magicool
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Everything posted by magicool
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Hey I have a problem with the sound when driving in tracked vehicles; whener ever I hit any of the WASD Keys to change direction/accerlerate/break I get sound crackling for a few seconds. This also happens when changing direction while using mouse steering. kinda like in this video: https://www.youtube.com/watch?v=-bbI9mKajMY I have a Soundblaster Audigy SE soundcard. - already reinstalled all the drivers and Creative software, also tried with the windows only and not the creative audio drivers - tried every possible combinations of audio settings in the drivers; 16/24bit, 44.1khz-96khz, soundcard-sided sound enhancements off/on - ingame sound samples from 16 - 128 - ran ArmA3 without any mods edit: this only happens with the default sounds when using the DragonFyre sound mod the crackling is completely gone Any of you have more trobleshooting ideas?
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Sound crackling while in tracked vehicles
magicool replied to magicool's topic in ARMA 3 - TROUBLESHOOTING
thx for the info! glad to hear it's not on my side, sad to hear that theres no fix -
I have updated to 355.98 and no shadows at all
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Map Builder - Ingame 3D-Editor for terrain creation
magicool replied to NeoArmageddon's topic in ARMA 3 - TERRAIN - (BUILDER)
ahhh okay thanks -
Map Builder - Ingame 3D-Editor for terrain creation
magicool replied to NeoArmageddon's topic in ARMA 3 - TERRAIN - (BUILDER)
Hey I don't know if I am blind or dumb but I can't find the "MapBuilder" module in the modules list? I looked through all the categories to see if it somehow went in there but nothing I only started @MapBuilder with no other mods for debug still nothing to find -
Hello I recently got Creative SoundBlaster Audigy SE and people can't hear me ingame over VOIP. It seems to be an ArmA II specific issue since my mic is set up correctly & it works in TS/Skype & all other games I play whihc use VOIP. Any tipps?
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Audigy SoundBlaster - People can't hear me
magicool replied to magicool's topic in ARMA 2 & OA - TROUBLESHOOTING
anyone? -
A new kind of Operator Unit
magicool replied to zeus122's topic in ARMA 2 & OA : Community Made Utilities
this would have been the right thread http://forums.bistudio.com/showthread.php?74039-Arma-2-Addon-request-thread -
okay,thx in the readme.txt it still says convert3d is required though :P now I get the following error .... MSVCR110.dll missing .... when running arma2p what would that be? sounds like microsoft visual C++, but I think I have the latest microsoft visual C++ installed edit: I checked there is a msvcr110.dll in my system32 also I get a couple of "acces denied" and "betalist.txt not found"(which is indeed not there) errors in the cmd: to avoid acces denied I thought maybe running arma2p as admin would help but then the cmd says "P:\ must be set" although I have a P:\ drive :(
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I have the problem that arma2p says it also requires "convertp3d" but there is no "convertp3d" under https://dev-heaven.net/projects/mikero-pbodll/files so where can I get that?
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How to shift Ambient Civiliens to the HC?
magicool posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello I want to shift the Ambient Civilans over to the Headless Client. I'm using the "HeadLessClient Auto Detection Switch"-Script so for normal AI I just put if(elec_stop_exec == 1) exitWith{}; in the first line since the Ambient Civilians are spawned automaticly by the module I have no idea how to shift them over to the HC help would be much appreciated -
MRAP seeks faction for loving relationship
magicool replied to cleggy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
nice work!! I love MRAPs looking forward for a release :) thx for still creating stuff for ArmA II!! -
I think this mod must somehow broke with newer beta-patches, I don't think he'd leave us a completely broken mod. I placed all 4 modules tried with default inits and tried with all probabilities set to 100%, did it like shown in the videos in the OP. I haven't seen a single suicide bomber, triggerman or IED the loudspeaker is only working one time then I never get the addaction again. So am I guessing right when I say reezo abonded this project? But I'd be more than happy if some got this mod working lately and would share his experience here. Or maybe someone how has an older version of it (2.20) could PM me a link to it.
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F.A.T.A. - Federally Administred Tribal Areas, Pakistán
magicool replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
thx, but still can't get it to spawn with a game logic on the wanted spot ("tent_east_ep1" createVehicle (getPosATL YX);), not even with f.a.t.a running also is it retextured for f.a.t.a or also in ArmAII:CO? -
ah okay now it works like a charm thank you :)
- 187 replies
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- briefing
- taskmaster
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Hey there, I have a problem with getting tasks broadcasted to other players. I've set up the mission this way; - I have no briefing - the taskmaster.sqf is being executed once on mission start by the server only - after around 60 sec. another script selects a task this task is then added via ["TaskXY","Do this","DO IT"] call SHK_Taskmaster_add; (called by server only, since it says it does broadcast everything to the players) so I waited till the task was set and let a friend join but he didn't see the task so we finished the task anyways but he didn't see the success task hint either when the task ended by using ["TaskXY","succeeded"] call SHK_Taskmaster_upd; (called by server only aswell, since it says it does broadcast everything to the players) and he wasn't able to see the next task, called by ["TaskXYZ","Now do this","DO IT!!"] call SHK_Taskmaster_add; , either what am I doing wrong, I'm the only one seeing the tasks (tested on Server hosted on my PC, not a dedicated Server)
- 187 replies
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- briefing
- taskmaster
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German Weapons Pack by Marseille77
magicool replied to marseille77's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey, everytime I run the ger weppack 1 addon I get the following error on startup: And I can't shoot with any of the G36 rifles including the ones in this mod besides the ArmAII/ACE G36K (I guess becaise it 's using other cfgs/files). Nothing happens, it doesn't even the recoil animation on these rifles. -
will this beauty ever be released? it's almost 2014... :(
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F.A.T.A. - Federally Administred Tribal Areas, Pakistán
magicool replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hey, first of all great map! I have a question tho, are those desert tents ArmA II build in or custom objects? I can't find the classname anywhere. -
okay maybe I was not clear enough :) the map is FSF Jungle 0.1 Ingame you only see contour lines and height in meters on the ingame map (only with ACE enabled, when starting ArmA 2 in Vanilla mode it automaticly loads the satellite map on top of the toographical map.) but normaly topograpical maps also depicture vegetation (and roads, cities and so)not in this case though so it's very hard to navigate through the jungle. I guess because it's a very early version of the map. However, my question was if it's possible to enable the satellite map on the ingame map with ACE enabled. What I found in the ACE changelog. so is there maybe a fnc or variable that makes it possible to activate them again?
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hey guys, I have the following issue, ACE seems to restrict Satelte-Map-textures on the ingame Map by default. I have a mission on an early map version and the topographical Map is not finished yet, it's basicly plane white. So I need the Satelitte-Map to navigate which is finished. On the briefing screen right on the beginning of a mission I still can see the Sat.-Map but ingamge using the ingame map it only shows the topographical in this case plane white map. Is there a way to allow Sat.-Map textures in ACE? Help would be much much much appreciated :)
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Enable textures on ingame map
magicool posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, my question is how can I enable (satellite) textures on the ingame map, like in the editor or in DayZ (vanilla). im using FSF_jungle 0.1 for a mission and the ingame map has no vegetation depictured it's just plane white with city names, elevations and some houses. So if I could enable the sat textures it would be much easier to navigate. edit: ingame map at max, Zoom and for comparison the same location seen in the editor: edit: I got a hint from someone that it would be in the "definition of the map component". So do I have to make like a "cfgMap.hpp" and insert this code?: For example: class Map { ... maxSatelliteAlpha=0.66; alphaFadeStartScale=0.05; alphaFadeEndScale=0.15; ... }; Help would be much appreciated :) -
OA - UK Joint Helicopter Command, Skin Mods
magicool replied to Geordie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
is this a "clientside repalcement" or is it required that this addon runs on the server aswell? -
Replacement pack for StalkerGB's 3 Rifles
magicool replied to hellfire257's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
is it possible to replace the default BAF units with this? -
Using BAF IED's via scripting.
magicool replied to kylania's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
how to set off a "BAF_ied_vX_muzzle" without all the fancy planting stuff? I placed an object, named "IED1" then a trigger Act: BLUFOR OnAct: bomb="BAF_ied_v3_muzzle" createVehicle (getPos IED1)