dmarkwick 261 Posted January 9, 2008 Whats best for a dedi serverDMSmokeEffects Beta 4.3a for viewblock smoke grenades or DMSmokeEffects Beta 4.3b for viewblock everything ?? Im confused about the 2... Actually I don't recommend either for a dedi server, as DMSmokeEffects are not MP compliant yet. They're not much more than client-side eye-candy really. If the "killed" event were global it would be different, but as it stands some amount of manual coding will be needed to make the smoke effects MP friendly. If it's specifically the smoke grenade viewblock you're interested in, then that is available as a separate download. Oh, and thanks to ofpforum for nudging this into my vision Share this post Link to post Share on other sites
Mr Groch 0 Posted January 9, 2008 I need to add my 3 cents to that MP problem: Maybe try to look at the XAM 1.4 addon - there, if server has XAM and player has XAM - enemy AI view is blocked correctly by smoke grenade... Share this post Link to post Share on other sites
dmarkwick 261 Posted January 9, 2008 I need to add my 3 cents to that MP problem:Maybe try to look at the XAM 1.4 addon - there, if server has XAM and player has XAM - enemy AI view is blocked correctly by smoke grenade... Really? So a client on a server, if he THROWS a smoke grenade, a serverside AI is viewblocked? Share this post Link to post Share on other sites
Mr Groch 0 Posted January 9, 2008 I need to add my 3 cents to that MP problem:Maybe try to look at the XAM 1.4 addon - there, if server has XAM and player has XAM - enemy AI view is blocked correctly by smoke grenade... Really? So a client on a server, if he THROWS a smoke grenade, a serverside AI is viewblocked? Yes, I have tested that by the way when I was testing DMSmokeGrenadeVB The same sample mission - 1 enemy AI and I hidden in bush I have throw a smoke in front of the enemy, waited few seconds and afteer that, I have walked in to the smoke... When using DMSmokeGrenadeVB only, on the server side and on my PC, AI shoots at me. When using XAM on server and on my PC - I can walk to to the enemy in the smoke, and he will not see me. Tested many times... This works only when both sides - server and client are using XAM, when only server or only client has it - AI will shoot through the smoke Share this post Link to post Share on other sites
Dwarden 1125 Posted January 10, 2008 Whats best for a dedi serverDMSmokeEffects Beta 4.3a for viewblock smoke grenades or DMSmokeEffects Beta 4.3b for viewblock everything ?? Im confused about the 2... Actually I don't recommend either for a dedi server, as DMSmokeEffects are not MP compliant yet. They're not much more than client-side eye-candy really. If the "killed" event were global it would be different, but as it stands some amount of manual coding will be needed to make the smoke effects MP friendly. If it's specifically the smoke grenade viewblock you're interested in, then that is available as a separate download. Oh, and thanks to ofpforum for nudging this into my vision erm which one standalone smokeVB is recommended then for server ? i'm lost even more now Share this post Link to post Share on other sites
dmarkwick 261 Posted January 10, 2008 I need to add my 3 cents to that MP problem:Maybe try to look at the XAM 1.4 addon - there, if server has XAM and player has XAM - enemy AI view is blocked correctly by smoke grenade... Really? So a client on a server, if he THROWS a smoke grenade, a serverside AI is viewblocked? Yes, I have tested that by the way when I was testing DMSmokeGrenadeVB The same sample mission - 1 enemy AI and I hidden in bush I have throw a smoke in front of the enemy, waited few seconds and afteer that, I have walked in to the smoke... When using DMSmokeGrenadeVB only, on the server side and on my PC, AI shoots at me. When using XAM on server and on my PC - I can walk to to the enemy in the smoke, and he will not see me. Tested many times... This works only when both sides - server and client are using XAM, when only server or only client has it - AI will shoot through the smoke Interesting. Very interesting. I guess I might have to download XAM to see what's going on there, but it's an awfully big download just for that one fix, can you identify the script or config that allows for this? Don't worry too much if you cannot, I'm just being lazy & trying not to download large files as I'm running a little low. My first thought was that maybe XAM has it's own smoke grenade viewblock, but you say it doesn't work without DMSmokeGrenadeVB on both sides? Share this post Link to post Share on other sites
dmarkwick 261 Posted January 10, 2008 erm which one standalone smokeVB is recommended then for server ? i'm lost even more now Sorry for the confusion Dwarden. For MP smoke grenade viewblock ONLY you should use DMSmokeGrenadeVB There isn't much point in running DMSmokeEffects in MP as it only works on local killed events. Meaning you'll only see DMSmokeEffects on vehicles that are destroyed while you are driving them. However you do see the config changes effects. If you wish to see the config changes effects AND have smoke grenade viewblock in MP you should use DMSmokeEffects 4.3a on all machines and NOT DMSmokeGrenadeVB DMSmokeEffects 4.3b is really for SP play only, as all the smoke effects have full viewblock functionality, but is very FPS unfriendly (for heavy battles. It's fine for moderate use). What I should do is formally separate DMSmokeGrenadeVB from DMSmokeEffects so that you can run them in any combo you like. Actually I have already done this on my machine here, but I'd like to solve the MP throw problem first before releasing another minor release. Share this post Link to post Share on other sites
Mr Groch 0 Posted January 10, 2008 Interesting. Very interesting. I guess I might have to download XAM to see what's going on there, but it's an awfully big download just for that one fix, can you identify the script or config that allows for this? Don't worry too much if you cannot, I'm just being lazy & trying not to download large files as I'm running a little low.My first thought was that maybe XAM has it's own smoke grenade viewblock, but you say it doesn't work without DMSmokeGrenadeVB on both sides? Sorry, if you understand it wrong... I mean that I have tested DMSmokeGrenadeVB and XAM seperatly. Not together. First DMSmokeGrenadeVB and then XAM So XAM has it's own smoke grenade viewblock that works in MP I have exam today, so I can't search today for that script in XAM. Maybe tommorow I will try... Share this post Link to post Share on other sites
FN-FAL 0 Posted January 22, 2008 There is any progress regarding this issue? I've problems, the block AI view feature both in dedicated server and SP doesn't work for me. I'm using the v4.3a to affect hand smoke grenades only, with the Extended_Init_Eventhandlers and Extended_Fired_Eventhandlers included in your pack. Well, I`m using some Relikki's retextured units and the Johnny's Marines too, but I think the problem isn't related to those units addons. I was testing a very simple mission in the dedicated server, I put a SLA soldier, 50mt away a playable US unit and a pair of walls between. Initially, the enemy line of sight is blocked by a wall, then I launch a smokegrenade prior to pass walking to the next wall located 10mt away and in-front the enemy. No matters how much smoke grenades I throw, the enemy ever spots and fires me. Any idea?. Share this post Link to post Share on other sites
dmarkwick 261 Posted January 22, 2008 There is any progress regarding this issue?I've problems, the block AI view feature both in dedicated server and SP doesn't work for me. I'm using the v4.3a to affect hand smoke grenades only, with the Extended_Init_Eventhandlers and Extended_Fired_Eventhandlers included in your pack. Well, I`m using some Relikki's retextured units and the Johnny's Marines too, but I think the problem isn't related to those units addons. I was testing a very simple mission in the dedicated server, I put a SLA soldier, 50mt away a playable US unit and a pair of walls between. Initially, the enemy line of sight is blocked by a wall, then I launch a smokegrenade prior to pass walking to the next wall located 10mt away and in-front the enemy. No matters how much smoke grenades I throw, the enemy ever spots and fires me. Any idea?. Hmm no not really, have you tried just using the standalone DMSmokeGrenadeVB addon? It's basically the same code but snipped out to a separate addon for people who don't wish to use DMSmokeEffects, but you never know. As far as I know if you fire a smoke grenade (as opposed to throwing it, which it sounds like you might be) then MP is fine & dandy with it, especially if both server & client use it. In any case SP play should be fine for certain. The MP throw bug is the only problem right now. Share this post Link to post Share on other sites
FN-FAL 0 Posted January 25, 2008 I've tested both addons, the 4.3a and the 4.3b, not simultaneously. Hmm... really the SP behaviour isn't so important but the MP one for me. It's possible to "fire" a smoke hand grenade using some script?, maybe with an "addaction" order or something?. Isn't possible to "intercept" a throw action and replace it with a fire one in the server?. Isn´t really a problem to use menu actions instead the fire button in the mouse if it fixes the "throw vs. fire" bug. My english is terrible, sorry. I misunderstand the information. Now I know the only grenades with AI viewblock capabilities are the M203 fired. Right?. I was testing the "smokeshell" type hand-throw grenades in MP environment. Share this post Link to post Share on other sites
Ike_fin 0 Posted January 25, 2008 Mapfact smoke grenades work in MP, maybe you should take a look at them. Share this post Link to post Share on other sites
FN-FAL 0 Posted January 25, 2008 Mapfact smoke grenades work in MP, maybe you should take a look at them. Thank you Ike_fin. I was reading the Mapfact DAC 2.0 forum thread... and it's too much complex to me. I'll wait to DMarkWick releases an independent DMSmokeGrenadeVB addon that works without the DAC scripts, or only with a minimum portion of it. Share this post Link to post Share on other sites
Ike_fin 0 Posted January 25, 2008 Mapfact smoke grenades come in separate addon called MAP misc: http://www.mapfact.net/include....2507e4e But it doesnt replace original smoke nades, it just adds workin grenades. Share this post Link to post Share on other sites
dmarkwick 261 Posted January 25, 2008 Mapfact smoke grenades work in MP, maybe you should take a look at them. Thank you Ike_fin. I was reading the Mapfact DAC 2.0 forum thread... and it's too much complex to me. I'll wait to DMarkWick releases an independent DMSmokeGrenadeVB addon that works without the DAC scripts, or only with a minimum portion of it. The next DMSmokeGrenadeVB addon (which will be a separate addon to DMSMokeEffects) will have the ability to not only viewblock default smoke grenades, but also the DAC2 vehicle spawned ones too. It requires a script insertion into DAC2 but it's a simple swap. The default smoke grenades will work straight away with no further action of course. Share this post Link to post Share on other sites
nubbin77 0 Posted January 25, 2008 fantastic news. I've grown accustomed to using them in single player to make tactical advances between buildings. Those same tactics don't work out to well when my brother and I play...Of course part of that is because we always do worse together then apart. Share this post Link to post Share on other sites
FN-FAL 0 Posted January 26, 2008 I was testing the MapFact smoke grenades, but I prefer the DMarkwick grenades. If the next release will include the MP compatibility without any dependence and replaces the vanilla smoke shells, then I'll wait. ¿There is a temptative release date for the next version?. Share this post Link to post Share on other sites
malick 0 Posted February 12, 2008 Hi DMarkwick ! I have a slight problem with these grenades, the first time they are thrown, an error message appears. Then, everything works fine. The exact error message is : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">No entry 'bin\config.bin/CfgModels.default'. Any update on this ? Malick Share this post Link to post Share on other sites
dmarkwick 261 Posted February 12, 2008 Hi DMarkwick !I have a slight problem with these grenades, the first time they are thrown, an error message appears. Then, everything works fine. The exact error message is : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">No entry 'bin\config.bin/CfgModels.default'. Any update on this ? Malick I've been informed that this error only occurs rarely, and is to do with other addons clashing somehow, something to do with configs not being BIS standard. I include my own in that BTW, configs for me are hard work and not very intuitive, so if I get a config that works, it's in. For the most part it seems to work, but very rarely someone complains of the error, which I have to say I've never seen. I can only suggest waiting on the next version, which should be pretty soon, & see if it changes. Share this post Link to post Share on other sites
malick 0 Posted February 13, 2008 It's ok, as this error appears only once and doesn't break the game. It's just an immersion killer Waiting for next update Malick Share this post Link to post Share on other sites
sickboy 13 Posted February 13, 2008 I believe it means you have to specify the models in the config like you did in 4.3b, but you have commented the section in it. Also the problem is that class Default doesnt exist in ArmA, class Weapon neither afaik (and some more of these). So instead of inheriting class Default, one should just create a new class: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels {       class DMViewBlock4Vis       {           blablabla       }; }; In any case, people who get the errorr with the model default or weapon should rather look at their used addons, figure out which config has  a class Default, or class Weapon  in their CfgModels class, and ask the author/developer to get his act together and create an ArmA compatible config instead of OFP Basicly, THIS <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels { class Default; class DMViewBlock4Vis : Default { sectionsInherit = ""; sections[] = {}; }; class DMViewBlock4Inv : Default { sectionsInherit = ""; sections[] = {}; }; class DMViewBlock8Vis : Default { sectionsInherit = ""; sections[] = {}; }; class DMViewBlock8Inv : Default { sectionsInherit = ""; sections[] = {}; }; }; Should become: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels { class DMViewBlockBase { sectionsInherit = ""; sections[] = {}; }; class DMViewBlock4Vis: DMViewBlockBase {}; class DMViewBlock4Inv: DMViewBlockBase {}; class DMViewBlock8Vis: DMViewBlockBase {}; class DMViewBlock8Inv: DMViewBlockBase {}; }; Share this post Link to post Share on other sites
dmarkwick 261 Posted February 13, 2008 No such class as Default? Aha I should maybe think twice about using other mod configs as templates & hints, thanks for the info & help there Share this post Link to post Share on other sites
KeyCat 131 Posted April 9, 2008 DMarkwick, Just wonder if you dare to guess an ETA for an updated version without the annoying config error? This addon is a "must have" and really adds a missing feature to the game! /KC Share this post Link to post Share on other sites
andersson 285 Posted April 9, 2008 The annoying config error can go away by putting this into the config (or another addons config). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAddons { class PreloadAddons { class DM_preloadorwhatever { list[]={"DMSmokeEffects"}; }; }; }; What I'm looking forward to is the MP-compability. I guess that is a harder nut.. (its also possible to put "nwd_tankballistics","nwd_sightadjustmentplugin","real_m136" into the 'list[]' to get rid of annoying errors) Share this post Link to post Share on other sites
KeyCat 131 Posted April 10, 2008 @Andersson Tried the above but that didn't work, maybe I'm missing something obvious? And yea, MP compability is much wanted and I guess DMarkwick is doing what he can to make it happen... /KC Share this post Link to post Share on other sites