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Posts posted by June741
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5 minutes ago, stanhope said:I've taken out the redundant lines, should make it run ever so slightly faster: https://pastebin.com/NeaC1aNT, everything else looks fine to me. Didn't test it tho.
Wow... I couldn’t believe you helped me like an angel. I was so touched.
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4 minutes ago, stanhope said:Yep, I take you want the new launchers in there?
Can you see the text I edited. Are these instructions correct?
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3 minutes ago, stanhope said:Yep, I take you want the new launchers in there?
Yes, I have put it inside and placed on baseWeapons, EU1ATsoldiersWeapons, EU1AAsoldiersWeapons. The three are inside.
I'm going to try to run it. -
11 minutes ago, stanhope said:Yea, just click on my name (left of this post), and find the message button on the page you're taken to. It'll be right of my profile picture.
Two messages sent to you, can you see it?
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7 minutes ago, stanhope said:Could you pastebin your arsenal.sqf & va_west.sqf, I'll have a look at what's redundant. The mission comes with a few redundant arrays, removing them might decrease loading time.
Sorry, I don't know how to upload files. My English is not very good. I am using Google Translate to communicate with you.
Do you have a mailbox? I can send it to you -
2 minutes ago, stanhope said:Limited weapons & equipment should take less long to add to the arsenal because everything is added to the arsenal. The entire arsenal is based upon whitelisting. Nothing gets removed, there is only 1 blacklist in the original mission and it's basically redundant.
I didn't add much weaponry. Only through the update of this game, increase the launch weapons of AT and AA soldiers
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15 minutes ago, stanhope said:arsenalArray is defined in Local/localInit.sqf (line 31) which is called from initserver.sqf (line 12).
I still have a problem. We have limited weapons and equipment. Sometimes the removal time is particularly long. Can this be changed?
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13 minutes ago, stanhope said:arsenalArray is defined in Local/localInit.sqf (line 31) which is called from initserver.sqf (line 12).
The wrong tip seems to be solved. I'll try it again. I really thank you very much.
I can now try to add new launch weapons to the arsenal.
The previous mistakes led me to no way to add new weapons. -
23 minutes ago, stanhope said:Join the server, there is a new version on there with the fixed version of the script.
I changed something on the basis of the original image. What files do I need to replace with the new version? Thank you for your help.
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7 minutes ago, stanhope said:Join the server, there is a new version on there with the fixed version of the script.
OK,I'll try it
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/*Arsenal*/
arsenalDefined = false;
gearRestriction = true;
execVM "Scripts\arsenal\arsenal.sqf";
{
_x execVM "scripts\arsenal\va_west.sqf";
_x addAction ["<t color='#006bb3'>保存 装备</t>",{player setVariable ["derp_savedGear", (getUnitLoadout player)]; systemChat "装备保存";}];
} forEach arsenalArray;// ---------------- eventhandlers to check for gear restrictions
waitUntil {arsenalDefined};
/*For after when people pick something up from the ground*/
player addEventHandler ["InventoryClosed", {[]execVM "scripts\arsenal\cleanInventory.sqf";}];
player addEventHandler ["Take", {[]execVM "scripts\arsenal\cleanInventory.sqf";}];
/*eventhandler that triggers after closing the arsenal*/
inGameUISetEventHandler ["Action", "
if ( toLower (_this select 4) find 'arsenal' > -1 ) then{
_player = _this select 0;
[_player]spawn {
waitUntil { sleep 0.1; isNull ( uiNamespace getVariable 'RSCDisplayArsenal' ) };
[[], 'scripts\arsenal\cleanInventory.sqf'] remoteExec ['execVM', _this select 0, false];
};
};
false
"];The 3D editor displays: Error arsenalArray
missions:Invade_&_Annex_3_3_7.Altis
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9 hours ago, mrcurry said:This is a bit of a touchy subject but in short: The details of it depends on what exactly your code is supposed to do.
The basics:
1 Move relevant code to the server
2 When client needs certain data you send a request to the server which then computes and returns the data to the client.
If done right client performance would be slightly improved, especially if its heavy-lifting code that's moved to the server, but you have to be careful with your data transfers or the network perf will take a hit. The trade-off is that the server gets more work which also can impact the client's experience.
The main use for this technique really lies in that it protects the code that is on the server from unauthorised access.
Some relevant commands:
preprocessFile
loadFile
remoteExec
Thank you very much. Can you tell me how to do it?
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21 hours ago, Grumpy Old Man said:To prevent others from stealing your mission.
Cheers
I'm not trying to steal missions. I just found that this way will be very smooth. So I'd like to learn this way and use it on my server.
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21 hours ago, HazJ said:I thought @June741 was asking how. (:
Yes, I want to know how to use this method successfully, and I think this can improve the FPS
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22 hours ago, HazJ said:Uhh... Not 100% understanding you. Maybe server-side code? Is this your mission or one you got from MPMissionsCache?
I'm so sorry, I don't know how to speak English, I'm using Google translation
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Why is the missions file read from a dedicated server not complete?
When I read the missionsPBO file from other COOP servers, I found it was impossible to generate tasks on my own client. MissionsPBO seems incomplete?
How did it do that?
I also want to learn this ability.
Because I found that only the contents of the missionsPBO are separated, and the FPS will increase. Play more smoothly...
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Why is the missions file read from a dedicated server not complete?
When I read the missionsPBO file from other COOP servers, I found it was impossible to generate tasks on my own client. MissionsPBO seems incomplete?
How did it do that?
I also want to learn this ability.
Because I found that only the contents of the missionsPBO are separated, and the FPS will increase. Play more smoothly...
Arsenal Scripts restrict does not work
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
thank you very much