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Everything posted by LSValmont
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The problem is that it is a MAYOR bug. 1) At night before you go to sleep, start the speed test 4 mission, spawn and just turn off your monitor and go to sleep. In the morning when you wake up you will find your FPS at 5. 2) Open Eden, remove the ravage modules, save mission. 3) Repeat step 1. When you come back in the morning you will still have the same FPS you had when the mission started. Total time spent in front of the computer for the testing: 10 minutes. (That is just to replicate the issue not fix it) =) PS: Also, if you are more undying static NPCs you will get the FPS loss faster. Perhaps add something like 50 NPCs, disable all damage on them, place a safezone and zombie blacklist module on top so zombies don't ruin the test and wait for 2 hours, you will get the first FPS drops at minute 10, and arround 10 FPS loss every 20 minutes as long as you remain near the NPCs. Perhaps this cannot be fixed but I cannot make a mission and host a server knowing that such FPS degradation will occur. Any server manager would just give up on using static traders for their missions or even ravage, sadly.
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Thanks for your honest and quick answer Robalo! Will be testing ASR more these coming days! I too find C2 too advanced but some of its features should've been done by CA in the first place. Same as with your AI! May I do one last suggestion: Since with arma we already have so many shortcuts, what about doing a simple menu, just like the default Ai commanding menu but adding there all the option you access with shorcuts in ASR currently, such as: 1 UNSTUCK AI 2 HEAL WOUNDED ALLIES (Ai will heal players and then other Ais in group in a 50 radius, will go directly running and not search for cover while doing so but will return fire) 3 REARM (Ai will search 50Mts around the players cursor location for ammo, better weapons etc) 4 COPY MY STANCE (only for close by units, self explanatory) 5 CHANGE TO MAIN WEAPON/CHANGE WEAPONS (Ai will switch from Rifle to pistol and vice versa). 6 RUN MODE (Ai will not take cover and just get to the location as fast as possible, works with regroup/move there and needs to be disabled by choosing the option again) 7 FIND COVER/FORTIFY LOCATION (Ai will drop any current commands and search for cover near the player's cursor, then provide covering fire there and fortify the location) 8 GET INTO BUILDING (Ai will occupy the building at the player's cursor) 9 PATROL THERE (Ai will patrol in a 20 mts radius around the player's cursor location, will occasionally get into buildings in the patrol area) 10 FIND OVERWATCH (Ai will drop any current commands and will get to the closest higher ground near the player's cursor and assume a sniping/overwatch stance there. Will only move then called for regroup/move there.) 11 RTB (Ai will leave its current group, assume RUN MODE and get to its spawn location/base marker ASAP, even if they are on vehicles) At base it should have an option to be recruited to the group back again. 12 PICKUP (Ai will get in the closest available vehicle as a driver and then drive to they player's location ASAP). ETC ETC PS: The menu could be acceded by pressing SHIFT+1 or SHIFT+ (the key left to 1) Most are just examples but you get the Idea, I think that that, combined with the unresponsives fixes you did will make ASR the final and definitive AI mod (no more need for a combination of them).
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This one a VCOM Ai are by far the most popular Ai addons for Arma 3. Having tried VCOM first I found it to make Ai be TOO aggressive to be realistic. Yes they do amazing flanking maneuvers and all but they fear nothing and rush enemy locations in seconds. So because of that many find VCOM Ai to be better but the truth is that units rushing every known enemy position without doing any sort of recon/enemy force assessment in real life is suicidal, ill advised and because of that not really deployed on real life modern battlefields. So in realistic behavior ASR certainly tops any other Ai mod out there. Having said that I wanted to know if ASR-AI.: 1- Helps with the issue of Ai not reacting to player commands such as MOVE THERE, REGROUP etc? With vanilla Ai they only follow players commands perhaps 50% of the time? The only mod I've tried that helps controlling team Ai is C2. That mod does an splendid job at that. I just don't like having 2 or more Ai behavior mods enabled at any given time so it is either ASR or C2 for me. 2- Do I need a special config to make ASR work with CUP units/weapons and the Ravage mod or it will work right away? I noticed some addons have special configs.
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I did, and it still happened but took a lot longer to get to the 5 FPS point. 8+ hours to be exact. Still the progressive FPS degradation at the NPCs location happened. NPCs are bluefor by the way. What I did not identified if it is just one module the one causing the issue I just added all of them together. I guess the next step is to leave just one module each time and see which one is causing it. Or perhaps it is a combination of them? I guess nobody found this issue yet because you have to stay on the location for such long time for it to become noticeable and not many missions have static undying npcs but the scenario is certainly easy to achieve on a highly populated server. I even tried removing all the Ai functions like FSM, PATH, MOVE etc and also disabling all SIMULATIONS on them and the issue still happened. Also made all the objects SIMPLE OBJECTS just in case but then removed all the objects and the issue still persisted. All you need to replicate the issue are NPCs that stay alive for a long time, stay on one location and having all the modules enabled so it is not related to mission scripts, objects, map or any other thing as I've discarded all those variables. The only difference between the two missions I tested was the ravage modules and that change alone made the difference between FPS degradation and no FPS loss. PS: it took me a long time just to figure it out it was the Ravage modules. I deleted all my scripts, all my mods and then re-installed arma 3 before I did the modules ON/OFF test so we are talking about a weeks work to isolate the issue and find the cause. I almost went insane =) Perhaps there is a script running for all Blufor units and should only be running for Ravage placed Blufor units? I did not test if the bug still happened after changing the units from Blufor to other faction but since Blufor is the most common scenario for trader camps then it should be fixed.
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Calling all Ravage fans/testers/devs. Urgent test needed. Posible replicable FPS crippling bug found while using the latest release of Ravage when hosting local multiplayer (COOP) and using static Ai that cannot take damage (undying NPCs). Mission Background: Placed 10 Ai units via EDEN editor in a small 20 by 20 area of the chernarous 2035 map. Hosted mission in local multiplayer. Ai units are doing ambient animations and patrolling, acting like a survivor camp population. Four of them are meant to be traders and they cannot die. PS: No scripts used in mission. Bug Description: With the ravage modules placed and their default settings as long as the player remains there at the camp location the server will start to loose FPS over time to the point where after 4/5 hours FPS there drops from ~60 to 5 FPS. If you move to another location FPS recuperates but as soon as the players comes back to the camp FPS drops to the 5 FPS again. (Mission: SpeedTest4) As soon as you remove the Ravage modules as seen in the other mission (SpeedTest3) the FPS starts at 80 and remains at 80 even after 8 hours of gameplay where the player just stood there in the camp. Replicability for testers and devs: Start Mission SpeedTest4, just leave your character at the middle of the camp and leave the pc for a couple of hours. When you return your FPS should have dropped to less than half of what it was. If you wait long enough there it will get to the 5 FPS point. Then, remove the ravage modules from the mission on EDEN and load the mission again (optional: SpeedTest3 is the same mission but without the modules) and you will notice 2 mayor differences: 1) The game will have a huge ~20% more increase in FPS at mission start compared to what it was with the modules on. (Mine was 60Fps with modules and 80Fps without them). This is understandable as Ravage is doing so many things in the background. 2) Your FPS will remain there while all the same NPCs doing their animations and stuff in the camp even after 8 hours so there is no FPS loss over time while the modules are not placed in the mission. PS2: This is probably replicable on other maps too but since you will get such high fps on BIS maps it will take longer for the FPS to degrade to the 5 FPS part. MY THEORY: With the Ravage modules enabled, NPCs that cannot be killed or do not die during the mission will continuously run some ravage script that increasingly consume more and more CPU cycles and/or produce memory leaks over time so that just at that NPCs location your FPS will be greatly reduced for the whole duration of the mission and only going down as the time passes until it becomes unplayable and you have no other choice but to restart the server. Test environment: - Arma 3 v. 1.84 (Encore) (Latests version), using the 64 bit executable, parameters: -skipIntro -noLogs -noSplash -world=empty -enableHT - Ravage v. 161 (Latests version) https://steamcommunity.com/sharedfiles/filedetails/?id=1376636636 - CUP Terrains, Maps, Weapons, Vehicles and Units. (Latests version) http://cup-arma3.org/ - CBA A3 (Latests version) http://www.armaholic.com/page.php?id=18767 - Chernarus2035 Map (Latests version) https://steamcommunity.com/sharedfiles/filedetails/?id=1113631358 - Mission hosted using Multiplayer/Host menu. (Local Hosted COOP mission tested on a LAN network). IMPORTANT: NO MOD OTHER THAN WHAT WAS PREVIOUSLY LISTED WAS ENABLED/USED WHILE THE MISSION WAS MADE AND/OR WHEN PLAYING THE MISSION. SYSTEM: Intel I7 6700K @ 4.0GHz (No overclocking) Corsair Dominator 32 GB RAM Geforce 1070ti @ 8GB RAM ASUS ROE MOBO 1000WTS Corsair PSU Samsung 512MB SSD Windows 10 64 bit (Latest Version) Mission Files: https://drive.google.com/open?id=1UvpBZ05BM-afB_-9VMswBRyPN8MTcbNO
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GF Weather Script
LSValmont replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Quite nice and optimized script! It is an amazing start. I see nothing about lightning, waves and/or wind thou. I have a proposition for you. How about a different weather script that cycles trough several set weather parameters (presets) such as: 1) Sunshine: Overcast 0, fog 0. 2) Lightly Clouded: Overcast 10, fog 0, winds 10. 3) Heavily Clouded (no rain yet): Overcast 50, fog 0, winds 10. 4) Light Rain: Overcast 70, fog 10, waves 10, lightning chance 10%, winds 30. 5) Heavy Rain: Overcast 90, fog 20, waves 40, lightning chance 50%, winds 50. 6) Thunder Storm: Overcast 100, fog 40, waves 80, lightning chance 80%, winds 80. 7) Tropical Storm: Overcast 100, fog 60, waves 100, lightning chance 100%, winds 100. 8) Horror movie: Overcast 30, fog 90, waves 100, winds 0. Players could choose how long (fixed + random time) each cycle lasts until it changes and the cycles must go from 1 to 8 and then from 8 to 1 again so the transitions goes smooth (not unrealistically sudden). So for example: 1) Sunshine: 400 + random 400 2) Lightly Clouded: 300 + random 300 3) Heavily Clouded (no rain yet): 300 + random 200 4) Light Rain: 200 + random 200 5) Heavy Rain: 200 + random 100 6) Thunder Storm: 100 + random 50 7) Tropical Storm: 50 + random 50 8) Horror movie: 50 + random 10 With this example your weather changes 8 times every ~52 minutes. Players should also be able to choose which weather preset their mission starts with. So I set it to start with Thunderstorm then it will go to tropical storm etc and then go back in the cycle. IE: If I want to make a horror style mission, I would set Sunshine time to 0, Lightly Clouded time to 0, Light Rain time to 0 etc etc and then set Horror movie to 999 + random 999 etc. and/or just keep the presets I want for my mission style. Another addition that many mission makers request and no script has fulfilled is to have and option to set night time to always have an Overcast of CERO (or at least below a threshold such as 40 etc). So that the full moon lights up the night and it is not too dark. Rain is barely visible at night time anyways and a high overcast at night only makes the shooting parts unfeasible for some missions. Your current weather script is good but it think it is too random and I feel that most other weather scripts already fill that niche. I believe Players might demand a weather script in which they can have more control (not so random) so they can set up their missions' mood exactly how they want it. Anyways, thanks and think about this. Keep it up! -
GF Missions Script
LSValmont replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Loving it! The previous one favored places in the middle of the map too far away from anything. The cluster on the top right might be worth checking out. It is giving you so many possible locations there that maybe a very high percentage of missions end up happening just there. Perhaps tweak the parameters a little to spread that part a little bit more. Of course we could just blacklist places like that anyways. A suggestion would be that each mission can have its own set of parameters to call from the main "Find Locations Function/Script" so we can customize each mission a little bit more. Anyways, your are a magician! I am enjoying watching you do your magic. -
GF Missions Script
LSValmont replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can't wait! Once you release them I will work on their Lore/Description so the story is even better for the next release! You just focus on the technical aspects and I will take care of the cosmetic details =) -
GF Missions Script
LSValmont replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have added your new method on finding the mission position and it is much much better than the previous one. May I suggest doing mission positioning not based on a single script parameters but changing those parameters depending on each particular mission. Favoring for example: Set parameters 1) Rural areas, flat locations, not close to roads and/or towns. (For enemy camps, bunkers, secret facilities, any mission that requires placing buildings etc., Like Hidden Vehicle, Destroy the Fuel Tank, Clear the bunker etc.) Set parameters 2) Forests, can be hills or flat, not close to roads and/or towns. (For missions that don't require moving vehicles and/or buildings and only units/crates, like find the hidden cache, retrieve the cargo drop, find the prisoners, kill the spy, eliminate the snipers). Set parameters 3) Rural areas, Near Roads, Flat locations. (For missions that require moving vehicles and/or placing buildings) Makes no sense having vehicles too far away from roads. Set parameters 4) Near/inside towns, flat locations. (Missions that are supposed to happen in/near urban areas, with units and/or vehicles but no building placements so they don't get clipped with buildings from the town) With these custom set of parameters for each mission we will stop getting vehicles at the top of empty hills (how and why did they got there?) as well as buildings that do not look out of place or are funny looking etc. Also lots of diversity. With the previours method I was getting missions in the middle of nowhere with vehicles exploding because of the slope or buildings having odd gaps etc. Your new method is better but still all the missions happen on empty flat locations and none in forests and/or inside towns. -
[RELEASE] Lootsystem Script
LSValmont replied to dodzh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't worry I will be testing in multiplayer with lots of players. Yeah, even default settings spawns a lot of items because buildings have so many possible locations. With the Ravage mod that spawns furniture for you there might be some issues of clipping but I will report later on that. -
[RELEASE] Lootsystem Script
LSValmont replied to dodzh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Believe it or not but even now (almost 2019) there wasn't a public script made for this purpose before so your work is filling a nice empty niche here! Anyways, it fills my exact needs so I will be testing it out and giving feedback! Thanks and please keep improving it if it is needed! -
GF Missions Script
LSValmont replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok so I found out you were using this command alot for your missions: _Overwatch_Pos = [(_Group_Pos)] call BIS_fnc_findOverwatch; The problem is that its default values are 500 for the max distance and 100 for min distance and 50 for difference in height compared to the _Group_Pos. So it ended up sending the Ai very very far away from the mission point. I suggest you use something along these lines instead: _Overwatch_Pos = [(_Group_Pos),150,50,15] call BIS_fnc_findOverwatch; 150 is the max distance they will wander from the defend position. 50 is the min. 15 is the min height advantage they will seek but could be a lot more depending on the max/min values. I will keep posting suggestions ;) -
revive A3 Wounding System (AIS by Psycho)
LSValmont replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found a bug while using only the Ravage mod: If I enable persistence save game, perhaps also happens with a regular saved game, if I go into the incapacitated state and leave the game and soon re join the server then I am at the same location and in full health and no longer incapacitated but now I cannot move at all other than my camera, the character is stuck in prone position and not able to move or fire or reload or nothing. BUT... If there is a vehicle close I can use the GET IN option and then my character is un-stuck again and I just leave the vehicle in move freely again. Yet if I empty my weapon magazine and don't reload before the clip is completely empty then my character becomes stuck again in exactly the same way I was after reloading the game. The only fix is to delete all the saved games and start with a new character. Perhaps a check that checks if the unit has more than XX amount of health then the "Incapacitated" state is removed.- 914 replies
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revive A3 Wounding System (AIS by Psycho)
LSValmont replied to Psychobastard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So I've set up AIS_DAMAGE_TOLLERANCE_FACTOR to 0.09 so I can take lots more damage and indeed bullets do a lot less damage but I was still put into incapacitated state after taking 2 shots. So I added a health hud and it turns out went down (into incapacitated bleeding state) with 82% health remaining which seems quite weird/not right! (Perhaps I was head shoted? But wouldn't that reduce my health to 10% or something?) Is there any simple modification I can make to the script so that it requires my health to be 30% or less for a bullet to get me into the incapacitated state?- 914 replies
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version 1.5 JBOY Dog [v1.5 - updated 12/21/2018]
LSValmont replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At least it is partially working in MP!. It is just the damage but that can be solved with a trigger and a proximity check. (At least for damaging players). Also, the script I pointed you to works perfectly in MP. You can add dogs to Ai and/or players and the dogs will attack whoever is set to their master's enemy side. I've also added dogs to invisible Ai so that the dogs appear to move alone to simulate packs. The script requires arma 2's CBA so it might require some changes to make it work in Arma 3 but it is a point in the right direction for a simpler MP friendly Dog script ;) -
version 1.5 JBOY Dog [v1.5 - updated 12/21/2018]
LSValmont replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you Johnyboy! On point as always! I am just running the Ravage mod. Weird because other 9mm pistols hurts all of us just fine. Can it be because it is multiplayer? Most Ai mods come with a min/max range that the units can spawn from players and also how far can the player go before they disappear. Makes no sense having dogs running around if no one is seeing them (Performance wise). Also, have you seen this mod for Arma 2? It works perfectly in Arma 2 multiplayer and it is very simple. Perhaps it can give you some ideas. -
ravage [SP/MP/COOP] B2 Ravage Malden [Persistent Survival Game Mode]
LSValmont replied to bl2ck dog's topic in ARMA 3 - USER MISSIONS
This mission is amazing! Thank you very much for combining the best from Ravage with the best from the community. Question: Is there any way to have the recruitable AI cost some money to recruit? Also, how do I earn money? PS: The vehicle restoring system did not work on my hosted server. Players could claim vehicles and store them but when they tried to retrieve it the vehicles would just disappear. =(- 47 replies
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version 1.5 JBOY Dog [v1.5 - updated 12/21/2018]
LSValmont replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am having this issue of the feral dogs not doing any damage when they attack players. We see blood and they drop their victim's weapon but they deal no damage. Is there any way to increase their damage? Also, when I activate the trigger to spawn the feral dogs they spawn and wander around just fine but if I go far away from them (teleported 5 km away) they still remained there... shouldn't them de-spawn to save resources or something? -
So I can just delete all the IRON FRONT LITE content related to terrains and vehicles, just leave the weapons/uniforms PBO's inside the Addons folder and then force them in Ravage with GF Set Custom Loadout? Because my objective here is getting rid of all the unused files inside the IRON FRONT mod folder and just leave the basic minimal content so that Ravage can pick it up for populating the world with weapons and such. I tried just deleting the PBOs already but then IRON FRONT was no longer recognized by Ravage so no WW2 weapons appeared in my server. God I would love an RAVAGE community content mini mod that would just include the assets Ravage uses from other mods. That would save me like 20GB of hard drive and a few FPSs in the process.
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Guys, is there any way of only using the weapons an/or uniforms files from @IFA3_AIO_LITE and still have it working with Ravage? The whole thing (Iron Front Lite mod) is 10GB!!!! And only for using maybe 1GB of data in Ravage :( Also, just by having @IFA3_AIO_LITE on I loose ~10 FPS. It is worth it for the weapons alone but do I have to pay such a steep price for the added atmosphere? Anyways, the new version is awesome! Having a blast with it!
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
LSValmont replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello guys, just wanted to say that Alive is awesome and next to Ravage is the single most impressive piece of work (more like piece of art) that I've ever seen in Arma. (I am pretty sure you already know that by know). I would like to do 2 suggestions before I go. 1) Please make the support modules a stand alone release. You know that part that is basically a remake of http://www.armaholic.com/page.php?id=15906 but on Arma 3. Perhaps adding a cool interface like that. =) 2) Please make a lite version of Alive that can be run on Hosted Servers rather than "Dedicated server only". We have huge issues with players not authenticating correctly on the latest Arma 3 but all works fine on Hosted servers. (I am sure you get this request far too often). Anyways, thanks! -
GF Missions Script
LSValmont replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes sir, I did the whole account thingy to post here on your topic. I use 90% of your scripts in my Ravage server to it was only logical to come by and say thanks while suggesting some stuff ;) Whatever uses less CPU is a godsend for Arma 3. My server is running at 40FPS with all your scripts but in arma every single frame is a HUGE gain! I did had some stutters with the large missions when I was getting closer and lasted for a minute before it was all normal again. That is great to know! Thanks! Yes also for Debugging it would be awesome! Fixed! Will do that from now on, thanks! One last suggestion before I go. What do you think about doing "Optional Objectives" for some of the bigger missions? Here is the whole Idea: Example: The script gives you the "Destroy Weapons Cache" mission. Additionally it gives you and optional objective: "Retrieve the explosive devices". Basically the Optional Objective is a mini mission that is easier than the current main mission but will give you an advantage for the main mission. In this case it would be to get satchel charges that are otherwise very hard to find in Ravage. That way if that mission comes up, players can do the side quest first instead of grinding for some explosive for hours. Note: Side/Optional objectives should always be a lot easier than the main one but the reward is also pretty low (Making the main mission slightly easier). I can think of many Optional Objectives like: 1) Destroy the fuel tank to reduce the enemy vehicles' fuel in the main mission. (If !alive fuel_tank then _vehicle setFuel 0.2;) great for convoy main missions. 2) Find the informant. (He has intel about the enemy units but is being held hostage by other forces). Freeing him will reduce the ammo of all enemies on the main mission. 3) Hire Mercenary Gang. Basically this side mission is just a band of mercenaries that appear close to the main mission and you can bribe their leader to help you out for insane amounts of money. (500 banknotes?). As soon as you paid them they will not join your group but will attack the main mission site to reduce the enemy presence. The mercenaries should be ill equipped and be fewer in numbers than the main mission OP forces but act as a distraction for you. Note 2: Only missions that require special items and/or present a greater difficulty should have complementary Optional Objectives. Perhaps it is kinda too much specially considering how many missions you are doing already but I think these could be the cherry on the cake for those 3 or 4 huge missions out there in your pack. Cheers and keep up! -
GF Missions Script
LSValmont replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
We should be thanking you my friend! Your work is amazing. I have a question and a suggestion: 1) Suggestion: Could it be possible to add a optional "Attach Marker to Objective Units" or similar so that in missions where you have too kill ALL enemy units we don't have to search for hours to complete the mission. The ai can wander very far off the main marker you know. 2) Question: I was trying to add these markers myself, so I edited the ELIMINATE SUSPECTS mission and so I added after line 152: It is supposed to add a marker on each unit for both these enemy groups, update those markers every 10 seconds and then delete themselves when the units are dead. But sadly all it does right now is breaking the mission so it no longer works. =(