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h4wek

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  1. Hello Guys I have somestrange behaviour of readig locality onn HC's machines - I was prepared script for monitor load on every HC so when script check that HC is local make check of local units on it and broadcast to other machines by public variable while {true} do { if (isServer) then { SERWERFPS = [gamelogic,"SERWER",round diag_fps,{local _x} count allUnits];publicvariable "SERWERFPS"; if (!isplayer (HC1FPS#0)) then {if (HC1FPS isnotequalto [objnull,"HC_1",-1,0]) then {HC1FPS = [objnull,"HC_1",-1,0];publicvariable "HC1FPS"}}; if (!isplayer (HC2FPS#0)) then {if (HC2FPS isnotequalto [objnull,"HC_2",-1,0]) then {HC2FPS = [objnull,"HC_2",-1,0];publicvariable "HC2FPS"}}; }else { if (!isDedicated && !hasInterface && isMultiplayer && (count (entities "HeadlessClient_F") > 0)) then { private _HCS = (entities "HeadlessClient_F"); if (count _HCS > 0) then {if (local (_HCS#0)) then {HC1FPS = [(_HCS#0),"HC_1",round diag_fps,{local _x} count allUnits];publicvariable "HC1FPS"}}; if (count _HCS > 1) then {if (local (_HCS#1)) then {HC2FPS = [(_HCS#1),"HC_2",round diag_fps,{local _x} count allUnits];publicvariable "HC2FPS"}}; }; }; sleep 5+(random 3); }; And it works perfectly on 1 HC but when I have 2 - it go to hell beacouse command for check if HC's is local for itself return wrong state for example I have 2 HC's machines with network ID 5 and 6 - this IDs return server when I ask for it by command. so I ask in variable local_1 and local_2 if HC1 is local for machine 5 and 6 and guess what ......... HC1 is for both of them !!!!! so in my results I get overwrited data form 2 HC's beacouse they didnt know who they are for themself (for HC1 and HC2 comand localHC1 return true) and for HC2 this command return on both false so ??? HC1 and HC2 is the same machine? or HC2 not exist?? So simple question is it bug or not ???
  2. ok so in Engine of aram3 is all ok , only my code was unfortunate make too fast spawns/despawns loops and unsheldued make stack. Methods with sleep in loop is nice and I use it many times mostly for MP codes where times are not so fast like on SP - this situation was very strange and is repetable so i was supose that reason can be in engine's memory management.
  3. remove issue in order AI units menu what cause for unit in vehicle tah order for DISEMBARK is in some situations moved to 1st row command and overwrite moveto order (WTF with this ?!!! it is very frustrating when AI traveling in heli or plane - when player set next waypoint and suprise he ordder just disembark what is impossibile to stop when engaged) - this breaking of this disembark /landing order should be fixed too !!! long time ago.
  4. Other thing is that movout and moveinturret switching animations of doors on getin or getout eventhandlers so switch is needed anyway. and more strange thing : i use special variable for every unit to avoid run eventhandller scripts on getout and getin (beacouse actual method based on moveout/moveinturret causing those handlers) so in scripts on getin/out on begining is: if (_unit getvariable ["switch",false]) exitwith {systemchat "skip"}; and in turning (switch scripts is): _unit setvariable ["switch",true];sleep 0.1; moveOut _unit;_unit moveInTurret [_vehicle, [0,2]];_vehicle lockTurret [[0,1], true]; _unit setvariable ["switch",false]; and......... nothing script on eventhandler in and out are runing whole code and discovering variable as false even when before moveout put delay time so W T F???? working only like that: _unit setvariable ["switch",true]; moveOut _unit;_unit moveInTurret [_vehicle, [0,2]];_vehicle lockTurret [[0,1], true]; sleep 0.1;_unit setvariable ["switch",false]; If switch command will exist this will not happen and my limit variables will be not nesesary beacouse on switch seat will be not happen in/out handlers - only switch handler maybe. BTW why times on turning in/out are always about 1 second (try to open/close tank huttch in 1/2 seconds) - only solution is make whole those animations without standard configs.
  5. Not work even when crew of tank is turned in, this command "switchcrew" missing due to work like moveout + moveinturret, not matter what crew status is. I use combination like _vehicle lockTurret [[0,2], false]; _unit action ["TurnIn", _vehicle];sleep 1; _unit action ["moveToTurret", _vehicle, [0,2]]; and no effect on unit. only when I am in tank and run command on me this work, from cript on Ai unit not.
  6. Thank you I will try it (mainly is question if it will work without problems by scripts on AI and on MP).
  7. I need to calculate cargo area for specified objects, so I make simple script for get real true info about that, but if you put this to console and wait few minutes (console run continuus this comand in loop and repeating this procedure many times by spawn/despawn all those objects) - the game is stack freezeeng or crash after close console - to repeat effect just put this to function file on empty VR map and you see effect. More simple way to reproduce is simple loop command to spawn/despawn for example basic object like while true do { _cargo = "Land_metalBarrel_F" createvehiclelocal [0,0,-1100]; deletevehicle _cargo;}; - command to put in console and leave it for minute for example (teoretically nothing should happen after close console beacouse engine spawning and delete still one object right?) so watch the effect and ansver to yourself why it not happen like should be expected. I use this code to take real effect (end unxexpected discover this situation when I leave command in one of console query rows - to read result continously) so: //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //["B_Truck_01_cargo_F","Land_metalBarrel_F"] call boxcount - command to put in console boxcount = { params ["_transportertype","_cargotype"]; private _boxcount = 0; private _cargos = []; private _full = false; if (isClass (configfile >> "CfgVehicles" >> _transportertype >> "VehicleTransport" >> "Carrier")) then { _transporter = _transportertype createvehiclelocal [0,0,-1000]; _cargo = _cargotype createvehiclelocal [0,0,-1100]; while {!_full} do { if ((_transporter canVehicleCargo _cargo)#0) then { _transporter setVehicleCargo _cargo; _cargo = _cargotype createvehiclelocal [0,0,-1100]; }else {_full = true}; }; _cargos = (getVehicleCargo _transporter); _boxcount = count _cargos; {deletevehicle _x}foreach _cargos; deletevehicle _transporter; deletevehicle _cargo; }; _boxcount }; after that nothing get game back to normal even FLUSH or SUPERFLUSH, only restart of mission clen memory area. Is any solution for that in engine? (this cause after longer perioid of time stack of dedicated server if game running very long on the same mission even optimalised scripts not help beacouse of this effect - it looks like every spawned object make space in memory and not relase it after delete completly - BI guys W..T...F?
  8. If you can make crane with animated turret and after connect rope to it's animated arm your arma3 is still running please give info here, this feature was working about some update in 2021 and then about 2022 after another update again not works and crash arma to desktop. For DEV if you want try it just put tank on map in editor and create rope connected to end point (konechlavne) of it's barrel and watch what happen.
  9. Why on win10/11 the playback of recorded macro operations are like in slow motion in compare to win7 behaviour?? Is any solution for that? By this like it work in win10 using macro is slower than make the same operations by manual.
  10. Who can explain why groups defined in damage class like for example: class Damage { tex[]={}; mat[]= { "a3\data_f\glass_veh.rvmat", "a3\data_f\glass_veh_damage.rvmat", "a3\data_f\glass_veh_destroyed.rvmat", "a3\data_f\vehicles\armored_glass.rvmat", "A3\data_f\Vehicles\Armored_glass_damage.rvmat", "A3\data_f\Vehicles\Armored_glass_destroyed.rvmat" }; }; (don't find those file names they are only example) are not working for 3rd stage, just (2nd -damage level is shown/switched after 0.5 damge level) but 3rd-destroyed level not even on 1 damage level of selection, or until whole vehicle is not fully destroyed,/killed. WTF (what for are 3 entries if works only 2 of them)? Even making overwrite this last stage by dammage event handlers with setmaterials global not work beacouse this feature overwrite those selections still back to 2nd stage.
  11. Is any possibility/chance to make suspension reaction on level of damage in tanks too - the idea from carX with lowering size of physix wheel is ok for tanks too (the bottom of track could be even disapear in ground like broken tyre) config values like: wheelDamageRadiusCoef = 0.8; wheelDamageThreshold = 0.025; wheelDestroyRadiusCoef = 0.65; wheelDestroyThreshold = 0.9; not affect on tanks at all. beacouse nobody add it to tanks suspensions animation sources (or even worse someone cut it off during DEV process) and make it by external bones/scripts not work with wheel's bones (if I want for example move point of attach bones to tank with all wheels -> it is not possibile beacouse wheels of bones can'r be added to notrmal bones between wheels and main hull (" " in skeleton) so.......... BI DEVs do something with this to make them be much better working/animated as it is now, it need only some work from DEV needed - I belive that if mod community will do it by itselft much faster then YOU if source will be open or ingerention in some deeper parts of model mechanic /simulation models possibile (like those bones dependency).
  12. Why not exist command for switching seat of crew member like it is possibile by action menu for player to switch for example from gunner to commander seat (if compartment is the same of course) but is no way to make it the same way (without moveout beacouse this cause strange behaviours of AI after that and is visibile sometimes like disapear body in extrnal of vehicle for short moment). For all who want to propose "assignAs" i propose kiss your ....... this not work in scripting at all and not swithing crew on it's seats. if exist event handler for that and avilable action for player and for ai to do this in game implementation of commandfor it must be possibie very easy in source code. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#SeatSwitched
  13. Why not exist command for switching seat of crew member like it is possibile by action menu for player to switch for example from gunner to commander seat (if compartment is the same of course) but is no way to make it the same way (without moveout beacouse this cause strange behaviours of AI after that and is visibile sometimes like disapear body in extrnal of vehicle for short moment). For all who want to propose "assignAs" i propose kiss your ....... this not work in scripting at all and not swithing crew on it's seats. if exist event handler for that and avilable action for player and for ai to do this in game implementation of commandfor it must be possibie very easy in source code. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#SeatSwitched
  14. currentZeroing not working on vehicles unfortunatelly, for that should be new command , the same like for expected position of target (when you see in balistic computer targets dot for targeting behind the Ai knows and computer in turret knows where need to target aim (so why it is impossibile to get out by command - for programming AA ammo this will reduce a lot of external calculations made by enemy vector and aim. getHideFrom is not this what i am talking about beacouse when you get position oor for ehample distance form hidefrom position and target position it is mostly the same.
  15. Is any possibility/chance to make suspension reaction on level of damage in tanks too - the idea from carX with lowering size of physix wheel is ok for tanks too (the bottom of track could be even disapear in ground like broken tyre) config values like: wheelDamageRadiusCoef = 0.8; wheelDamageThreshold = 0.025; wheelDestroyRadiusCoef = 0.65; wheelDestroyThreshold = 0.9; not affect on tanks at all. beacouse nobody add it to tanks suspensions animation sources (or even worse someone cut it off during DEV process) and make it by external bones/scripts not work with wheel's bones (if I want for example move point of attach bones to tank with all wheels -> it is not possibile beacouse wheels of bones can'r be added to notrmal bones between wheels and main hull (" " in skeleton) so.......... BI DEVs do something with this to make them be much better working/animated as it is now, it need only some work from DEV needed - I belive that if mod community will do it by itselft much faster then YOU if source will be open or ingerention in some deeper parts of model mechanic /simulation models possibile (like those bones dependency).
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