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zbug

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Posts posted by zbug


  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.

    • Like 5

  3. @zBug; Hey there, could you tell me what changing the side variables do for the mission files? I get that it swaps sides but does this also mean Blufor sector defenders will convert to Opfor? Or does that need to be edited somewhere?

    Also, same for the Blufor auto-danger parameter, will it then automatically mean the Opfor sector defenders are set to the parameter too?

     

    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

     

    I've noticed there seems to be some sort of weird stuff going on for clients randomly in Liberation(memory leak?). The very first time I played it with a friend, he was hosting it and I started getting ~17 FPS after about 2½, 3 hours of playing. We were under the assumption it was the server, of which we restarted the mission first and then the server entirely. Neither of which helped, turns out I had to restart my game to fix it.

     

    I'm not too familiar with while loops in ArmA 3, but my experience with while loops in general is that they can make and break things fairly easily. I noticed in the script that recalculate resources, it's just an outright while loop - wouldn't performance be drastically better if the while loop only ran once every second? Or would that risk things such as resources going out of sync?

     

    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

    • Like 1

  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.  

     

     

    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 

     

    I don't know if this is a bug, but i've activated the secondary Search & Rescue mission twice, but it doesn't start.

    Any ideas?

     

    Anything in your rpt logs?


  6. 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).

    • Like 9

  7. 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

     

    I've created a whitelist of gear utilizing the arsenal.sqf file. It works, however, if someone has a previously saved loadout, they can circumvent the whitelist and load weapons and equipment not in the whitelist. Is there a means of  preventing this?

     

    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


  8. 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

    • Like 3

  9. v1.5 is out for both Altis and Kunduz (see first post for download links)

     

    Changelog:

    • Updated FAR revive and GREUH extended options with the latest versions,
    • New arsenal UI that allows to quickload, define a respawn loadout, or copy the loadout from another player,
    • New extended option to enable player nametags,
    • Map markers have been improved,
    • New respawn option to take the place of the nearest AI group member,
    • AI groups with only a few remaining members will attempt to fusion with other groups,
    • New mission parameter to disable the ingame stamina system,
    • AI skills, weapon sway and weapon recoil have been tweaked.
    • Like 2

  10. I dont know why but I dont get any ammo points at all, even though I destroying vanilla vehicles like Ifrit HMG/GMG.

     

    The ammo bounties mission parameter has to be enabled. If you have modified anything in the mission I suggest checking the error logs.

     

    Hi what is the code for replacing ai squads that spawn with zeus, suppose to look like? I have typed it in like this ["className",1,0,0], it doesnt seem to work though, how am I suppose to do it?

     

    You can change the composition of the premade squads in classnames_extension.sqf, they're called blufor_squad_inf, blufor_squad_at and so on

    Adding new pre-mades squads to the build menu can't be handled with sqf alone, as it requires to localize the name of those squads (can't extract that from the config)

     

     

    It is impossible to use zeus when we use commander slot. We hear a "klong" and one eye appear in the middle of screen, that's it !

     

    That's what the Zeus command does when a player uses it, it sends a ping to Zeus. That would mean your commander guy isn't linked to the Zeus module in the editor. Anything you've changed in the mission?

    The whitelist is working, since it would kick you out of that slot otherwise, Zeus or not.

     

    Hello. May i ask how to turn off arsenal from mobile spawn point ("Кшм" in russian), and another : how set a much higher price for this transport(Mobile spawn truck).

     

    thx.

     

    1- That would require a new mission parameter, is it really needed?

    2- If you're using the vanilla classname you'll have to modify the price in classnames.sqf. Otherwise it's just where you added it (so I suppose you're using the vanilla classname)


  11. And I see Search and Rescue secondary mission in the game files..  It isn't available in - game ..?  why?

     

    Not finished yet

     

    How can I disable the locked elite vehicle , I mean so that I dont have to unlock them...

     

    Emptying the elite_vehicles arrays both in classnames.sqf and classnames_extension.sqf should do the trick, although I didn't test it. You may need to start a new campaign once it's done

     

    1) Does it matter how many opfor_airspawns 1 place? (I don't think it matters, but I figured I'd ask)

    2)What it the supspawn for? and do I need to copy it over?

     

    1) It doesn't matter since the last version, you need at least one though

    2) Nope, and I'll have it removed in the next version (removed all of these a while ago except one, apparently)


  12. v0.923 is out

     

    Changelog:

    • Hostile reinforcements may now include paratroopers if the alert level is high enough.
    • Various tweaks regarding difficulty and especially battlegroups spawning rules, random attacks may be more frequent now.
    • Fixed the bug where the map markers of dead players, dead vehicles and discarded parachutes wouldn't be removed as expected.

     

    Savegame compatible, feel free to revert to v0.921 if the new version isn't working as expected.

    • Like 2

  13. Helicopters on the troop carrier are being dropped from a high distance onto the deck when sceanrio starts causing blackhawk at the end to destruct. Also the engines are left running on the rest.

     

    Just tested it with Atlas mod, no issue. Any edit you've done on your end?

     

    when I export and load up the map there is no crate and I don't have a build menu or anything. Any Ideas?

     

    Activate the "show script errors" parameter and/or look into your rpt logs to see which script is crashing during mission init and why it crashes

     

     

    Hello, I am trying out your new classnames extentions file and I seem to be having a problem. I can add new vehicles alright, but I can't seem to add infantry, and whenever I do add them it breaks the config and resets it to vanilla. What might I be missing?

     

    I just tried and it works as expected. That part of your code seems correct too, maybe the classnames don't exist or the problem is elsewhere?

     

    What can I edit to build bigger bases ? I mean how can I increase the 125meter FOB limitation ?

     

    gameplay_constants.sqf, edit the value of GRLIB_fob_range


  14. Sounds like a sore subject hahaha. I understand some people may get disproportionately rude or entitled on this issue, so I can understand why you don't want to open another discussion. I greatly appreciate you giving us the information on how to adjust it ourselves, however. Thank you very much man! 

     

    Nah no one got rude, it's just that this discussion has been coming around every few weeks and the dead horse has been dead for a while now :p

     

    Im using the RHS,ACE3,RAM,MELB,Leights OPFOR Pack,TRYK Multi-Play Uniform Pack,USAF 2015 PACK,ATLAS_LHD_Plus and ASR_AI3

     

    but I get no ammo points If I destroy any RHS Vehicle like a BTR 80 .... only for normal Arma 3 Vehicle (vanilla)

     

    Well I had a look at the code for this

    		if ( typeof _unit in all_hostile_classnames ) then {
    			stats_opfor_vehicles_killed = stats_opfor_vehicles_killed + 1;
    			if ( isplayer _killer ) then {
    				stats_opfor_vehicles_killed_by_players = stats_opfor_vehicles_killed_by_players + 1;
    
    				if ( GRLIB_ammo_bounties ) then {
    					private [ "_bounty" ];
    
    					_bounty = 10;
    					if ( _unit isKindOf "Air" ) then {
    						_bounty = 40;
    					};
    
    					if ( _unit isKindOf "Tank" ) then {
    						_bounty = 20;
    					};
    
    					resources_ammo = resources_ammo + _bounty;
    					[ [ typeOf _unit, _bounty, _killer ] , "remote_call_ammo_bounty" ] call BIS_fnc_MP;
    				};
    
    			};
    		}
    

    If RHS is done in such way that its vehicle types don't inherit from the standard types of the game (for example with isKindOf "Tank" returning false for a BTR), then yep it doesn't work. Could be another reason but I don't have other ideas


  15. Sorry but the discussion about sector activation mechanics has already happened several times both here and in private, I'm not having another row of it, you're free to dig it up in this thread to see why it's done this way, and why all the simple solutions end up in massive performance issues.

     

    If you want to try on your own you can edit the value of GRLIB_sector_size in gameplay_constants.sqf (for a larger spawn area) and remove the contents of wait_to_spawn_sector.sqf (not the file itself, just leave it empty) for instant spawning everytime one blufor unit enters a sector. If the actual creation of individual units takes too long (you'd see them appear one by one in front of you) that's only due to your host fps (or headless client if you have those - that would help, btw)

     

    If you have issues with invisible weapons and vehicles, make sure both the server and clients are loading all the needed mods

     

    If enemies are popping in front of you make sure your server fps are acceptable, bottom left corner of the map, anything below 10 isn't acceptable. Last time I've seen that the server was running at 3 fps, and further checking showed several wasteland and exile instances running on the same host...

    • Like 2
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