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h4wek

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About h4wek

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  1. Who knows how it is possibile form logical side?? (live and dead in the same time?) are we on quantum computing already in A3? :)
  2. I have proof of this issue on dedicated server during few hours of work when start to use C-Ram guns by AI,on every burst it spawn even 100 of drone_explosive detonations and those objects are deleted after that, dedicated have 50 FPS but scripts are so lagged that for ansver on action takes few seconds, so it is only question of growing empty reserved space after deleted objects in memory, and after this time all go to lagging like after this described method -> many spawned objects = memory overloaded by those spawned objects (even they are deleted already) -> lag is unstopable without restart of mission in this case. So don't talk bull shits that everything is ok beacouse is not from probably begining of A3. Everyone can do this experiment and have prooof of bugged code of A3 on very deep level - just say (nobody from those who can repair or understand this part of code not work in BI anymore instead - Cannot reproduce the performance degradation. Even after 50000 runs. )
  3. This is not a reason of config belive me - i try to load transport static weapons to very kind of vehicle in vanilla set and gues what - no f.... way to that, but if I change the same object to parent class as non static wapon, for example tank, it is possibile to load to the same vehicle what previously not, and to those trucks also, So why i ask for check those classes by BI, i try many possibilities to do that and it is blocked on engine (loading transport vehicles) level.
  4. NO shit sherlock :) this issue is even on vanilla set - this is coresponding to engine way of work on dedicated and simulation models, this thing that effect can be on attached objects due to simulation model of parent objects, but the same reason cause for example too low rate of fire on machine /gatling guns - don't use simulations like "tank" - only "tankX" make it correctly working - I was fight with this shit about 6 months and discover true issue by accident with config error on this simulation model. BTW - with too high rate of fire in conjunction to recoil effect force this what not happen in terminator movie can happen in real and in arma :) (set in this situation mass to x10 and center of mass [0,0,-2] solve it excelent).
  5. One question to attached static weapons - WHY it can't be transported as cargo by this method https://community.bistudio.com/wiki/Arma_3:_Vehicle_in_Vehicle_Transport even when it have set config to canBeTransported = 1; and all mass and size parameters are meet - other vehicles (smaller than specified weaopon turret) in the same situation (transporter vehicle) are able to load.??????
  6. I have different method for that: change mass of vehicles for example 10x and change center of mass to for example [0,0,-2], for me it solve all progblems even with jumping MGs on buildings.
  7. Am I only who is missing to have possibility of confing entry in number model coordinates array like for example: slingLoadCargoMemoryPoints[] = {{0,0.45,1.08},{0,-4.25,0.23}}; not only by memory points, to transport broken small heli by bigger one or to transport plane is needed to make whole scripting method slingload or edit model to add memory points, by this feature will be possibile to add it by config overwrite.
  8. h4wek

    Sling Loading Feedback

    Am I only who is missing to have possibility of confing entry in number model coordinates array like for example: slingLoadCargoMemoryPoints[] = {{0,0.45,1.08},{0,-4.25,0.23}}; not only by memory points, to transport broken small heli by bigger one or to transport plane is needed to make whole scripting method slingload or edit model to add memory points, by this feature will be possibile to add it by config overwrite.
  9. Why is not possibile to use in config to add slingLoadCargoMemoryPoints array as model coordinates points, example slingLoadCargoMemoryPoints[] = {{0,0.45,1.08},{0,-4.25,0.23}}; this could be done like in transport vehicles class 😞
  10. Why AI disembark after unconnect it from group from locked vehicle??, When I order to AI getin and after that lock vehicle "2", it deny for command getout, but if i dismiss it from group Ai disembark imidiatelly from this vehicle, WTF????
  11. They not fixed this until today 😞, but i try other issue to solve this one - try use command this disableAI "All" after engineon command or before, with this disableAI 'move ' normally ai not turning off engine itself. so maybe this help to prevent turnn off by MP. or this one [this,true] remoteexeccall ["engineon",2]; for me this one works fine in MP. but i discover other issue with sound controllers on this object (not work globally sound controlled by this custom controllers) funy thing of course for off you need to use [this,false] remoteexeccall ["engineon",2]
  12. h4wek

    Vehicle Sound

    Anyway it is shame that sound controllers not work on building and thingx objects, for ship type simulated object it works but on MP is problem with turn on/off engine (server overwrite state of engine set by engineon command). https://steamcommunity.com/sharedfiles/filedetails/?id=2957393571
  13. The same question about engineon overwrite (in my situation it is problem on dedicated when object is set to engine on (ship simulation object - generator to power supply radar) anyway when I set engine on on client by useraction after few seconds dedicated serwer set it back to 0 - object haven't crew so WTF??
  14. This could be work like this (but need addon side):
  15. You should check by ( _projectile iskindof "Cluster_155mm_AMOS") anyway i make lot of experiments on this : https://steamcommunity.com/sharedfiles/filedetails/?id=2957393571
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