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Ulfgaar

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Posts posted by Ulfgaar


  1. I think I've come to a sensible suspicion. 

    Through out this rather sizable campaign mission - i used a myriad of triggers to either "hide and turn off simulation" or "show and activate simulations" blocks of enemy units on the map depending on player distance to them. This was done in hopes of saving some performance. However, i did not use the global command, meaning that with a fair numbers of players going in and out of different zones - turning these units/assets on/off locally - while the assets still being "owned" by the server, would cause some serious shenanigans. 

    I have since learned about the codes global variant - which i believe would have worked a lot better - and i've more or less stopped using them in this way outside minors assets i'd like to keep hidden from players till certain conditions are met.

    Quite sure its a memory issue, but i believe these triggers were the cause of said memory issue in this case. 

    I have however noticed similar effects, but not on this scale since - which might be other memory related issues, so i'll check up on the launchers "memory limit" settings for sure.

     


  2. Greetings everyone - just to check, are there anyone maintaining and updating the CUP line of mods? Aka, Vehicles, units and weapons?

    I've got some feedback i'd like to provide regarding the Bell 412 line of helicopters, or more specifically the CH-146 Griffon. 

    However, their issue tracker link just provides a 503 "Service Unavailable" error. So, guessing its either that the link is broken - or that they've stopped maintaining these mods? Anyone know?

     


  3. On 3/13/2023 at 2:06 PM, Jackal326 said:

    Stop using the mod. If the issue goes away, its the mod to blame. If it doesn't, its not.

    Arma is  a very finnicky game, sometimes one person using so called "optional" mods that others are not using can cause issues for everyone on the server. Sound mods are a prime example of this - often when one user is using a sound replacement mod (JSRS as an example), other players on the server sometimes can't hear weapons firing or explosions etc. Perhaps it is a similar case for view-distance mods? Though this wouldn't explain the OP's issues when not running any mods...


    We're running with a fixed mod-list which is white-listed on our server. So, everyone is using the same mods - anyone attempting to use anything in addition, or with anything less - will be blocked by server. I dont really think its CH-view distance, as our in-house programmer said that this most likely was due to some sort of memory leak. What causes it could be anything from mod, to a script etc., so it might be problematic to "pin down" what. We've had no issues with this in the past - so if its a mod, the logical conclution would be a mod that recently has been updated, rather one that has been working and not touched in a while?

    We've used this mod-set for a full year now almost, and not really had any issues with this outside once earlier on he Panthera map, and now on Altis (Altis being among the oldest BI maps for A3, so would think it was pretty "optimal" for A3 compared to modded maps). 

    We're having a different OP this saturday using the same mod-set and compositions for our unit, so we'll see if it persists in a different scenario and map. 

    I'll look into the .RPT logs - just not immediatly. On paternity leave, so time is...limited 😉.

    Thank you for the responses so far! 


  4. Was there any solution to this problem?

    We're experiencing the same currently - which really wrecks the fun we're having.
    We're using mods and DLC (WS) - but its the very same issue as the OP who's just using DLCs.

    Here are my recordings on the issue (recorded yesterday, 11.03.23)
    1: https://youtu.be/R0ORFO_bY6c
    2: https://youtu.be/9cdF2GSqTek

    To deal with it we have to leave the game and reboot Arma completely for it to be gone - but it is seemingly returning after a while for some. Its visually very annoying, and over time makes FPS take a proper dump to the unplayable the longer it continues.

    We've struggled with this issue in a 5 mission long campaign set on ALTIS hosted on a dedicated server. It affects everyone over time, and playing a mission where one have to reboot the game 3-4 times over a 3+ hour missions is just unbearable.

    My rig where i recorded this is the following:
    i9 12900K
    RTX 3080 (12GB)
    32 GB DDR4 RAM

    I should have plenty of power for the game, but as said - its not only affecting myself, but everyone.

    First I thought it was due to some triggers I used to make certain hidden assets appear and become simulated in the mission, but its clearly not that. We then suspect it might be something with the mod "CH View Distance" which enables you to change view/render distance on the fly - but not really proven this to be the issue yet either.

    Any information on how to solve this issue will be very much welcome.


  5. Greetings mighty oracle! 

    I have come to seek your knowledge once again. 


    Jokes aside, im doing some retexture work for my unit - and im retexturing a few assets from both the vanilla game and some mods, helicopters in this instance. 
    I've been using this code to apply my skins to said helicopter and to test them in the editor. 
     

    this setObjectTextureGlobal [0,"MyTexture.paa"];

    Now, i've managed to retexture all exterior parts, however being stuck on what selection ID to use for the rotor blades themselves, and the interior of the helicopter. 
    So, im reaching out to you guys here - to see if you might know the answer regarding how to retexture, or at least apply new textures to rotor blades and helicopter interiors. I've got the files for it, i just dont know how to apply them correctly.

    Any help will be greatly appreciated!

    //Ulfgaar

    • Like 1

  6. Hey!

    We're making a new Arma 3 group - and as such, seek to have our own unit beret.

    We want to base ourself off the native Arma 3 beret (NATO/Colonel one) - but we're sort of getting stuck in our attempts to remove the "shield outline" on it. We've fixed the nohq, smdi and the 3D model itself (removed the shield) - yet, it persists in game. 

    What are we missing?

    Lr5RtvH.jpg?1


  7. 9 hours ago, marki980908 said:

    Is it just me or ACE 3 Extension (Animations and Actions) does not work on servers? It prevents missions from loading.


    Yupp, can confirm - getting the same issue:

    Server load stops with:

    MovesType CfgMovesMaleSdr load time 4509.0 ms

    As last message on my end. Server does not go live anymore.

    The weird thing is that we're not using that mod even, just regular ACE (unless its been merged of late).

     


  8. 10 hours ago, evrik said:

    I can only suggest you jump onto our discord and ask there. Our server guys may know. We use a whitelisted modset on our server to ensure exact mods and versions are used and don't have any issues.


    See the post in modding support made by one of my members pursuing this, named "RogoRogo".


  9. I've encountered a problem. 

    In my group we're trying to run with whitelisted mods on the server. We're using you guys's very fine mod, but there seem to be a problem with the key. 
    Even though your mod is on the server, and it has a key in its folder - this is the message we get when trying to whitelist while using your mod.

    While other mod keys are in the serves own "keys" folder, the key of your mod does not get in there somehow. For some reason the server seems to have problems installing your mod as well. Needs anything from 3-10 attempts. I've removed the mod and reinstalled it several times now - but problem persist. We cannot whitelist using your mod, as the server claims it dos not get your key.
     


  10. On 10/9/2019 at 1:39 PM, Dedmen said:

    The proper way is to use the CBA settings, or the 3DEN attributes.
    You can set default frequencies

    globally - via CBA TFAR global settings

    per group - via 3DEN Attributes

    per unit - via 3DEN Attributes

     

    Most people with scripts make the mistake of not checking if the player even has a radio, or whether the radio is initialized yet, or whether the player has multiple radios.

     

    Atleast I think per unit is also a thing 🤔


    @Dedmen

    We're using the script way of setting frequencies (the one shown further up, as we set different ones for different squads and fireteams, and as part of the "immersion" of going over to the radio corporal and "getting it done"). 

    Question though, is there a line of similar code to pre-program the additional channel function of the radios? or a CBA/3DEN attributes way?

    Thanks for any potential help regarding this ;).


  11. Apparently 
    https://community.bistudio.com/wiki/BIS_fnc_initInspectable


    does the exact same as:
    https://community.bistudio.com/wiki/BIS_fnc_initLeaflet

    Which means, they both apply said texture to the object as well - which means if i want to use this function to say display a tablet viewing said AI officer's ID - i end up applying the tablet texture to the said AI Officer...which is a real bummer.

    Still at a loss - any help appreciated.

     


  12. Cheers! Will do some digging. 

    If anyone else has a bite more hands-on suggestions for codes that can be used to achieve what i want - i'd appreciate that too 😄

    Im thinking something similar to the "leaflet" code, but one that lets you enter the "examine" object stage when pressing the action, rather than at the same time apply texture to the object. 

    I found this:
    https://community.bistudio.com/wiki/BIS_fnc_initInspectable

    But uncertain on how to compile the code for it - as if i understand this right, this will let me "inspect" the certain object - displaying potentially a picture of my chosing.

    As said, any help is appreciated!

     


  13. Hello guys!

    Im trying to "simulate" that our players have a "PDA" or "Tablet" from where they can check the "ID" of certain AI they encounter in the game. These AI and their identity, those i want to be eligible for it - will ofc be arranged by me as the content creator.

    However, i'll be using an image file of a PDA/tablet - where i change the contents and convert them into a .paa file - which i then want to display to the player through pressing an addAction on the AI in question. I've tried to google a fair bit, and found that there are two types of "pop" up windows im interested in - which are the HintC, and the GUIMessage.
    I am now wondering what kind of code can i use to display a simple image using one of these? I saw one can use ParseText as part of the HintC, perhaps even as part of the GUIMessage - but this is where im falling off the track a bit - as i dont understand it that well. What i want is for the player to approach the AI, press the addAction - and then either a HintC window, or a GUIMessage window appears with my selected image. 

    So in short,

    How to display an image to a player using an addAction by either HintC or GUIMessage?

    Hoping one of you guys can help me out with this 😊

     


  14. InitPlayerLocal.sqf

    (Example of 4xSquads of 8 people - applies insignias at start)

    if (!isDedicated) then {
    if (str(player)in ['SQA1','SQA2','SQA3','SQA4','SQA5','SQA6','SQA7','SQA8']) then {
    	[player,'YourLogoNameA'] call BIS_fnc_setUnitInsignia;
    	};	
    if (str(player)in ['SQB1','SQB2','SQB3','SQB4','SQB5','SQB6','SQB7','SQB8']) then {
    	[player,'YourLogoNameB'] call BIS_fnc_setUnitInsignia;
    	};
    if (str(player)in ['SQC1','SQC2','SQC3','SQC4','SQC5','SQC6','SQC7','SQC8']) then {
    	[player,'YourLogoNameC'] call BIS_fnc_setUnitInsignia;
    	};
    if (str(player)in ['SQD1','SQD2','SQD3','SQD4','SQD5','SQD6','SQD7','SQD8']) then {
    	[player,'YourLogoNameD'] call BIS_fnc_setUnitInsignia;
    	};
    };


    OnPlayerRespawn.sqf
    (Removes insignia, before reapplying them again when players respawn)

    if (!isDedicated) then {
    if (str(player)in ['SQA1','SQA2','SQA3','SQA4','SQA5','SQA6','SQA7','SQA8']) then {
    	[player,''] call BIS_fnc_setUnitInsignia;
    	[player,'YourLogoNameA'] call BIS_fnc_setUnitInsignia;
    	};	
    if (str(player)in ['SQB1','SQB2','SQB3','SQB4','SQB5','SQB6','SQB7','SQB8']) then {
    	[player,''] call BIS_fnc_setUnitInsignia;
    	[player,'YourLogoNameB'] call BIS_fnc_setUnitInsignia;
    	};
    if (str(player)in ['SQC1','SQC2','SQC3','SQC4','SQC5','SQC6','SQC7','SQC8']) then {
    	[player,''] call BIS_fnc_setUnitInsignia;
    	[player,'YourLogoNameC'] call BIS_fnc_setUnitInsignia;
    	};
    if (str(player)in ['SQD1','SQD2','SQD3','SQD4','SQD5','SQD6','SQD7','SQD8']) then {
    	[player,''] call BIS_fnc_setUnitInsignia;
    	[player,'YourLogoNameD'] call BIS_fnc_setUnitInsignia;
    	};
    };



    With Preset Loadouts, loaded up through AddActions and the use of .sqf scripts containing the loadout preset:
    You'll need to add a line of code to each .sqf containing your loadout, and you'll need to add another .sqf as well.

    At the end of each loadout.sqf add this

    execVM "loadout_post.sqf";


    This is the new .sqf you'll need to make (name it whatever you want, this is just what we use).
    loadout_post.sqf

    Sleep 1;
    
    SetInsignia = 1;


    You'll also need a repeatable trigger with this:

    Repeatable Trigger

    Condition:
    SetInsignia == 1;
    
    On Activation:
    if (!isDedicated) then {_handle = player execVM "onPlayerRespawn.sqf"; SetInsignia = 0;};


    This is just an example of what we're using and its working on a dedicated server and will apply insignias when they connect, when they respawn and when they pick a kit from our preset loadout boxes - this way our squad insignias and rank insignias are displayed throughout the game we're having.

     


  15. I am, as a few others as i understood from what i've found in this thread and elsewhere - looking to make some sort of "command/communication center" where I want to have one or several long/short range radios transmitting on stereo. 

    I've understood that there is something called "Static Radio", or was perhaps, as i cannot find any modules or Zeus options for this in game currently. I've looked into certain work arounds, but before digging deeper into potential work-arounds i'd like to check if there is any function or setup for where i can set an object/TFAR object to be a source of transmitting live radio feed from the players. I read somewhere that you were going to make a video tutorial of how to set up Static Radio, but cannot say i found any when googling for it. 

    So, whats the latest and greatest on this particular function?


  16. Small update, incase others are wondering.

    I took what PierreMGI showed me and ended up making the .sqf script look like this in a different mission. This works on a dedicated server, and all 3 cruise missiles are fired and all 3 hit their targets. The sleep code is just there for some "effects" with them being fired in sequence, rather than all at once.

    Variable names are:
    VLS1, VLS2, VLS3 = The VLS Cruise missile launchers, 3 different.
    AA1, AA4, AA5 = 3 different targets i want destroyed.
     

    west reportRemoteTarget [AA1, 3600];
    west reportRemoteTarget [AA4, 3600];
    west reportRemoteTarget [AA5, 3600];
    VLS1 doWatch AA1;
    waitUntil {AA1 confirmSensorTarget [west, true]; VLS1 aimedAtTarget [AA1] > 0}; VLS1 fireAtTarget [AA1, "weapon_vls_01"];
    Sleep 5;
    VLS2 doWatch AA5;
    waitUntil {AA5 confirmSensorTarget [west, true]; VLS2 aimedAtTarget [AA5] > 0}; VLS2 fireAtTarget [AA5, "weapon_vls_01"];
    Sleep 5;
    VLS3 doWatch AA4;
    waitUntil {AA4 confirmSensorTarget [west, true]; VLS3 aimedAtTarget [AA4] > 0}; VLS3 fireAtTarget [AA4, "weapon_vls_01"];


    This might not be perfect, but it works - and is tested and verified on the dedicated server of my Arma 3 group. 

    Links to relevant content:
    - FireAtTarget
    - ReportRemoteTarget
    - ConfirmSensorTarget
    - AimedAtTarget
    - DoWatch
    - WaitUntil


    Pretty neat and immersive to have the players go onto the deck of the aircraft carrier heading for their transport helicopters, while the surrounding escort destroyers fire their cruise missiles during dawn/dark 😉.

    • Like 2

  17. Been trying to get vanilla support system to work on dedicated server game, and looked up what you made here - which is a great job, thank you!

    However, i edited it a bit so that you can assign specific variable names to it, so you dont just assign the support to class names, but specific roles if you want to. 

    In the example below think of VN1, VN2, VN3, VN4 as the variable names of specific roles in a mission, such as the HQ, platoon commander etc. etc.
     

    if (str(player)in ['VN1','VN2','VN3','VN4']) then {
    [_this select 0, SupportRequester, ArtilleryProvider] call BIS_fnc_addSupportLink;
    [_this select 0, SupportRequester, TransportProvider] call BIS_fnc_addSupportLink;
    [_this select 0, SupportRequester, AmmoProvider] call BIS_fnc_addSupportLink;
    };

    This is ofc put into the Initplayerlocal.sqf file just as you said.

    Seem to be working when im testing it on my dedicated server.

    The only thing thats pondering me now, is that when i as an example call in a supplydrop, the chopper that delivers it does not despawn afterwards for some reason. Anyone have any idea on why thats happening?

     

    • Like 1

  18. 3 hours ago, opusfmspol said:

    In SP and hosted, (vehicle player) will return a player's vehicle.  On dedicated server (vehicle player) is the same as (vehicle objNull).

     

    As trigger condition(s) maybe try:

    
    (Heli1 In thisList && isTouchingGround (vehicle Heli1) && {_x In AllPlayers} count (crew Heli1) > 0)

    I never use semicolons ( ; ) at end of trigger conditions, don't know if it effects anything though.

     

    What im making here is an AI air-taxi for a persistent campaign thats been rolling for soon two months (with resets to server ofc) - but where we are now, players will still spawn at our HQ - but have an option for transport to the FOB in question when our flyboys are not online. To do this, i've placed an AI chopper having a pilot and co-pilot, following a circle of waypoints which will fly players to the FOB, and return to base for another run whenever needed. 
     

    {_x In AllPlayers} count (crew Heli1) > 0)

    This part tho, is counting if all players are in the heli, no? As im not after having it as a requirement to have all the players be in, and thought that counting the crew of the helicopter being more than the two that is supposed to be there be what is counted. If i understood your suggestion right, its counting if there are more than 0, which would then make the 2 AI always present trigger that particular code, no?

    And what i need, is for the triggers "Set Waypoint Activation"-sync to the waypoint preventing it to leave to fire. As said, my version is giving me the hints, so the triggers are firing - but the trigger seemingly is not "releasing" said waypoint - so the chopper does not go anywhere.


  19. I tried a workaround, with a trigger just detecting if player was in the helicopter, that the helicopter is on the ground in the given trigger (covering the helipad) and that the hint is only broadcast to players within said trigger.

    This is the trigger that activates immediatly once conditions are met - hint shows up:

    Activation: BLUFOR
    Activation Type: Present
    
    Condition:
    {isTouchingGround Heli1} count thisList > 0 && count (crew Heli1) > 2 && (vehicle player) in thislist;
    
    On Activation:
    Hint "Transport helicopter will take off in 30 seconds. To abort - leave the helicopter.";
    
    On Deactivation:
    Hint "Transport helicopter - Take off aborted.";

     


    This is the trigger that activates after 30 seconds has passed, and which is "set Waypoint Activation" synced to the waypoint that releases the helicopter - once conditions are met, and the hint shows up:

    Activation: BLUFOR
    Activation Type: Present
    
    Condition:
    {isTouchingGround Heli1} count thisList > 0 && count (crew Heli1) > 2 && (vehicle player) in thislist;
    
    On Activation:
    Hint "Helicopter taking off!";
    
    Timeout: 30 sec

    But again ,working on singleplayer and multiplayer through the editor - the hints show up on dedicated server, but does jack shit in regards to releasing the waypoint.


    Why the helicopter trigger does not release the waypoint of the helicopter however....it just breaks my head in.

     

    I've made dedicated server missions for years, using all sorts of conditions to activate triggers, which would put an AI group onto its planned path by using a trigger and its "set Waypoint Activation" - however, now all of a sudden this simply does not work.

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