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Drift_91

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Everything posted by Drift_91

  1. Drift_91

    3CB Factions

    Hi, there seems to be a mod conflict between 3CB Factions and ALiVE's CQB module. From what I'm reading on the Workshop page for 3CB Factions, there's some kind of loadout randomization script, which I suspect is the cause. Basically the majority of the AI spawned by the CQB module from ALiVE will either be the wrong faction, one from 3CB Factions, or they'll be the correct unit (determined via "systemChat str typeOf _unit") but have a loadout from a 3CB Factions unit. I'm also going to let the ALiVE devs know about this and I'll leave it up to you guys to determine which mod is at fault. Thank you for your time and hopefully it's an easy fix.
  2. Apologies for digging up an old thread, but it seems to be impossible to remove that particular HUD element. After executing both of the below bits of code in the debug console the little NATO symbol with the kill count remains on the screen. { {_x ctrlShow false;} forEach allControls _x;} forEach allDisplays; { {_x ctrlSetFade 1; _x ctrlCommit 1;} forEach allControls _x;} forEach allDisplays; Is there some other type of GUI element I should be searching for? If not, I'm thinking of posting on the feedback tracker about the inability to remove it via scripting. I still haven't figured out exactly what module adds it yet, so hopefully I can mod it out with some configs.
  3. @AlexVestin Sorry to bump this old thread, but the download links seem to be 404'd thanks to Dropbox disabling everyone's public folder back in 2017. Would it be possible to get new links? Thanks.
  4. @spektykles Did you ever get around to working on the source code? I kinda want to look at it to see what you've changed and possibly make some customizations. Btw, is there a check for admin perms for the large pages? I've found a way to get the "lock pages in memory" permission to not require a process to be run as admin, by granting the perm to the group "everyone" in secpol.msc. But I can't test because my framerate seems to stay the same whether large pages are turned on or off and whether I run as admin or not. Makes me question if the large pages are even working even with admin. I ask because I had to customize Blub's source code to remove such a check from his malloc to get the trick I mentioned to work. I'm also curious what you've changed to optimize it for either Intel and AMD systems. Is it a simple change to the project in Visual Studio, like the AVX instruction set, or something you've altered in the code?
  5. Hey, what happened to your workshop upload of the Advanced Urban Rappelling mod? Did you get hit by a copyright troll or what?

    1. Nicoman35

      Nicoman35

      Hi, I switched all my workshop items to private after a so called 'intellectual property' dispute on discord with BI. As  I strongly disagree on the IMHO much too extensive nature of the current  'intellectual property' laws, I decided to go in private and no longer be involved to a society following rules empowering thought control. This society includes everyone. Including all people on steam.
      I know how much work coding is. And I know that hard working people need to be payed and have the credits they deserve. But how IP is handled atm, is too much of everything.

      I'm sure people will find alternatives for the insignificant stuff I do.

      Sorry for any inconvenience.

  6. Drift_91

    RKSL Attachments Pack

    Valve really need to stop with this crap. They need to start taking legal action against the copyright trolls or find some way to block them from making reports if they've made false reports in the past. As far as I know you don't even need to have an account to make a report, otherwise Valve could start issuing community bans to people who make false reports as sufficient recourse so people would have too much at stake to risk it over trolling.
  7. Drift_91

    Murshun Easy Way Out

    @rebelvg I'm trying to figure out why the Steam Workshop upload doesn't seem to be accessable: https://steamcommunity.com/sharedfiles/filedetails/?id=1457208234 Not the usual error I get when someone takes their own mod off the workshop or it gets a DMCA takedown, so I'm guessing you didn't take it down yourself. Normally I'd assume it's just Valve being incompetent like usual, but it's been down all day which is unusual for a temporary error. Did Valve deem it a violation of the AUP or something? [_unit] spawn murshun_easywayout_fnc_suicide_AI; Where '_unit' is the actual AI unit. So in the init box of an AI unit in Zeus you'd replace '_unit' with '_this'. For future reference, in an init box '_this' is usually what you use to indicate the object that the init box belongs to. I believe if you mouse over the text header for the text box it'll tell you what '_this' and any other applicable variables would refer to. '_unit' most of the time is just a filler used to tell you where to put the name of your unit, since it's not always going to be '_this' in every situation. For example if I wanted to make every unit on the map simultaneously suicide I could do something like this: { [_x] spawn murshun_easywayout_fnc_suicide_AI; } forEach allUnits;
  8. @Tilion is there any way to set "blinking = true" to false via a command such as setVariable? I'm trying to avoid completely overwriting the class in my description.ext (if that's even possible to begin with). I'm starting to think I may be stuck with having to make my own mod that adds a separate config/class for a static version of the lights.
  9. @pierremgi Thank you. Never actually thought to test firing a weapon at it while it was in-flight. That actually clears up my suspicion that it was intentional. If anyone is interested I've filed a bug in the feedback tracker. https://feedback.bistudio.com/T139722
  10. @shay_gman I don't know if you check your GitHub repository's issues or not so I'm just letting you know here about a mission-breaking bug I found. https://github.com/shaygman/MCC_sandbox_modDev/issues/60 I'm not sure if this is an issue specific to me or not, but I've experienced it across two servers I run and several missions I've made. It happens both in Dedicated MP and Eden MP Preview. I'm not trying to rush you or anything. Just want to make sure you know about it for when you have time to work on it. It is kind of a serious bug though since it completely messes up the way missions initialize.
  11. Seeing as how this feature request on the feedback tracker hasn't gained any traction for the past two years; I'm wondering if I can achieve a steady burn from the portable helipad lights via a small script or, preferably, an init. Sorry if this is in the wrong forum section but I figured the most likely solution would be a script.
  12. So I've been looking into this again. I was looking at the lights in the config browser and this thread. Is there any way to set the "blinking = true" variable to false via something along the lines of "this setVariable ["blinking",false,true]"?
  13. Hey, I'm not sure if you saw my comment on the workshop upload of [SFF-R] Islamic State. I was wondering, would it would be possible to get the mods signed so they can be used in multiplayer? I've used your Islamic State mod before and was really disappointed when I realized I couldn't use it on the signature-enforced server I'm running right now. Also I'm eager to see how the Bundesgrenzschutz mod in your last post turns out. Plus I have a couple of friends who will be ecstatic when that releases.
  14. @HazJ I'm not trying to disable damage upon ground impact, I'm trying to limit it. In Arma if you so much as clip your skids on the ground at 50KM/h, "BOOM!" everyone's dead. I'm trying to override the default behaviour so that everyone gets injured by the impact and the aircraft is destroyed, but it doesn't burst into a ball of flames and kill everyone. So does anyone know why that EH isn't working? Should I make a bug report?
  15. Ah alright, that makes more sense.
  16. @Dedmen, to my understanding it's a character limitation of the mod names in the mod.cpp files of all the mods combined, not the actual folder names. This might explain why it isn't working for @S. Bacon. Here's a ticket on the feedback tracker that explains it in detail: https://feedback.bistudio.com/T123655 @Gunter Severloh, what Dedmen is trying to say is that the OP is looking for a way to automatically load the mod list via the launcher. What you were suggesting completely bypasses the launcher's automatic loading of mods, defeating the purpose.
  17. @HazJ Trying to make it so missiles, AA guns, etc can blow up aircraft but hitting the ground makes them badly damaged so that occupants can survive the impact. "if (_source == _unit &&" detects ground impact in the EH I wrote above and then limits damage to 0.99 so it doesn't explode. There was a thread on these forums a while back where people were begging BI to stop aircraft from exploding on the slightest impact with the ground and I recall the devs being pretty stern on the fact they weren't going to do it. I'd expect it to be possible to fix that with a mod or script but I slightly suspect the EH I wrote not working may be intentional to prevent that.
  18. So is there a reason that this doesn't stop aircraft from exploding when they collide with the ground? _unit addEventHandler ["HandleDamage", {0}]; Is this a bug or an intended feature? From this and past discussions I've seen on the subject of aircraft explosions I'm getting the impression BI really don't want us to be able to survive crashes. Which is really silly in PvE milsim as far as I'm concerned. Currently I'm trying to make this work: this addEventHandler ["handleDamage", { _unit = _this select 0; _damage = _this select 2; _source = _this select 3; if (_source == _unit && (damage _unit + _damage) > 0.99) then { _unit setDamage 0.99; } else { _unit setDamage (damage _unit) + _damage; }; 0; }]; The above could be used by so many milsim units to add realism. Unfortunately the "0;" at the end of the EH's code doesn't work for aircraft. I guess this explains why I haven't already found a script or mod to disable aircraft exploding upon impacting the ground. Anyone know if there's a solution or if it's a bug that needs to be reported?
  19. So I can barely find jack squat for documentation aside from the wiki entry for hostMission. I'm currently trying to use it in the "-init=" startup parameter to essentially automate mission loading after adding and removing mods so I can more easily diagnose what mod is currently causing a problem I'm having with my mission. So the input that hostMission wants as the first part of the array is a config entry. Is there a way I can point it to my custom mission I've exported from the editor into "...\arma 3\MPMissions"? Or would I be forced to make my own mod to define it via a config entry?
  20. Yeah, I wasn't expecting to ever show them to anyone or I would have named them more professionally. :P The snakes one is a workaround to a bug that I was pretty peeved to have discovered has been known by the devs for a number of years now. For the longest time I thought it was a mod that was making snakes wander around our barracks opening doors as they please. The launcher tubes one is to deal with a friend of mine who likes to dump spent AT4 tubes all over the ground while pulling new ones out of the arsenal. Anyway, is there a way I can monitor what scripts are being executed by mods and see what the holdup is? At the moment it seems like the only solution is going to be to rip mods out and launch the game over and over to see which one it is.
  21. Could have sworn I've seen a thread about someone's server lagging when players respawn, but I can't seem to find it anymore. For about a couple of minutes after the mission starts the server lags and stutters. Players see each other running in place and then teleporting and even our clients framerate freezes and stutters. I've also recently noticed that the server momentarily locks up for half a second when a player respawns. The server is on a really low spec box with a weak processor, so some lag is to be expected. But I don't understand why we get these torrential lagspikes after the mission has fully started, but yet they don't last more than a couple of minutes. I can put hundreds of AI on the server (Actually local to the server, not the zeus or a HC) and it'll just shrug it off and keep on chugging along smoothly, so I don't think the CPU is that underpowered. We do have an extremely large modpack on the server and our clients, so I'm suspecting maybe a certain mod is running some sort of heavy loop at mission start or something. I've also noticed that sometimes (or always in the editor MP preview) I'll spawn in with my weapon drawn, sit their for about 15 to 20 seconds and then get another loading screen *before* code in the initPlayerLocal.sqf is executed to make my character holster their weapon. I have no idea if that's actually relevant to the lag or not. Btw, as an afterthought, maybe something is running a "while {true} do {...}" loop in an unscheduled environment at mission start? Is there a way I can see what code is being executed on the server in order to maybe narrow it down to a specific mod?
  22. So now it's not even possible to select v1 or v2?
  23. @stanhopeYes, vanilla, via a "respawn_west_1" marker. //init.sqf murshun_easywayout_canSuicide = true; rhs_vehicleRadioChatter = 0; "respawn_west_3" setMarkerPosLocal [markerPos "respawn_west_3" select 0, markerPos "respawn_west_3" select 1, 20]; execVM "scripts\fuckOffSnakes.sqf"; //initPlayerLocal.sqf player action ["SwitchWeapon", player, player, 999]; player execVM "scripts\fuckYourLauncherTubes.sqf"; //fuckOffSnakes.sqf waitUntil {time > 0}; enableEnvironment [false, true]; //fuckYourLauncherTubes.sqf while {true} do { with profileNamespace do { rhs_throwDisposable = 0; }; sleep 1; }; There is no initServer.sqf for the mission. One thing I noticed is that when I disable respawning with the loadout the player died in, via ACE3, they still do so. Maybe there's two or more mods conflicting with each other while trying to reset the loadout on respawn that's causing the lag? I can't find any other mods that have a config value for that, though.
  24. Drift_91

    Low CPU utilization & Low FPS

    Dear god, I've wanted to see that benchmarked for years now. I have 1333Mhz DDR3 and everyone's been telling me that memory speed doesn't mean squat for gaming. I was almost certain it was my memory speed as my GPU and CPU never get anywhere near maxed out. I have an i7-2600s on a H61 chipset motherboard and a GTX660. I think I've been told at least twice on this forum that my GTX660 is horridly underpowered compared to my i7, yet it sits at like 50% to 70% usage most of the time.
  25. If I recall correctly a value of "7" doesn't mean 7 threads. Pretty sure there's only 3 'extra' threads, and 1 through 7 are different combinations of each 3 being on or off. My concern is that I don't think the extra 3 optional threads do things relevant to a server, so setting the value probably doesn't have any effect. However I'd like to know for sure since I'm not that knowledgeable about the game's engine. The game seems to utilize all cores now from what I'm seeing in Task Manager anyway so it's not the biggest deal I guess (unless Windows is throwing the main thread around between cores like I've seen it do in the past, but I THINK it's not). On the topic of the v3 signatures, wouldn't you have to manually set it to v3 or something in the config file? Or does v3 simply overwrite v2 and use the same config value to enable it?
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