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Sertica

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About Sertica

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  1. Sertica

    Behavior Score

    Official servers are a cesspool with no discipline scripting. But they may be banned if you had proof and sent it to Dwarden on discord. The problem ultimately is there are so many trolls it is a life's work banning all of them. Then you go to a server with different owner and they are all back again because that server does not have them on the ban list. Where often spending money and sucking up to people in high places determines how you are treated/ranked.
  2. Sertica

    Noob looking for server......

    The closest you get currently to public sim servers is CodeFourGaming KOTH HC (pvp) and Antistasi Community (pve). Server name: CodeFourGaming - King Of The Hill HC Infantry US #2 - 24/7 Day Address: 51.79.37.208:2302 Most private servers use arcade settings.
  3. Right clicking on a process in task manager allows you set core affinity. I have a G3258 CPU, which has 2 cores overlocked to 4ghz. Load is almost 100% on both. You could put the dedicated server on cores 3-4. Then put Steam and other garbage on > 4.
  4. Sertica

    Body Armor Math

    Just making sure I'm correct.
  5. https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection According to this page I'm understanding it as meaning that a special carrier rig with 24 abdomen armor divides incoming damage by 25, because the abdomen has 1 health and the vest adds 24. So body armor does not stop bullets as vehicle armor does. It only divides the damage. A scorpion still kills you with 6 bullets at 18m, so it must not work realistically.
  6. The rules are baffling. These statements seem to contradict. 🤔How can local variable be visible to function if defined in and only visible in the calling script? So the difference with private modifier is unclear. For Java it is so easy. Just look at the access levels table: https://docs.oracle.com/javase/tutorial/java/javaOO/accesscontrol.html
  7. I assumed that local variables declared at file base level had scope anywhere in the file.
  8. What I pasted above is the entire code in the mission folder, in init. It does the same thing if run from a player action. checkPath = { private _agent1 = createAgent [typeOf player, getMarkerPos "startMark", [], 0, "NONE"]; //_agent1 setBehaviour "AWARE"; _agent1 addEventHandler ["PathCalculated", { { private _marker = createMarker ["marker" + str _forEachIndex, _x]; _marker setMarkerType "mil_dot"; _marker setMarkerColor "ColorBLUE"; //_marker setMarkerText str _forEachIndex; } forEach (_this select 1); player sideChat "PathCalculated Done: "+str(count (_this select 1)); _agent1 removeEventHandler["PathCalculated",_thisEventHandler]; _agent1 = nil; }]; _agent1 setDestination [getMarkerPos "endMark", "LEADER PLANNED", true]; }; player addAction["Check Path",checkPath];
  9. private _agent1 = createAgent [typeOf player, getMarkerPos "startMark", [], 0, "NONE"]; //_agent1 setBehaviour "AWARE"; _agent1 addEventHandler ["PathCalculated", { { private _marker = createMarker ["marker" + str _forEachIndex, _x]; _marker setMarkerType "mil_dot"; _marker setMarkerColor "ColorBLUE"; //_marker setMarkerText str _forEachIndex; } forEach (_this select 1); player sideChat "PathCalculated Done: "+str(count (_this select 1)); _agent1 removeEventHandler["PathCalculated",_thisEventHandler]; _agent1 = nil; }]; _agent1 setDestination [getMarkerPos "endMark", "LEADER PLANNED", true]; The event handler is removed. The agent is nil. Yet the ghost keeps coming back to haunt me every 5 seconds in side chat with a new calculation.
  10. There is something strange going on. I used the alt method because I can't have the bug with this command. But the event handler gets fired endlessly. This is not feasible. I need it to run once. private _agent1 = createAgent [typeOf player, getMarkerPos "startMark", [], 0, "NONE"]; _agent1 setBehaviour "AWARE"; _agent1 addEventHandler ["PathCalculated", { { private _marker = createMarker ["marker" + str _forEachIndex, _x]; _marker setMarkerType "mil_dot"; _marker setMarkerColor "ColorBLUE"; //_marker setMarkerText str _forEachIndex; } forEach (_this select 1); //player sideChat "PathCalculated Done: "+str(count (_this select 1)); }]; _agent1 setDestination [getMarkerPos "endMark", "LEADER PLANNED", true];
  11. I'm starting work on a system for procedural generation of waypoints guaranteed to be reachable. https://community.bistudio.com/wiki/calculatePath 1. I followed the warning advice and put this in init.sqf: isNil { calculatePath ["man", "aware", startMark, endMark] addEventHandler ["PathCalculated", { params ["_agent", "_path"]; for "_idx" from 0 to (count _path) do { player sideChat (str (_path select _idx)); _marker = createMarker["",_path select _idx]; _marker setMarkerColor "ColorWEST"; _marker setMarkerShape "hd_dot"; }; }] } The code does not execute. 2. I tried removing the isNil block, then got an error about startMark variable undefined. But it is defined on a marker placed in the editor. I've never had a problem reading editor placed global variables from init before.
  12. Sertica

    BMR Insurgency

    My group key is backslash. The binds on those keys are specific to this mission. Default game keys are very poor. I use TGFH to move in all games. It gives access to many more keys without displacing your hand. It is a common layout for competitive gamers. So using hardcoded key binds, particularly in the middle of the keyboard, is basically screening out anyone that wants to be efficient. Mission menus should be in scrollwheel or escape list.
  13. Objects with more rectangular form instead of curved will run faster because they have less vertexes.
  14. Wonder how bots handle underground path finding.
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