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Deform

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Everything posted by Deform

  1. So as the topic describes, is it possible to make functional coop campaign? Same way as SP campaign goes, you complete one mission and it continues/unlocks the next one. I know how to make working SP campaign description.ext etc. But I havent figured out how to make it work in multiplayer. Since Arma III main menu, when you go to campaigns, there is no option to "host" game. And if you go to multiplayer, it doesnt reconize the campaign folder structure. So is it even possible in ARMA III?
  2. Hey Tajin. "Just don't test mp-missions in the singleplayer-editor. Go to multiplayer, create a server, use the editor there." How can I export my mission so I can edit it at multiplayer?
  3. Hello again. So I have been trying to spawn tank platoon with waypoints, I've made these scripts: Problem with the above script is: They spawn exactly at the same spot, making all of them just explode (this works fine with infantry) Next script I tryed: Problem with above script is: It doesnt work at all Any advice? Thanks :)
  4. Hello. Description: I have always played with around 30 fps with normal settings. But recently my fps has been dropping to 10-13 after 3-5 minutes of playing, even if Im in editor alone and using low settings. Computer specs: Windows 7 64bit Intel® Core 2 Duo CPU E8400 @3.1GHz 4Gb RAM AMD Radeon 5700 HD 1GB Things I tryed: - Updated windows - Updated all drivers - Changing windows theme to Classic - Changing settings in Cataclysm control center (performance mode) - Overclocking in Cataclysm control center - Changing launcher parameters in Arma III Launcher (use all cores etc) - Change in-game settings (low - normal - vsync on/off) - Ran registry cleaner - Scanned viruses - Disabled anti-virus / firewall - Closed all other unnecessary backround programs Things i noticed: While game is running. I tryed went to Windows task manager, and noticed that my CPU usage was only like 15-30%, which is pretty low in my opinion since ARMA should affect CPU usage alot. Then I went to Cataclysm Control center and noticed that my CPU temperature was around 30-50'c, which is also way too low since Im using Overclocking. I have formated my computer like 1 week ago, and all the above things has been done after that. I did have this issue before format aswell and that was one reason I did format in the first place. So do you think my processor is giving up or something? Or any other suggestion I could try? Thanks in advance - Deform
  5. @forteh Thanks for the reply. I try install afterburner right now and I also changed max memory use to be max 3.6gb in ARMA III Launcher. I update when I get some results. @stephsen While I've been testing and trying different things I havent used any mods.
  6. Hello. So I've been making COOP mission and it starts by US forces getting ambushed inside a Takistan village. This is the script I use to spawn the enemies. _mygroup = []; _mygroup2 = []; if (isServer) then { _mygroup = [getmarkerpos "grp1", EAST, ["CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK74","CAF_AG_ME_T_PKM"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1 = _mygroup addWaypoint [getmarkerpos "wp1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "normal"; _wp1 setWaypointBehaviour "combat"; _wp1 setWaypointFormation "LINE"; _mygroup2 = [getmarkerpos "grp2", EAST, ["CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK74","CAF_AG_ME_T_PKM"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1 = _mygroup2 addWaypoint [getmarkerpos "wp1", 0]; _wp1 setWaypointType "sad"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "aware"; _wp1 setWaypointFormation "LINE"; }; How I want this to work: 1. When player kill all the enemies. I want to assign new task. So I need way to detect when these spawned units are dead. 2. Custom init. I want to add these enemies "This allowFleeing 0", how I can add that. So any advice what I need to add to this script? Thanks in advance :) - Deform
  7. Its working perfectly now, Im still pretty novice when it comes to scripting :confused: But again I learned something new, thanks again!
  8. Thank you for insanely fast replies! Helped alot. This is what I have now: _mygroup = []; _mygroup2 = []; _mygroup = [getmarkerpos "grp1", EAST, ["CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK74","CAF_AG_ME_T_PKM"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1 = _mygroup addWaypoint [getmarkerpos "wp1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "normal"; _wp1 setWaypointBehaviour "combat"; _wp1 setWaypointFormation "LINE"; _mygroup2 = [getmarkerpos "grp2", EAST, ["CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK74","CAF_AG_ME_T_PKM"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1 = _mygroup2 addWaypoint [getmarkerpos "wp1", 0]; _wp1 setWaypointType "sad"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "aware"; _wp1 setWaypointFormation "LINE"; waitUntil { {alive _x} count (units _myGroup) == 0 && {alive _x} count (units _myGroup2) == 0 }; p1 sidechat "script test"; That works perfectly. However if I add "Allowfleeing" command, it doesnt work anymore. This is what I tryed: _mygroup = []; _mygroup2 = []; _mygroup = [getmarkerpos "grp1", EAST, ["CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK74","CAF_AG_ME_T_PKM"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1 = _mygroup addWaypoint [getmarkerpos "wp1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "normal"; _wp1 setWaypointBehaviour "combat"; _wp1 setWaypointFormation "LINE"; _mygroup2 = [getmarkerpos "grp2", EAST, ["CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK47","CAF_AG_ME_T_AK74","CAF_AG_ME_T_PKM"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp1 = _mygroup2 addWaypoint [getmarkerpos "wp1", 0]; _wp1 setWaypointType "sad"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "aware"; _wp1 setWaypointFormation "LINE"; { _x allowFleeing 0; } forEach units [_mygroup, _mygroup2]; waitUntil { {alive _x} count (units _myGroup) == 0 && {alive _x} count (units _myGroup2) == 0 }; player sidechat "script test";
  9. Hey. I just installed the latest version of the game 1.22. I cant host coop games anymore. Earlier I hosted coops and they automatically were hosted through GameSpy, now that GameSpy is gone. My friend cant find my game at all. We tryed with multiple different missions, settings. With direct IP joining and all kind of different filters but doesnt work. My friend tryed host aswell without succes. Anyone have any idea whats the problem?
  10. Its not Bohemias desicion. Gamspy is shutting down their servers :( Hundreds of games are affected by that.
  11. Okay well atleast its not my computer then.. Lets pray for fast hotfix :butbut:
  12. It says "Server is not responding"
  13. Deform

    Authentic Gameplay Modification

    Hey. I tryed to search multiplayer topics or posts about the issue I have. I've been playing with my friend, some coop games (dynamic universal war system). And it seems my friend cannot go unconscious at all. He always drops dead when he gets shot at. I myself (as a host) will go unconscious and my friend can revieve me. But he will just die everytime. Same thing when playing single player. All my buddies always just dies instead of going unconscious. Is this intended or?
  14. Deform

    FHQ TaskTracker

    I was just about to upload my test mission here but that was exactly what I was looking for! To get this work in COOP do I just add if (isServer) then command on that script or does it even need it? Im fairly new with MP scripting. Done plenty of SP missions with custom addactions, briefings, camera scriptings etc. But MP scripting stuff still confuses me :confused: EDIT: And to answer my own question I assume I dont have to add that If isServer... Since It should run on all clients so other players get the mission aswell right? ...If I understood right how the MP scripting goes. As an examble If I run script that spawns one enemy and it activates via trigger. And if I dont include if (isServer) in my .sqf it will run on all clients making 2 enemies appear? This went a bit off-topic now but...
  15. Deform

    FHQ TaskTracker

    Sorry english is not my native language so explaining is not the strongest part :j: So the problem I currently have is task notification. It doesent pop up any kind of "task assigned" or "task succeeded" when I complete or assign new tasks.
  16. Deform

    FHQ TaskTracker

    Hello. Might be a noob question but how can I set these tasks NOT to show on launch of mission. Lets say I have this in my briefing.sqf [ west, ["task1", "Do something over there", "Go do it", "Do", getmarkerpos "doIt_mrk" ], ["task2", "Ask forums cause you are dumb", "Forum question", "post", gemarkerpos "BiForums" ] ] call FHQ_TT_addTasks; So lets say I want task1 to assign after I am landed to the ground (trigger cond = IsTouchingGround unitname). And after I complete task1, then I want task2 to assign. So question is how do I do that? If I use briefing.sqf all the tasks are already active. I also tryed this without any .sqf scripts (only fhqtt2.sqf in mission folder and this line in my init.sqf: call compile preprocessFileLineNumbers "fhqtt2.sqf";) I place trigger in editor: Activation = Radio Alpha Condition = true[/i] Onact = [ west, ["task1", "Do something over there", "Go do it", "Do", getmarkerpos "doIt_mrk", "assigned" ] ] call FHQ_TT_addTasks; This does give you the task but not show "Task assigned" icon on screen. EDIT Okay I did study a bit more and It seems that my problem is only with notifications (the icon appears "task succeeded"" or "task assigned". I didnt really understand how I implent the task notification...
  17. Hello. So I've been trying to figure out how to use event handler to be a condition. Here is the picture: So "B" moves to first waypoint, but wont move the next one until trigger condition fills. So basically if A fires a weapon then "B" moves to next waypoint. Is this possible with only trigger condition or do I need to make external script for it? I want to use fired event handler as an "alarm" because knowsabout is a bit too sensitivy for my mission (stealth). With fired event handler, even if enemy spots me (or knows about me) I can shoot him before he shoots (causing alarm = reinforcements to come) If I need an external script I would love to have some help / suggestions with that :)
  18. @F2k Sel I knew a bit of variables as I used them with addaction scripts, but never knew it was so simple to add for something like this, thanks! @Tajin I tested with detected by... And it doesnt work very well. It will trigger even the enemy doesnt see the player. It works same way as knowsabout.
  19. Deform

    [CO08] Fallujahbad

    will try this one later, looks promising
  20. Deform

    Moving Objects in Buldozer

    terrain builder is very unstable overall. hoping it to get fixed soon
  21. would love to see in depth tutorial as im new to terrain editing in arma series :)
  22. finally a voice command for arma!! No need to use expensive external programs for that :o
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