 2 players just don't understand it. They hop in to a server thinking they'll spawn close to the action and will start running and shooting immediately (like in other games). When that doesn't happen, there is no apparent action and they have nowhere to shoot, they just wander around base (or, worse, get bored and start shooting things at base, including friendlies). And unfortunately, often what you will get with "open servers" are people newer to the game. I think many of the more experienced simply gave up playing on open servers, as the game level is almost always sub-par. That said, when I play a coop with friends I tend to leave the server open. But I only run small coops (no more than 8 bods). It's common that you need to say hello to the guy who just connected, and if you don't get a response you can say "press / to chat". ;) They don't even know that. "Press CAPS LOCK to speak if you have a mic" also does miracles. I'd have a few suggestions on how to try to improve the overall scene but I'm sure smarter guys out there have even better suggestions.
  24. Another option is to try the Armoury just to try everything out.
  25. luizsilveira

    Anyone else still playing old/retro games?

    WOW! M1 tank platton, I had forgotten about that one for a long time! It did give me so many hours of very good entertainment a couple of decades ago. The ones I still have and play are UFO:Enemy Unknown and Jagged Alliance. As a matter of fact, I just finished Jagged Alliance 2: Wildfire last year. IMO one of the very best games ever made. Hard as hell, but it's one of those that if you learn it well (and have time to play it properly and not reading walkthroughs) that's a top notch strategy (with hints of rpg) gaming experience.
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