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william516

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About william516

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  1. I will try it out with 0 mods and see if this still occurs. Thanks
  2. Not new to the series of Arma. I started back in OFP and even had ARMA3 installed on an older laptop. The old laptop was an Alienware 17r4 it burned up and was replaced. On the old laptop I was able to play with no problems no stutters or odd behavior. My new laptop is an MSI Ge75 Raider it has a I7-10875H processor with 32G ram, it also has 2080 super graphics card. This laptop more then exceeds ANYTHING that was even contemplated back when this game came out. I used the detect option on the games visual settings and allowed the game to use the optimization settings of ultra. Playing the game with almost vanilla (exception of CUP items, I like the older stuff) the game suffers from 1-2 second random freezes for no reason. Sound, control, and everything freezes and then returns to normal. Game is installed on an SSD as well, checked forums and used ideas such as setting affinity to all cores and process priority to high. No improvement. The mission is on Stratis with ah64 apache, ch47 chinook, etc. No scripting with exception of a few things in the init. Line. Waypoint movement created using eden editor. With these issues the game is damn near unplayable. I'm find it VERY odd that a far more powerful computer is unable to play this game. Hopefully someone has an answer that will allow me to play again. Processor usage on task man. 38-40% GPU usage 40% Thanks for any help Bill
  3. Thanks but i do not see a link to the mission, sorry.
  4. I will check but last i saw all the mods i had were still listed and even had a folder. If ONE mod is missing does it cause them all to be bad then?
  5. I had a bunch of steam workshop mods loaded and was using them fine in the Eden editor. I had created a missing and had been testing it many time, now all of a sudden when I start up the mission I'm greeted by a screen saying a whole list of things can not be found. My mission shows blank. The map looks that same is it would when you first start off to make a mission. Mind you this worked fine before. I checked to make sure all the mods were selected at the pre loading screen and checked to make sure I clicked launch with mods enabled. I then deselected them all and re selected them all thinking that maybe it would force them to load again. Nothing has changed at all and it appears my mission is now lost. All these mods still show up in the steam workshop folder as well, so I'm at a loss of what to do. I have tried rebooting the computer, verifying the game file integrity (via steam), etc. I have found a few post but these are all dated back to 2016 etc. I tried some of those things as mentioned earlier. Nothing is working. I don't want to uninstall the game and lose everything and if possible i would rather not try to unsubscribe and resubscribe to all the mods. That would suck but if I have to I will do it. I just dont understand how it worked one minute and not the next. Thanks for any help that you can give Bill
  6. What mission do i choose. The link takes me to a steam workshop but im not sure what file to try out.
  7. No what you did was perfect for ambient lighting, i was just wondering what it took to get the lighting effects attached to a vehicle. Thank you once again, i will look into the attachto command just to try it and see how it performs.
  8. I wanted once again to say thank you for the help. What i thought would be a simple process is apparently harder then what i thought. It looks like the script you put in is basically turning on a or spawning a light-source and then deleting it using a sleep command between to regulate the pattern. Adjusting the sleep time seems to make things go faster or longer depending on the time set. I never though that you would have to spawn and delete just to make this work. I'm assuming this would make simulating all the different light sources from cars very hard on the computer and frame rates, because it has to constantly spawn and delete. It also appears that these are not attached to the vehicle and therefore will not move with the vehicle and if the vehicle is destroyed they remain working. Is there a way to attach the light-sources to the vehicle so that when the vehicle moves they would also move. what i tried to do did not work and the global attach with 3ditor does not work and causes a CTD. Really sucks because that looked like the easiest way to do things. The other question i had was about shutting the siren down. I noticed that you set the vehicle to "combat" when it switched to combat it shut the siren down and also the vehicle headlights. Is there a way to simply shut the siren off without causing the vehicle to go into combat mode, or should i simply add a sleep command and then set the vehicle back to safe or careless. Thanks once again for all the help, im starting to see how things work and appreciate the time and effort.
  9. Thanks again i will check this out and see what i can come up with and let you know. I appreciate all the help again.
  10. The video above is pretty much exactly what Im trying to achieve with different patterns. The second line of code worked even when copied and pasted. I did however write that in manually. It shows and works correctly. I did notice that it simply seems to flash lights or textures but does not have any surrounding affect. So no matter what it looks like i will need to add light sources to light up the surrounding area. How would i go about taking light sources to work similar to what i see in the video above. I'm assuming it would have to be coded. The 3ditor emitter editor does not work. I tried pressing the INSERT key and i can not add effects. So im stuck using using attachto i guess. Have any good hints. Thanks again for all your help.
  11. Thank you i will give this a try and see if it works. I was trying to use the 3ditor to add light sources but that does not work because i can not press the insert key to add anything. I just tried this and found that the this animate ["BeaconsStart", 1]; code works for most offroads trucks. this code this animateSource ['lights_em_hide',1]; This one does not work and results in a message that says "INIT" with a large exclamation mark in a triangle. I can not enter it. I tried changing this to the vehicle name like van1. Results were the same im not sure what the INIT error is for.
  12. I have checked tons of places and still can not figure this out. I went as far as downloading and trying to reverse engineer a .pbo file for the ARMA3 Swat 4 style game. This is on the workshop. It basically attempts to turn ARM3 into the older SWAT 4 game. All im trying to do is get the lighting on downloaded and default police and ambulances to work by AI. I wanted to create an atmosphere of chaos where police have barricaded off many streets of the town for a mission. In the swat mission mentioned above they have vans and the offroad truck with flashing lights. I checked and they had this in the init field: "CIV action ["lightOn", this]; " I tried this in the init of the van and it did nothing. I even changed this to the name of the van example van_1. I cant figure out why this does not work. I looked at the different scripts and could not find a script that dealt with the lighting in the mission. I looked online and found a youtube video showing codes used in an addon car that should work but for the life of me i can not figure out where the car pbo file is in the steam folder or ARMA3. Also cant find the exact truck used in the video. I did notice that the van that the SWAT mission is using is apparently one that is a DLC van. I placed it in an empty VR map and when i walked up to it it said that i could not get in it. Not sure if that makes a difference in lighting or not. I tried also with the default ambulance and offroad truck with light bar. I also tried vehicle animate ["BeaconsStart", 1]; in the init field of multiple vehicles but it did nothing. I replaced vehicle with the vehicle name Van_1. I tried this on the vans and the offroad trucks etc. I must be missing something simple. It can not be that hard to simply get flashing lights on vehicles. The only other though i had was to try and use lighting effects and attach them to the vehicle or another object nearby just to give the scene a red and blue flashing effect. I'm not sure what i would do in that case. I downloaded an editor that works in conjunction with eden editor that should allow me to place effects but when the editor first starts "eden editor" I get error messages referencing the effects editor. I also can not add anything to even after reading the manual. Im still trying to work through that as the editor seems like an awesome tool and idea. Asking for help in explaining how to get the ambulance van, trucks, and police cars lights to work in a SP mission used by the AI. These vehicles are parked, they do not need to move at this point. If this is not possible can some explain how to get a light source to flash red and blue pattern on the scene or buildings so it at least "looks" like there are a ton of emergency vehicles on the scene. I have limited scripting skills but can usually get stuff to work with help over time. Thanks again. i know that the information is a little vague but im not at my computer right now to get all the codes i have tried or the name of the program that allows editing of lightsources and emitters. Bill
  13. I have been going nuts trying to figure this out. Working on a mission and this bargate is driving me nuts. All I'm trying to do is get the gate to go up when a BLUFOR unit goes into the trigger. I had no problem with this in the ARM2 realm but it seems that the object itself is already part of the base. Most of the tutorials are dealing with placable objects in the editor. This is actually part of the base. If I'm correct there are three total. I used the editor to get the ID of the object and have tried the following command in a trigger. (position GATE_1 nearestObject 560949) animateSource ["Door_1_sound_source", 1]; //Open =======> this statement here gives an error and will not stay in the trigger I grabbed this script from the website and modified it. This script here is actually returning an error and does not work it all. According to bohemia they are telling us not to use the animate command anymore but rather to use the animatesource command. I have tried the following but am lost now. I created a trigger and set the properties to be repetitive and operated by blufor. I then had named my trigger variable "GATE_!" I placed the trigger right near or ontop of the bargate I'm attempting to operate. I then placed the line above in the Act field I also attempted to use this format as well ACT: (position GATE_1 nearestObject 560949) animate ["Door_1_rot", 1]; ======. These statements work but do not actually open the gate at all DEACT (position GATE_1 nearestObject 560949) animate ["Door_1_rot", 0]; The object ID according to the editor is 560949 It is the gate that leads out onto the Tarmac and runway area of the airfield. I tried other methods using the animate command instead and still had no results. I even created a game logic and tried using the game logic. All attempts seem to do nothing at all. Hoping someone might have a solution. I have confirmed that the bargate in question can be operated and is not simply a static gate. It can be opened via player control. Thank you for any help. Bill
  14. So one thing that has bothered me from the beginning of the ARMA series was the lack of commands for firefight formations or simple combat drills. For anyone that is in the service and has served will understand what I am saying, and for those that are not I will try and explain it. One of the biggest gripes and hopefully one I would like to solve is a formation for security. Say for example a medevac helicopter is inbound to your location and you need to pull security. In a real world mission the soldiers would take a 360 degree formation of protection. A basic circle that keeps all sectors covered. This also allows the team leaders, squad leaders a chance to check on their solders. During this check a we look for casualties and find out status of ammo, equipment and mission important data. To do this in the game requires that the leader point to each and every spot he wants a soldier to go to. Real life this is NOT needed, each soldier knows his job and adjust as needed to provide that layer of security. Was wondering if anyone knew a way to get a formation like this? Example player gets to location with a squad of ten soldiers. player needs to secure a site after a engagement. Player can go to the radio menu and choose "360 Security" (or something easy to identify to click on) With that an order will be issued that all AI controlled soldiers will move out and away for the location that the player is and set up a 360 degree area of protection, each looking out in the correct compass direction and remain facing that way, the AI would be in kneeling or prone position as well. (Not sure if this is possible or not but have an adjustable range or diameter of the circle, also AI troops would use common sense and find cover while still trying to obtain 360 security) All AI would stay put and not move unless engaged or directed by player to rejoin formation. This allows the player to check all soldiers or simulate. (In the real world a team would be designated as aid and litter (would provide aid to enemy and friendly casualties) the other team would be EPW (collect and secure enemy prisoners and weapons etc)) Another thing is simple battle drills Player gets in a firefight or engagement player uses the radio menu to order a battle drill formation Clicking on the specific battledrill will execute that. If the player has designated teams example (red, yellow, blue...etc) the battle drill would execute a script that would allow something like this........ Start of mission Player designates 3 members of the squad (team blue) Player designates 4 members of the squad (team red) player gets into an engagement and becomes pinned down (Team blue under fire by opfor) Player uses radio menu to select battle drill 1A Script or some other means executes this based on what team the player wants to move. Team Red breaks contact and moves to a flanking maneuver position on the opfor firing position Team blue continues a suppressive fire on the enemy while team red gets to flank position. Team blue continues fire and shifts and then lifts fire while Team red assaults from the flank. Team blue moves up and clears objective after team red has gone through. After all this is completed and the enemy has been killed or surrendered the 360 security is set up. Not sure if anything like this exist already but it would be great if it was a possible. It would allow the player the opportunity to issue commands that real soldiers would understand. It would not require the player to micromanage the team. It is not realistic at all to tell each soldier exactly where to go and what to do. Now the AI in Arma3 is leaps and bounds over ARMA and ARMA2, but these items would really help to push reality of the battlefield. Hope someone can help with this or point me in the correct direction. Bill
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