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Senfo

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Posts posted by Senfo


  1. 2 hours ago, SkaceKachna said:

    I'm glad @Senfo is helping to improve this project, I'm sad that I can't do it myself or help him 🙂

    I didnt mean to offend you by doing this by any means, quite the opposite actually.
    In my opinion this is the "go to" tool for VSCode for any SQF/ArmA needs.

    You did a great job developing this tool!

    And I am glad you gave everyone the opportunity to to use it and improve it.

    I hope I will be a good maintainer 🙂


  2. A small suggestion for setHit and setHitIndex
    The Eventhandlers (like handleDamage) already deliver (damage _unit) for index -1 or selection ""
    Why not add this behavior vise versa?

    So that _unit setHitIndex [-1,value] increases (damage _unit) value but doesnt change the other hitpoints

    (same for setHit ["", value] maybe)


  3. This system cant offload something to the headless client for the same reason it cant "delete" vehicles

    The offloading needs to be done manually.

     

    However since the DynS is handled on the server (argh just read the 3 pages...) you can combine HC's and DynS and there shouldnt be a problem.

    I suggest to handle all entities and do all the dynamic simulation operations on server

     

    With this said its however not the best for performance.

     

    It would be good to implement some ways for us to transfer that to Headless Clients tho

     


  4. Yeah I wanted to OC it someday, but I have a stock cooler on it and i dont wanna damage the CPU

    However, the "turbo" gets it up to 3,8GHz I think, but since this isnt the base clock it doesnt really matter (ofc it does but not for benchmarking)

    After playing around a bit, I came to the conclusion that

    turning down particle effects

    shadows (distance and quality) 

    as well as some dynamic lighting stuff (quality)

    does it for me (av. 39 FPS)

    I can even leave everything else ultra

     

    I will test some stuff like the Razer booster and stuff like that tomorrow, maybe I can tweak a more stable rate out of the game

    Edit nvm did it today:

    C2D9FAE44D71F79F23CC0E1EA882F7F4DAF3D626

    AF4DE944DC8BBE28490239BF742D2B4B187B02B1

    9D6EF437226E82225B6B0018AFF22DF01D3EEB4D<<

     

    testing it with a 1.7 km object viewdistance yields an av. fps of 38


  5. Can we have a "removeMagazines" for Containers? or like I mentioned earlier get/setContainerLoadout (Container variant of get/setUnitLoadout)

    With the bug that Weaponholders are deleted as soon they have no inventory, even if added afterwards, its just really annonying and needs a hugh workaround

    (read all inventory then manipulate the read data, then remove the old inventory stepwise to not get the WH deleted and add everything back)


  6. pr_top.png

    Hello community,

    in this thread we would like to introduce our MOD project "DeathTrap" for ARMA III. DeathTrap is a modification in the tradition of ARMA MODs such as DayZ Origins or Epoch, but also Exile. However, we try to go a step further. Our goal is the best possible and realistic implementation of a post-apocalyptic survival simulation. To achieve this, DeathTrap will contain some elements from the above mentioned MODs, but also many new components.
    Our MOD will contain zombies as well as other deadly creatures. There will be a sophisticated looting and crafting system, which allows the player to get vehicles back in shape and to build entire bases with a very flexible construction system. DeathTrap adds new vehicles and weapons to the stock game so as AI missions and random vehicle spawns.

    By developing DeathTrap, our focus lies on optimized (server)-performance and optimal usability. Points such as the loot system are somewhat different from other MODs, in order to reduce the system load on servers and clients. DeathTrap will also include its own GUI, which will guide the player intuitively through all the menus and dialogs.
    For further information, please visit our website at www.deathtrap.zone.

    Currently, DeathTrap is in the pre-alpha state. A first playable alpha will be available in the first half of 2017. Interested players can log in to our forum for a player slot for the closed Alpha.

    On Twitter, FacebookModDB and Discord we keep you up to date on the latest developments. On YouTube you will find among other things ourvideo DEV blog.

    news - about - media - FAQs - discussion board

     

     


    We are happy if we could use this thread to arouse your interest in DeathTrap. You can get in contact with us in our forum and discuss with us.

    Thank you for your attention.

    NetMonkey DEV team

    • Like 5

  7. I know its probably not the right thread, but, after years, are we able to get a proper length or size command.

     

    count takes way to long in some cases.. a proper engine based command to get the length of an array or string would improve a lot of scripts that I wrote and also many BIS functions..

    It cant be this hard to implement this command and "count array" simple doesnt feel right if you ever written in c or java

     

    Just for performance consideration: (depending on implementation)

    count _array    is in linear time O(n)

    length _array   (with saved length as attribute) is always 1 (O(1)) the saved time is equal to the amount of elements...

    length _array   (linear run just as count but done by the engine) still faster than sqf

    length _array   (the c way... memory size / size of elements .. dunno if this is possible for generic arrays which are(?) used in arma) another way doing it O(1)

     

    if you ask yourself what I mean by O(x), here: WIKI LINK

     

     

    Thanks for your attention

    • Like 1

  8. So .. this is a bit embarrassing now.

    I have been browsing one of your leaked alpha clients (who would have thought that day would come?)

    After messing around a bit, I was able to fix your destroyed headers..

    What came to my eyes is well.. not so nice..

     

    There are huge scripts and config fragments of the exile mod in your files..

    this is not just a single file or a single line of code.. is basically the whole client config they have

     

    You should better fix this up

     

    Ohh and.. find a better way to crack your header ;)

    • Like 1

  9. Hey guys,

     

    like the title say, the new command cursorObject doesnt work as intended or described. The command is currently just an exact copy cursorTarget as of what I could test.

    It does not recognize Trees, rocks, bushes or anything smaller than a house.

     

    It would really like to get this fixed, since its a pretty useful command and would finally be a solution to the annoying nearest object workaround, which isnt really reliable. 

     

    Any other experience from any of you?

     

     

    Greetings!


  10. You can easily do stackable items (at least for items not beíng used in weapons in any form):

    create a template magazine and change the count to something like 9000.

    For example a Potato:

    Player has a Potato in his inventory as a magazine. If the player picks up another Potato you can run a script triggered by the "Take" option or by the inventory openened EH and add one "bullet" to the Potato magazine the player already has.

    The Player would have the Potato magazine with 2 bullets in it, which could count as 2 Potatoes. All needed scripting commands are already provided. Weapons, Grenades etc, are already stacked


  11. I am currently working on a survival mod. As of now I added full persistence of players, vehicles and objects via extDB2.Also I have got a really reworked version of the Lootspawnscript by Napalm (it's pretty much 90 % my code right now ) and a lot of custom Items ingame as magazines, that can be used by double clicking them in the inventory. This is also used in the medical system (there is a dialog for doing medical stuff to other players) which lets you bleed, feel pain, have broken legs and so on. In addition I have added a keybinding based actionmenu instead of a selfaction loop to save performance. There is a basebuilding template ready (you need to put down a claim marker) and also melee weapons. I am working on storage Items such as Tents and some kind of exchange traders you will only find by hints in cities or notes from AI's. The next step is to make Groups persistant and to add some missing crafting functions.

    This scenario is based on a new world order style concept, that lets you take the role of a rebel (who can get a mercenary) or a guardian of the new government, that wants to vanish old artefacts of their actions (nuclear warfare) to prevent the rebels from publishing them.

    there is another faction (Zombies) planned, because of the nuclear stuff :D

    now to come to your work. I am really interested in the work you have done and my question would be, if you would like to work together and combine our work to a framework that is similar to DayZ (Hero = rebel, bandit = New bad government

    I will really enjoy your mod as I did enjoy the mission :)

    As you have said,I would also like to include it into my later mission scenarios as the Zombies are really enjoyable but yet too much work for me (I am a Noob in animations xD )

    Ps: Don't worry I have got a fluid 75-85 FPS near Pygros with loot spawned, 50 vehicles and around 100 Basebuilding Items (in editor only around 10 fps more without any scripts enabled

    PSS: My mod is based on resource war, but I have rewritten almost anything (and I have got permission to use these files) since they have been using ArmA 2 Net for persistence. Their dialogs and folder structure is pretty much all I am using "unmodified" yet most of them will be modified.

    I hope I did not do anything wrong with this post and would really like to talk to you on teamspeak if that's possible, maybe we can get a really good mod set up together :)

    Greetings,

    Creep

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