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Sudden Death

Sdp vehicles final release

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The AH-6 doesnt work for me either, the Shilka however works perfectly!

I'm using the newest XEH version 1.3...

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You apparently need a smooth FPS for the second gun on the AH-6 to work. At least, thats the way it works for me.

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Seems that on Porto Island AH6 doesnt work correctly. No problems at Sahrani or Ramadi.

S.

PS; Thanks for mirrors.

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I've tested your addon via the Editor on Rahmadi island with the US AH-6, doesnt work for me, still only get tracers/bullets out of the left gun but as said the Shilka works!

Dunno whats going wrong... sad_o.gif

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You apparently need a smooth FPS for the second gun on the AH-6 to work. At least, thats the way it works for me.

Yes. This could be fixed if the addon used the 'call' command to execute code instead of using execVM to execute a script for every single bullet fired.

If that was done, then the smoke effect when running it in combination with ArmA Effects should work properly with both miniguns.

It should also make it more performance friendly.

Edit: To the people that only have this addon working on the Shilka but not the AH6, do you have an HWM chopper addon like the UH1? Try removing it. They will hopefully fix that in their next update.

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No Helicopter addons here

What I have running: Of course ArmAEffects smile_o.gif , Chammys Soundmod, AToW Modpack, TrueMods, 6thSense Pack1 and a couple of infantry packs

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Maddmatt's solution is on the right path. I'd suggest using spawn instead of call though since call wouldn't work properly if the script isn't done when it needs to run again, if I'm not wrong.

Simply put you preprocess (pre-compile) every script so they are fresh in the computer's memory and accessible to be run fast when they are needed.

If execVM is used the script needs to be compiled first, and to do that on every single shot for each AH-6 / Shilka / Camel will need A LOT of instances of the scripts run. By pre-compiling everything you'll dramatically improve performance.

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Maddmatt's solution is on the right path. I'd suggest using spawn instead of call though since call wouldn't work properly if the script isn't done when it needs to run again, if I'm not wrong.

I modified the addon and sent Sudden Death a version using the 'call' command, along with other changes. It seems to work perfectly. Performance was fine and there was no lag in moving the bullets to the correct position.

I don't see any need for the spawn command.

Quote[/b] ]since call wouldn't work properly if the script isn't done when it needs to run again

I don't think it is even possible for the call command to be run again before it is finished, because everything else in the game stops when a call command is running, and only resumes once the 'call' is finished, from what I understand.

Spawn is run in parallel according to the wiki (as in the game does not stop when it is run), but since we want the bullets to be moved as soon as they are spawned (without lag) call seems like a better choice to me.

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Ahhh... if that's how call works I suppose it fully fills the purpose.

Non the less, running execVM for Fired event handlers for rapid firing weapons is what we want away with ^^

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Update 2008-02-26

- new Version 1.2

- improved performance by changing scripts to call-style

- thanks to maddmatt

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