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zbug

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  1. Everything you add to the classnames extension file will appear in the build menu, even if you don't restart the campaign. And vice versa, removing from this file an entry that's present in the save (for instance, a vehicle stationned near a FOB when you stopped the server) will only cause it to dissapear on the next reload. The only thing that requires a campaign restart is the association between elite vehicles and military bases. Since it's done at the start of a new campaign, any elite vehicle you add without restarting the campaign will be immediately available to build. Hope it helps!
  2. Sorry for the lack of updates lately, I'm still not playing Arma at all (last proper session was in january this year), still tired of dealing with all the glitches, fps issues and weird AI problems that Arma scripting always involves, still have very few motivated people to play with, still playing other games (trying and mostly succeeding to git gud at Overwatch). The recent purchase of a rift has made it even worse as Arma is the only simulation I'm playing that's not fully compatible with it (and even if it was, it wouldn't be playable anyways due to very low fps). I feel bad about leaving you guys stuck in the mud like that, but if feels too much of a hassle to do anything about it.
  3. It allows you to play as OPFOR without having to edit all 200 occurences of the side names in the scripts. Since you'll be playing units on the east side, it's a lot better if your friendlies are also spawned on the east side, and ennemies on the west side. That's what the variable does. So yep technically sector defenders will be OPFOR, even if you leave them with the standard NATO classnames (you'll get nato units on EAST side) So far it's only been useful for people who want to play the campaign as russian RHS units. It would also work for CSAT but no one has made such an edit yet afaik That "memory leak" issue seems to happen on a wide variety on missions when there's a lot of AI units around, and indeed it requires to restart the entire game to get back an acceptable frame rate. Constant loops (neverending with no delay or stopping condition) are indeed a problem, and this is not the case for the one you're talking about ;) Not saying I've got it right 100% but I've tracked down every loop that could become a performance problem Back when I was on the arma discord it was an endless topic of argument... Also the reason why some loops are doubled is because at some point it seemed like some servers managed to exit while { true } loops after 30+ hours of playing but I wasn't able to prove that, so it might well be useless
  4. Hey icebreakr, happy to see you here, I've enjoyed playing on your custom islands since forever. The issue you're encountering happens occasionally on some servers and/or some variations of the mission, and because I've never managed to reproduce it on my end, I've put a truckload of log traces to track it down. If you have the rpt logs of your server when the issue was happening, that could help a lot. 300 to 450 vehicles on the HC that's having an issue, that might be the problem. You should have one rpt log per HC, I'd be happy to see the one with very low fps and very high vehicle count in the traces (one performance log trace every 60 seconds or so)
  5. You may modify the value of GRLIB_save_key in gameplay_constants.sqf to avoid this issue I've looked into other ways of saving stuff with Arma script but didn't find any that would work without installing a 3rd party mod
  6. Original resistance are the classnames that get custom loadouts when spawned, such as crappier gear and flashlights in vanilla, or crappy AKs from RHS weapons when RHS is loaded
  7. Yep there's some invisible objects around the LHD that are useful for the scripts, and they're moved to the land base if you don't have the LHD mod loaded, so removing everything around the LHD will break things. The mission already does that for you anyways ;) I was considering removing the LHD altogether in the next version, since the mod isn't supported anymore, and it seems very few people actually use it. That would make everything simpler. Also yep the land base was manually done in the editor, so if you leave blufor units around it while playing opfor, they'll try to shoot you Anything in your rpt logs?
  8. v0.924 is out Added search and rescue secondary mission, Added a civilian killing penalty which can be disabled in the mission parameters (thanks to Wyqer for this one), Added a new parameter to limit the amount of AI each squad leader can recruit, Fixed the error message when opening the deployment screen for the first time, Fixed the fullscreen deployment map being offset, Fixed the bug where militias wouldn't be given a gear to fight with, Added the value of friendly and hostile sides in gameplay constants, that should make playable opfor edits much easier to do. Savegame format didn't change so you can revert to v0.923 if anything goes sideways (see the original post for previous releases).
  9. You can already replace the opfor paratrooper classname and chopper classnames to anything you'd like, including RHS units and others, the paradropping should work just fine (as long as the paratrooper unit has a parachute in their standard loadout :p)
  10. By default that's what you get (if you don't modify arsenal.sqf)
  11. If you restart your server and no FOB exists in the savegame, it will create the starting FOB box for you. So in your case and unless there's another issue I don't see, you should only need a simple host reboot That's a good point, you can create your virtual arsenal loadouts on another mission and load them regardless of what the whitelist says. Same for deployable weapons. I'd need to check every item in each loadout against the whitelist, not sure if it can be done
  12. You guys are posting much faster than I can follow :D Thanks to all of you who know how things work and answer most of the questions, much appreciated :) I'm currently busy with irl issues and I can't do much about the mission, however I'm not taking back any promises about what will be done with 1.0 (including 2 more secondary missions), it's only a question of when
  13. I didn't look into it but I'm going to guess that the class hierarchy in RHS doesn't match the vanilla game at all, since all the stuff that inherits from Car, Tank and Air will get a bounty
  14. If you've lost your progress with A3 v1.58, please check all *.vars.Arma3Profile files on your server. Maybe the old file is still around and you can restore it.
  15. There seems to be an issue with the "opfor infantry killed" stats, though
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