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June741

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Posts posted by June741


  1. 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. 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


  3. /*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


  4. 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?


  5. 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...

    • Confused 1

  6. 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...:don11:

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