MarkCode82
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Everything posted by MarkCode82
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1. Anyone Attempted to Write a fully fledged pathfinding algorithm? such as BSF, Dijkstra algorithm, or the following. 2. Has anyone been able to define new positions inside buildings? To where AI can go? 3. Why do AI shoot at a player in the street stupidly, no matter what AI code is used?
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Why do people still use execVM? Instead of spawn?
MarkCode82 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
In a nutshell execVM does this. -> compile PreProcessFileLineNumbers spawn { "myFunc".sqf"} spawn is done first with func = compile PreProcessFileLineNumbers "myFunc.sqf"; [] spawn func; -
onEachFrame { drawIcon3D ["TacVision\images\texture.paa", [1,0,1,1], getPosASL cursorTarget, 1, 1, 0, "Target", 1, 0.05, "PuristaLight"]; }; It was converted from a .png to a paa yes the directory exists and yes the image exists but the game says Warning Message: Cannot load texture tacvision\images\texture.paa.
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If you are going to that extent you should use cfgFunctions
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Want fairly random strings? use toString with rounded random numbers. https://community.bistudio.com/wiki/toString
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Observer Remote spam RPT
MarkCode82 replied to Lyeed's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is related to the server dispatching too many maxMsgSends. As a result packets are dropped by the client when they match the previous packet. Hence the last message was repeated within 60 seconds. -
Why do people still use execVM? Instead of spawn?
MarkCode82 replied to MarkCode82's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is actually multiple methods for this discussed at length here. http://www.ofpec.com/tutorials/index.php?action=show&mode=new&id=287 Your AI-city could be run via call compileFinal PreprocessFileLineNumbers "ai_city.sqf"; This gives you all the capability of compiling it along with a more "secure hack protected" code. but it throws away the result of the function. saving memory. -
Why do people still use execVM? Instead of spawn?
MarkCode82 replied to MarkCode82's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Closest language to SQF is probably Java and C smashed together. ArmA 3 uses a Virtual Machine interpreter much like Java. Except I don't think arma 3 does Byte code conversion. And I'll stick with compiling all my code purely for the reason of anti-hack protection builtin into it. -
dynamically access an nested array index path?
MarkCode82 replied to jwllorens's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You could also use. https://community.bistudio.com/wiki/BIS_fnc_findNestedElement -
opposite of apply. how to remove array elements?
MarkCode82 replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can also use deleteAt or deleteRange. https://community.bistudio.com/wiki/deleteRange https://community.bistudio.com/wiki/deleteAt -
Why do people still use execVM? Instead of spawn?
MarkCode82 replied to MarkCode82's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thats what I use, I have begun re-writing I&A for scability beyond what it currently can do. Such as ambient AO caches from enemies players can take advantage of etc. -
Holy crap 2016 and we are still saying the game needs optimisation huh? Am I missing something here? I thought ArmA 3 Beta was the mass optimisation stage?
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Why do people still use execVM? Instead of spawn?
MarkCode82 replied to MarkCode82's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah but pre-compiling accelerates the functions execution. E.g I&A has an AO script thats run every cycle. Because it's being repeatedly used I set it to a cfgFunctions Pre-compiled function. Hell I compile ALL my code. Not a single bit is run via execVM. -
How to set a random start position for custom compositions
MarkCode82 replied to KoalaDSK's topic in ARMA 3 - MISSION EDITING & SCRIPTING
https://community.bistudio.com/wiki/BIS_fnc_ObjectsMapper https://community.bistudio.com/wiki/BIS_fnc_objectsGrabber Thats the custom compositions. -
Headless Client Refusal to connect.
MarkCode82 replied to MarkCode82's topic in ARMA 3 - SERVERS & ADMINISTRATION
I worked it out. He connected. We had him attempting to connect on the wrong server-instance and port. All good now. Also added the local DNS 8.8.8.8 127.0.0.1 loopback and our servers actual LAN IP which is actually a public IP. -
start /affinity FF -client -connect=127.0.0.1 -config=hc.cfg -cfg=basic.cfg "-profiles=C:\Users\*REDACTED*\Desktop\Experimental Server\steamapps\common\Arma 3 Server\HC_Profile" Our headless client is run from a multiple ip off 1 server. The HC won't create or connect to it's respective slot. server.cfg \/ localClient[]={127.0.0.1,127.0.0.2}; headlessClients[]={127.0.0.0,127.0.0.2}; battleyeLicense=1; We also use FireDaemon to start our servers.
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Headless Client Refusal to connect.
MarkCode82 replied to MarkCode82's topic in ARMA 3 - SERVERS & ADMINISTRATION
The server doesn't have a Lan-IP it has a DNS of 8.8.8.8 and 8.8.4.4 I'm assuming thats what you mean? I've only ever worked with Class C subnets. http://www.weird.com/~woods/classc.html Aka your normal home routers. -
Headless Client Refusal to connect.
MarkCode82 replied to MarkCode82's topic in ARMA 3 - SERVERS & ADMINISTRATION
I didn't have issues wither with my own machine HC started fine. It's just going from a Dedicated unit It won't work at all. They connected did everything right on my own local machine it's just OUR dedicated box thats having a hissy fit. Werthles HC is what we are using. But it shouldn't matter if a HC mission is loaded or not he should still connect to the dedicated server. And wait for a slot. -
Headless Client Refusal to connect.
MarkCode82 replied to MarkCode82's topic in ARMA 3 - SERVERS & ADMINISTRATION
yeah it just keep hanging doing nothing we've got 4 different IP's on the 1 box. 1. x.x.x.x 2. x.x.x.x 3. x.x.x.x 4. x.x.x.x All different IP.s but on the same subnet. Just comes up with "Dedicated Client created" then does nothing. -
Tracking Shot Script (Smooth Interpolated Spline shots)
MarkCode82 replied to revide's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First instance I've seen Calculus used in arma 3. Impressive work. -
nvm
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My Zeus AI is getting mowed down and, they have a literal spastic. One AI was watching an Ifrit... The dumb stupid AI switched his weapon from the missile launcher to his rifle 20 time before finally reacting and firing his PCML after that it was too damn late and he was dead. Zeus AI are useless... And I am getting aimbotted from across the map nearly 400M with an MG this is infuriating. Took 5 platoons to the enemy CSAT and they still died and lost. Total rubbish. Something is wrong with BLUFORS AI. It plain can't even shoot.
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On the note for moving objects around. Why don't you just enable Zeus on the fobs position and create a "limited editing area" for "Empty" objects? Allowing us to move objects around etc. and not worry about your clipping issues. This way you get the full ability to use Zeus's ability to move objects around., and stack things etc.
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is isServer , isDedicated or hasInterface still revelvent
MarkCode82 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
As of remoteExec and remoteExecCalls introduction? Are they still of use? -
@Jigsor do I have permission to re-write your Insurgency mission and rebrand it? But retaining your credits? I'm going to move all the code to cfgFunctions.hpp and replace bandwidth hogging publicVariables with remoteExec remoteExecCall ? And probably re-do the tasks handler with the arma 3 Tasks Overhal.
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