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LSValmont

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Everything posted by LSValmont

  1. Armaholic download link is up! http://www.armaholic.com/page.php?id=35026 Special thanks to the Armaholic staff for hosting it!
  2. vDog Patrol Script version 1.2 "WINTER IS HERE" RELEASED! Release highlights: - Removed the CBA Community Based addons dependency! (Still recommended thou just in case!) - Improved sounds volume/distance ratios. (Now uses remoteExec Say3d). - (Optimization) The script now stops if the Owner of the Dog does not have simulations enabled (enableSimulation false;). This makes the script much lighter when combined with good dynamic simulation values. - The dogs will now disengage targets if they get 120 mtrs away from them or their owners. (Previously the dogs would never stop chasing a target once it was selected and until it was dead.) - The script has a random delay so it does not get loaded while all the other mission scripts are being loaded. (Dogs take up to a minute to be fully loaded into your mission session to prevent potential stutters.) DOWNLOAD LINK: https://drive.google.com/open?id=12vnoCKFjBndIdRrSYo4WSXb8H4WlAtJr
  3. Guys, I need some help here. I am doing a pretty complex mission that has several custom GUI elements. Lastly I've been experiencing that after several minutes of game play the GUI interfaces begin to take longer and longer to load. AddActions, holdActions, cutText, Inventory EH, Custom Menus etc... all begins to lag and fall behind. Server and client FPSs are fine it is just the GUI elements that lag (Like a memory leak of some sort). Any idea how could I find out what script could be causing the issue or track down the cause somehow other than removing scripts one by one and then testing the mission for hours each time...
  4. Thank you so much phonk! You are a godsend!
  5. Thank you both George and Pier Quick question, what would be the best way to prevent duplicate scripts from running on the same unit?
  6. LSValmont

    Ravage

    Sorry EO what I meant was a worrying face rather a confused one... I had your issue on an old Ravage version but with the holdAction for looting appearing like 50 mtrs away from the cursor object... it should appear like 2 mtrs away...
  7. Its great to hear from you Phronk... I just want to give you my opinion on what I think this script or perhaps a new one could address. You see, there is tremendous need in the community, specially those playing small COOP missions and such, for a simpler, script based task force radio (TFAR) replacement. I think that was exactly what you intended with AFAR. The only problem is that replicating all the task force features just by using scripts is rather difficult and perhaps... even unnecessary. You see, most mission makers want the Addon-Free ArmA Radio perhaps not as much because of its advanced features but rather the Immersion creating ones... features like: - The need to have a radio equipped to use communications other than the Direct Channel. - The Radio noises and effects. - The Radio that appears while talking. - Having like 5 or 6 channels so that groups can communicate "safely" without having other groups of players hearing their communications so easily. (But having frequencies is too complex, channels is enough). My point is... that perhaps the complex features you are mostly struggling with like: - Players having interference over distances or blocking the hearing of certain players over certain conditions etc. Are the least demanded and us mission makers could easily do without them for the sake of having a more immersive, fully working and lightweight radio script. In a perfect world I would have your Addon-Free ArmA Radio but a lite version of its current form. A version that is simplified to the core and giving us just the immersion features rather than the more technical/advanced ones. After all it is a game and not a radio operator simulator but in vanilla arma the radio item is like useless and there are no immersion creating features. Anyway, that is my honest opinion. And I am super looking forward to having a lite version of AFAR that I can use in all my missions to give my players the extra immersion without the complexities or encumbrance of super complex scripts or third party external software etc.
  8. LSValmont

    Ravage

    I love Xcom and will be doing an Xcom mission soon! Loving the amazing updates you are pooling out. Now you could even use my recently released patrol dogs script to add zombie dogs! In the future if could make a zombie faction to allow placement individual customized and perhaps playable zombies just like Zombies and Demons would be awesome... and would make it possible to ditch Zombies and Demons completely from most of my missions.
  9. LSValmont

    Ravage

    Hunter Z Coop Campaign for Ravage. Coming soon (TM)...
  10. LSValmont

    Daily News

    Hello guys! I wanted to share with you my recent script release: I hope this simple Dog Patrol Script brings a whole new level of Multiplayer compatible immersion for many missions out there. Any feedback and suggestions is greatly appreciated btw!
  11. Hello Gunter, just wanted to let you know that I've just released my Multiplayer Compatible Dog Patrols Script:
  12. Johnny, just wanted update you about the script we were working on today: It is released today thanks to you!
  13. Ohhhh I knew I should've had delayed my Vdog Script release... this script tech you've developed is revolutionary indeed! Bohemia... what are you waiting for and not hiring this guy already?
  14. I am just following your footsteps Dear George! Still left like 200 scripts just to break even with you!
  15. LSValmont

    Ravage

    Guys of the amazing Ravage Community! I wanted to share with you my recent script release: I hope this simple Dog Patrol Script brings a whole new level of Multiplayer compatible immersion for many Ravage missions out there. Cheers!
  16. So I took a look at your approach using the doFollow command and peeked inside your JBOY_dogCommand script and also the useWeapon command and oh boy that was some complex but cleaver use of code. Sadly I am aiming at using a far simpler approach and believe it or not I fixed most of the problems with the behavior of the Dogs with the disableAI "ALL"; command. With that the dogs suddenly started obeying the script's commands. Of course even if I will not be using your most complex snippets of code that doesn't mean your input wasn't KEY to making the whole script work like it should. I will be releasing the script here on the forums after a few more testing. Thank you again Johnny.
  17. LSValmont

    Ravage

    You sir are a magician! 👏👏👏
  18. Thank you so much Johnny! It mostly works now... the only remaining issue is that the dog starts to circle around its target when he gets close to them instead of going straight for them. Eventually they reach their target but it takes a lot of time. Also, after dealing with their targets they sometimes return to their owner (as the code suggests) but sometimes they just continue circling around their target. PS: The AI doesn't seem to see dogs as enemies... how did you get around that?
  19. Thank you Johnny! Godspeed on your weekend and don't worry about timing... all I care is to have something MP compatible working in the future for all our players 😃
  20. Hello JohnnyBoy! I am currently working on an ultra simple MP compatible dog patrol script and I was wondering if you could help me with the last bits of it. The dogs spawn, join the owner's group, bark at enemies and attack them when close but it is the movement what I cannot get right. It seems that nothing found here: https://community.bistudio.com/wiki/Arma_3_Animals:_Override_Default_Animal_Behaviour_Via_Script or Shown here: Works anymore.... 😓 Anyways, here is the script: I hope we can get this baby to the finish line together. Thank you in advanced!
  21. LSValmont

    Ravage

    Please don't forget about considering these points for the next version:
  22. LSValmont

    Ravage

    Hey Haleks, just wanted to drop a couple suggestions for potential optimizations. I was checking out the scripts in the mod and I found several instances where BIS_fnc_selectRandom and BIS_fnc_MP were used. As you probably already know both commands were replaced by the much faster selectRandom and remoteExec/remoteExecCall respectively. Updating these commands shouldn't take to long. Search all .sqf files inside the mod folder, open them all with notePad++ and use the search in all opened documents notepad++ function to search for BIS_fnc_selectRandom and BIS_fnc_MP and replacing them. Shouldn't take long considering there aren't as many as you might think but would certainly speed things up quite a bit specially in MP. Also the script that adds BIS_fnc_holdActionAdd to objects so players can search things... it would be good to have a % box/option inside the module settings so that mission makers can select a % of objects with added HOLDACTIONS to... currently adding to so many objects can bring down fps in some systems so choosing only to add the holdAction to lets say 50% of candidate objects would be a neat optimization feature. We could set a higher % of possibility of finding items on objects but on a lesser % of objects so players still find the same amount of items even if there is less objects with the holdAction. PS: Another possibility is to have an option to only add the holdAction to an object if the script rolled that the object should have an item. If the script did not add an item to the object then no holdAction is added. (I know this kinda breaks the sense of searching every item but it could really improve performance as I found out in my testings. Whatever option you choose both will increase performance quite a bit (if mission makers do enable them that is). Lastly, please don't forget about the option to disable the reduction of animation speed that happens with high encumbrance. The problem with the setAnimSpeedCoef command is that it slows EVERY animation and not only the movement animations so it makes the already clumsy Arma 3 controls feel even more like we are driving a tank instead of a soldier on foot. That would be all my suggestions for now, as you already know I am all bout optimizations and I am about to release a MAYOR campaign for Ravage on the following days. Thanks for your continuous and marvelous work on Ravage btw.
  23. LSValmont

    Ravage

    Thank you! I think that since you added that the Arma 3 devs added more effects to encumbrance like more weapon sway and faster stamina depletion so setAnimSpeedCoef is a little bit overkill unless players have stamina disabled. Then it becomes quite reasonable.
  24. LSValmont

    Ravage

    Haleks quick question, does Ravage has a script that regularily sets the player's setAnimSpeedCoef to 0.8752? When I change it via player setAnimSpeedCoef 1.0; it only works for a few seconds and then revers back to 0.8752 and that only happens to my while using ravage.
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