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The Black Fox

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Everything posted by The Black Fox

  1. So I made an island base out of the limestone rocks that came with Malden. About 100m away on a boat it doesn't lag, but once you get 50m in it starts to lag a LOT (as in the frame rate drops). The island has an interior cave as the rocks are placed precisely. On the interior, no matter how low the game's settings are set, it drops to about 8fps. It's a really nice island and doesn't require the terrain editor, but the lag makes the area unplayable. Here's a link to a custom composition of it. https://www.mediafire.com/file/qnfnii24nmakkbq/Island%20Base.zip
  2. I know a fair amount about modding other games, but I'm trying to get into Arma and it's extremely complex. I have ONE goal for now. I want a black Strider with a decent top speed (~200km/h) that retains the original Strider's amphibious nature, but is faster in the water (~65km/h) with the 30mm cannon from the BTR/Gorgon instead of the RCWS. Getting models and textures out of the game is pretty easy. I already have the black textures, the strider model, and the cannon model/textures. The next steps for me are integrating the finished thing into the game, which I have NO idea how to do. Can someone post an easy to understand guide of how to put a finished model into the game?
  3. There are some static vehicles (like the giant dump truck on Tanoa, bulldozer, there's evena really nice trawler model) that would be entirely plausible to turn into actual pilotable vehicles and I don't know why you here at BI didn't (especially with the trawler) make them drivable. Is there any way I can make them drivable through scripting or no? If not, how would I make them into vehicles?
  4. The Black Fox

    Make static vehicles drivable?

    How tho Okay, so how did Bohemia remove the turret from the Bobcat in the IDAP addon? Also, would you know how to integrate the trawler mod by Dascha listed above into my addon? I've unpacked the pbo into my mission directory and edited config.cpp accordingly.
  5. The Black Fox

    Make static vehicles drivable?

    What about editing the models into actual vehicles? Also, I see you used scripts to mount weapons. How would I use scripts to replace the Strider's GMG/HMG with the Gorgon's 30mm cannon?
  6. The Black Fox

    Make static vehicles drivable?

    MTE How do I do this? I've attached two MG's on the back of the trawler and a GMG on the bridge, but how do I attach a static to a vehicle? Very nice! Although I wish you could walk around on it when it's stationary (less than 7km/h)
  7. Hmmm, it seems to have set the parent task as complete instead of the child task.
  8. I have a mission where players need to complete at least one of four tasks. One of them is Malden's primary airport. The objective is to clear the entire airport of NATO vehicles and infantry. How would I set up a trigger for this? I have it set to cover the area of the airport with "NATO Not Present" but it's not working. Can anyone help me with this?
  9. Preamble: I added a second playable squad on Escape Malden. Problem: When all units in Alpha 1-1 die, they can still spawn on Alpha 1-2. However, when all units in Alpha 1-2 die, the mission fails. Every bug in my custom scenario have been fixed except for this. How do I fix this?
  10. The Black Fox

    Issues with two groups on Malden

    okay gonna try again with a fresh remake of the mission where not much else is changed
  11. already did that, and no, I'm not using that command. The mission doesn't load when using a PBO as using a PBO would theoretically allow it to run properly.
  12. The Black Fox

    Helicopter Not Flying at start

    I recently had this problem. I was using a system called the Simulation Manager, and the "exclude aircraft" flag didn't seem to be doing anything.
  13. LANGUAGE!!! I'm not insulting anyone. Calm down.
  14. What language? I haven't sworn once. Nobody told me to, but you suggested it. I want to change one texture on one vehicle in one mission, I don't need a script to do so.
  15. Who tf wants to use a long script when you can just put one or two lines in the init of an object as long as the texture is stored in the A3 folder?
  16. None of the methods mentioned in the wiki since 1.64 work either as I've tried them. If you got any more suggestions, let's hear them.
  17. The Black Fox

    Issues with two groups on Malden

    Not many MP settings, as I was having problems with this earlier and am using mostly vanilla settings. I only changed the respawn timer andtime of day. // Delete the dead body if all players are far away _null = (_this select 1) execVM "Scripts\BuryCorpse.sqf"; // Squad leader if (player isKindOf "O_Soldier_SL_F") then { [player] execVM "scripts\loadouts\SquadLeader.sqf"; }; // Marksman if (player isKindOf "O_Soldier_M_F") then { [player] execVM "scripts\loadouts\Marksman.sqf"; }; // Autorifleman if (player isKindOf "O_Soldier_AR_F") then { [player] execVM "scripts\loadouts\Autorifleman.sqf"; }; // Autorifleman Numero Dos if (player isKindOf "O_Soldier_AR") then { [player] execVM "scripts\loadouts\Autorifleman.sqf"; }; // Close quarters specialist if (player isKindOf "O_Recon_F") then { [player] execVM "scripts\loadouts\CloseQuarters.sqf"; }; // Anti-tank if (player isKindOf "O_Soldier_LAT_F") then { [player] execVM "scripts\loadouts\Antitank.sqf"; }; // Basic rifleman class if (player isKindOf "O_Soldier_F") then { [player] execVM "scripts\loadouts\basicrifleman.sqf"; }; // Missile specialist if (player isKindOf "O_Soldier_AA_F") then { [player] execVM "scripts\loadouts\antiair.sqf"; }; // Engie if (player isKindOf "O_Engineer_F") then { [player] execVM "scripts\loadouts\Engineer.sqf"; }; // Medic if (player isKindOf "O_Medic_F") then { [player] execVM "scripts\loadouts\medic.sqf"; }; // Heli Pilot if (player isKindOf "O_helipilot_F") then { [player] execVM "scripts\loadouts\HeliPilot.sqf"; }; // Heli Crew if (player isKindOf "O_helicrew_F") then { [player] execVM "scripts\loadouts\HeliCrew.sqf"; }; // Heli Engie if (player isKindOf "O_soldier_repair_F") then { [player] execVM "scripts\loadouts\ParaTrooper.sqf"; }; // Heli medic if (player isKindOf "O_recon_medic_F") then { [player] execVM "scripts\loadouts\HeliMedic.sqf"; };
  18. I have a dedicated server for my mission, so it's not a local problem. But I have this weird pulsing lag effect when I play that others don't have. Even on my B E A S T L Y rig (i7 8700K 5.5Ghz, SLi GTX 1070s, 32GB DDR4 3400, RAID0 Samsung 970 Pro 1TB) I'm getting only 15 to 45fps on 1080p Ultra settings, and my framerate does NOT improve even after lowering settings. Maybe someone can take a look at the mission? https://steamcommunity.com/sharedfiles/filedetails/?id=1669600097
  19. The Black Fox

    Issues with two groups on Malden

    Getting error: undefined variable in expression: bis_grpmain_1
  20. The Black Fox

    How do I improve mission performance?

    Okay, it's not 600 triggers, but ti's still a fairly large mission: 88 compositions, 1811 objects, 289 waypoints, 113 triggers, 2 systems, 74 markers, and 1 comment.
  21. The Black Fox

    Issues with two groups on Malden

    It's related to an existing game function. Also, now respawn seems to be broken for new players joining the game.
  22. The Black Fox

    How do I improve mission performance?

    Yeah, my 1070s are only showing 20 to 50% usage during any given time (SLI seems to be working fine) so it's likely a CPU bottleneck, even though at 5.5Ghz the 8700K still offers immense power.
  23. The Black Fox

    How do I improve mission performance?

    I'm on Server 2008 R2 Datacenter with a i7 8700K 5.5Ghz, SLi GTX 1070s, 32GB DDR4 3400, RAID0 Samsung 970 Pro 1TB. I highly doubt Windows 10 KB4482887 is going to affect any performance on my computer. View distance has minimal effect on performance. I think the sheer number of AI that I have (180) is affecting server performance. Unfortunately due to well over half of them being patrols that have a tight interlocked schedule (pickups, dropoffs, a normal city schedule, one AI being late can affect the rest of them) I cannot change very many of them to dynamic simulation. Most of the other AI are using presence triggers (600+).
  24. The Black Fox

    Issues with two groups on Malden

    Returns an error about some unknown variable
  25. The Black Fox

    Issues with two groups on Malden

    I'm already using custom loadouts. I figurd out how to use OnPlayerRespawn.sqf to equip custom stuff and it's all working fine. So, loadouts aside, would changing one group to AAF still be feasible?
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