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About RCA3

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  1. RCA3

    South Asia v1.4 No errors!!

    @dalber24 Short answer: https://community.bistudio.com/wiki/Take_On_Helicopters_Data_Pack TKOH data are licensed for creating derivatives for both the Take On Helicopters and Arma games.
  2. Just to clarify this, TPW's is defining viewDistance according to FPS, current optics and flying or ground. George's is defining viewDistance according to optics plus setObjectViewDistance (which TPW's is missing). In addition George presents a few more tricks which can be combined with TPW's script as long as you remove/comment out the eachFrame eventHandler from George's. Those tricks being: enableEnvironment [false, true]; setTerrainGrid 40; setShadowDistance 0; setDetailMapBlendPars [0,0]; object enableSimulation false: object hideobject true; (this hides world objects randomly and probably the most FPS affecting of all (besides viewDistance itself), you can adjust the _filter variable up to 10 if you don't want to hide any or down to 1 for hiding more). Furthermore: setDetailMapBlendPars (FPS benchmark with this command only) [?,?] Default Frames: 2072 - Time: 60000ms - Avg: 34.533 - Min: 25 - Max: 47 (run#1) Frames: 2248 - Time: 60000ms - Avg: 37.467 - Min: 26 - Max: 52 (run#2) [0,0] Frames: 2124 - Time: 60000ms - Avg: 35.400 - Min: 25 - Max: 50 (run#1) Frames: 2253 - Time: 60000ms - Avg: 37.550 - Min: 26 - Max: 50 (run#2) [20-50] Frames: 2141 - Time: 60000ms - Avg: 35.683 - Min: 25 - Max: 50 (run#1) Frames: 2249 - Time: 60000ms - Avg: 37.483 - Min: 28 - Max: 51 (run#2) setTerrainGrid May cause floating rocks, trees, bushes at distance if set to high.
  3. Haven't tested with both yet, I posted here for George to do it. 😄 initplayerLocal.sqf and TPW's are both defining viewDistance, so still remains to see which one performs better (can't really compare them, it's a matter of preference, if you want dynamic viewDistance or not).
  4. Hi, thanks. I'm just using George's inits above. 🙂
  5. Not sure what you wanted me to compare with so here you go: 😆
  6. Thank you. 😉 Sure, if it doesn't get too long... 😃
  7. Interesting. I too suffer from bad FPS due to old hardware and only recently I found this old post showing a possibly long forgotten @tpw's script that helped me a lot. The major difference to yours might be the detection of current FPS and automatic adjustment to view distance. His also doesn't mess with enableSimulation, which you might have something there. 😉 Good job nonetheless. 👍
  8. ACE Compatibility Patch: Google Drive It fixes the too fast (for me) running with rifle raised movement back to C.A.S.T. values when running ACE.
  9. Hello! 1. I don't know how to make the script count the Waves, adding a number behind like "Wave 1, Wave 2" etc. (This would be very nice to have to see what wave you're at and to add maybe a Tank as enemy every 10th wave) Done. 2. I feel like my countdown system could be better. Done. 3. I managed to make the script select from different units when spawning them, however everyone spawns as the same selection, I can tell why it does but not how to fix it. Done. 4. I currently use the Waypoint MOVE for the enemies and assigned it to a marker in the middle of the player's base, but have no idea if this is the most effective way of doing it. You're using move, not addWaypoint which is fine for this case. 5. I feel like the code is not optimized as well as it could be, if you have any insights on how to improve it or make it more optimal, please share. Optimization doesn't really matter in small, one timer, non-cpu intensive scripts like this. 👍 Note: I made it run on server only so it won't spawn enemies on every client and it's single player and multiplayer ready. Run it from a trigger or from somewhere local to server (ex: AI unit or initServer.sqf).
  10. _shilux is undefined under the trigger scope. Convert it to global variable if you can = myshilux (and reference that inside the trigger instead).
  11. RCA3

    Wind bug (weird)

    SQS aside, have you tried Manual Override on the editor?
  12. RCA3

    ARMA 2 Sounds For CUP (A2C)

    Just to say I was already using this before you posted here. 😎 Thanks for doing this. 👍 #A2RemakeFTW
  13. As per request: 😉 Left side = vanilla Right side = C.A.S.T. Notice that you will get differences also on diagonals and sideways (and backwards) moves. Ah... forgot to add unarmed. 😋