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Yyo

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Posts posted by Yyo


  1. 14 hours ago, Larrow said:

     

    As some times the selectRandom in your initServer script is selecting the markers "EastRESPmkr_2" or "EastRESPmkr_3" which have not been created yet/been removed (sector not captured). So getting the position of these markers returns [0,0,0] so the "MGIRespEastAI" gets placed there ([0,0,0] == corner of the map).

    
    [] spawn {
    	while {true} do {
    		sleep 5;
    		//Only markers that currently exist
    		_activeMarkers = [ "EastRESPmkr", "EastRESPmkr_1", "EastRESPmkr_3", "EastRESPmkr_2" ] select{ getMarkerPos _x isNotEqualTo [0,0,0] };
    		"MGIRespEastAI" setMarkerPos getMarkerPos(selectRandom _activeMarkers);
    	};
    }; 

     

    Hey Larrow, it's a great honor to have had you solve my problem, you're a legend! Thank you so much, I really appreciate it! Have a wonderful rest of your week and stay safe boss!


  2. Hello all, I hope you're doing well. The basis of what I am trying to do is trying to change the position of a marker to another markers position via script. I have this line of code in my initServer.sqf:

     

    [] spawn {while {true} do {sleep 5; "MGIRespEastAI" setMarkerPos (getMarkerPos (selectRandom ["EastRESPmkr", "EastRESPmkr_1", "EastRESPmkr_3", "EastRESPmkr_2"]));};};

     

    Basically, I am using PierreMGI's amazing addon "MGI Advanced Modules" and using his respawn system for AI. For my scenario, I have a sector placed and I have a trigger synced to an "Unlock" logic that is synced to the sectors module. The trigger will activate/unlock if OPFOR captures the sector. Within this trigger, I have it coded so that it creates markers ("EastRESPmkr_2", "EastRESPmkr_3") on other triggers I positioned around the AO of the sector, acting as potential positions for the "MGIRespEastAI" marker to be randomly teleported. These markers ("EastRESPmkr_2", "EastRESPmkr_3") will than be created if OPFOR captures the sector and would be deleted if OPFOR loses the sector. My other 2 markers ("EastRESPmkr", "EastRESPmkr_1") are acting as my base markers, essentially theses will already be activated upon start of my mission. Everything works as expected, where the "MGIRespEastAI" marker will teleport to either of the base markers, or if activated, would also be teleported to the captured sectors marker positions. But what sometimes happens is that the "MGIRespEastAI" marker will be sometimes positioned/teleported at the corner of the map? I was wondering if there's anything I should add or change about in my sqf file or maybe go a different route of randomly setting the position of a marker to an array of other marker positions? Any help will be greatly appreciated! If any more clarification or even a link for my mission file is needed, please let me know! Stay safe!


  3. Hey PierreMGI, I hope all is well! I wanted to ask for some help with my trigger setup, if that's okay! Basically, I was reusing an old template I had, using the "AI can respawn" module and sectors. Essentially, I had it to where in my  AO for my sector, I had an "Unlock" logic synced to my sector, and I had my 2 triggers (RespEASTpos_1, RespEASTpos_2) synced to the "Unlock" logic. Triggers are acting as positions where I want the "MGIRespEastAI" marker to move to randomly if the sector is captured/recaptured. In both triggers, I had it to where they only activate when OPFOR is present (when they capture the sector). Inside my initServer.sqf I have written, 

     

    [] spawn {while {true} do {sleep 5; "MGIRespEastAI" setMarkerPos selectRandom [RespEASTpos_1,RespEASTpos_2] };};

     

    What I notice is that the "MGIRespEastAI" marker moves to the trigger positions even when they're not activated/when the sector isn't captured by OPFOR.

     

    I have also tried using markers for possible positions to move the "MGIRespEastAI" marker, which seems to have fixed the previous issue, but I notice that sometimes the marker seems to teleport to the corner of the map and I am not sure how I would fix this, here is the code I am using, where "EastRESPmkr" and "EastRESPmkr_1" are acting as base markers and "EastRESPmkr_2" and "EastRESPmkr_3" are markers that are made once the sector is captured :

     

    [] spawn {while {true} do {sleep 5; "MGIRespEastAI" setMarkerPos (getMarkerPos (selectRandom ["EastRESPmkr", "EastRESPmkr_1", "EastRESPmkr_2", "EastRESPmkr_3"]));};};

     

    Is there any way there might be another workaround for moving the "MGIRespEastAI" marker to captured sectors randomly? Or anything I can do fix either of the issues I am having? Thanks PierreMGI!

     

    EDIT: I fixed this problem thanks to Larrow, here is the code:

     

    [] spawn { while {true} do { sleep 5; //Only markers that currently exist _activeMarkers = [ "EastRESPmkr", "EastRESPmkr_1", "EastRESPmkr_3", "EastRESPmkr_2" ] select{ getMarkerPos _x isNotEqualTo [0,0,0] }; "MGIRespEastAI" setMarkerPos getMarkerPos(selectRandom _activeMarkers); }; };

     

    Thanks PierreMGI, Have a great day!

     

     


  4. On 12/20/2022 at 6:55 PM, Gunter Severloh said:

    You have in your other post that the game is now on an HDD?

    A disc drive could be adding to your issue, where as im sure you know that an SSD is more stable and smooth.

    Your ram being only 16gb might also contribute to the issue, imo more ram like 32 or better at a min of 3000mhz would im sure improve the performance.

     

    My suggestion is to test on the SSD, and if you can get more ram do it.

    My question is as you as said as your game is launching you get the stutters, will it do that when ingame?

    BI just recently fixed an issue with steam related to mods not downloading or showing up, that could have been part of the issue.

     

    Lastly what compositions are you subscribed too? Are they vanilla based or require mods, or both?

    Hey Gunter Severloh! Super sorry for the late reply, I've been quite busy lately! But I hope you had a nice Christmas! So, I recently switched my arma 3 back to my SSD but to answer your concern regarding my HDD performance, I had tested the game offline on my HDD and the stuttering had been fixed, but when I launched the game on my HDD with steam online, the stuttering had returned. I had come to the conclusion that Steam had been attempting to download/update (upon my game launching) compositions that I had subscribed to on the workshop, causing massive lag/stuttering. I have tested it with having subscribed to 1 composition, and it would stutter for 2 seconds. Than I had tested with subscribing to 10 compositions, and it would stutter for 20 seconds or so. So the stuttering depends a lot on how many compositions I have subscribed to, regardless of whether they're vanilla or compositions that require mods. I was also contemplating on purchasing more ram, but I just can't help with the idea that the game really needs more than 16gb of ram. Regarding ingame performance, I have played with many mods that alter explosions/AI and I notice I have a bit of a spike/freeze for 2 seconds or so when either combat commences or if there is an explosion. But this usually only happens once and the rest is playable. But in vanilla, my ingame gameplay runs smooth as butter. I have also downloaded the updated launcher from the Discord that fixed the issue with the steam workshop mods not showing in the launcher. I just believe that Arma 3 just might not be compatible with my certain PC build regarding compositions. I have tried everything under the sun, and nothing seems to work. As of now, my game runs fine without having any compositions downloaded, but I really wish I can have subscribed compositions and such. Anyways, I truly appreciate and am super grateful for your help/time with my problem. I still love Arma 3 after all this, it's been a very toxic relationship haha. But I hope you have wonderful new years, Gunter Severloh! Please stay safe and take care!

    • Like 1

  5. On 12/17/2022 at 1:45 AM, oldbear said:

    @Yyo Hello!

    Ok, I never encountered this kind of problem, but we will try to find a way out.

    First, let's get back to basics.

    - disable all external applications supposed to improve, optimize the operation of the processor, the graphics card, the PC in general. I am thinking in particular of the tools delivered with the motherboards. Disable monitoring apps as well.The goal is to eliminate the causes of conflicts between Windows, Steam and Arma.

    - disable the Arma 3 profile created in the NVidia control panel. Video settings should only be made from within the game itself.

    - in the BIOS go back to the basic settings.

    - in Steam, verify the integrity of the game data -https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB

    - in the Arma launcher restore default parameters, unload all DLC, unload all Mods.

    The game alone must then be launched without any other application, browser, or social media.

     

    So tell us how it goes ...

     

     

     

    Hey Oldbear! I hope you're doing well! So, I have done what you have suggested and to no avail, the problem still pursues. But I have good news! Basically, I found out that it was subscribed steam compositions that caused  the massive lagging/stuttering issues in the first few minutes of my game launching. Now, I have launched the game offline and the stuttering goes away. But I have monitored my steam while my game was stuttering and I noticed that steam was downloading my compositions again upon starting up my arma for some reason. The stuttering would last depending on how many compositions I am subscribed to, an example would be around 2 seconds of stuttering per every composition. What I've done was mention it in the arma 3 troubleshooting channel in the official arma discord, and what I was told is that it would be an issue on my hardware end. But I have talked to other people who have had the same issue as me, and they believe that it may be an issue with either BI or steam. The only fix I know is to just unsubcribe from all steam workshop compositions, which is quite unfortunate but I'd much rather have a more a stable game. I really hope in the future this issue gets resolved. But thanks for your time, Oldbear! I really appreciate your suggestions and help! 

    • Like 2

  6. Hey guys, hope you're doing well! I was directed here by Gunter Severloh to seek help on my situation. I am currently having an issue with Arma 3 and potentially steam. Basically, for about a month now or so, my game on startup/launch would severally lag/stutter for about 2 minutes each and every time. I have launched the game with and without mods, and I have recently reinstalled the game and the problem still pursues (which was really frustrating considering it took all day).I believe the issue is that Steam is attempting to download/update workshop content each time I launch my game, which causes my game to lag heavily for the first few minutes. I believe this may also be the reason why my game potentially stutters/freezes at times during gameplay. I have a video example of what's going on and a list of my specs/what I have done so far.

     

    What I've done:

     - Reset my PC

    - Reinstalled Arma 3

    - Reset my NVIDIA Control Panel settings

    - Updated all my drivers

    - Moved the game to a different drive

    - Tried countless combinations in terms of launcher params and NVIDIA Control Panel settings

    - Reinstalled Steam

     

    My Specs:

    - Game ran on an SSD (now on an HDD)

    - CPU: Ryzen 5 3600x

    - GPU: GTX 1660 Super

    - RAM: 16gb 3200 Mhz

    - BUILD AGE: Roughly around 2 years now

     

    VIDEO LINK: 

     

    Any help is greatly appreciated, I will try to be as transparent as possible and answer any questions as much I can. Thank you for your time and be safe friends.


  7. Hello, I hope you're doing well! For a month or so now, I have been dealing with an issue where my game severely lags/stutters every 2 - 3 seconds upon startup/launch. It also stutters/lags (but not as consistently as on startup) anytime I either fire a weapon, explosions, and or just at random times during gameplay. I primarily play in singleplayer, I haven't played on any multiplayer sessions. I have, Reset my pc, reinstalled arma, and have tried countless combinations of settings ranging from the launcher parameters to NVIDIA control panel settings. Currently, I was able to narrow down the potential problem that may be causing this with the help of some good folks on the subreddit. Basically, each time I launch Arma, Steam starts downloading something arma related (most likely workshop content) and Steam does/attempts this for about 2 minutes into my game being launched. Within those 2 or so minutes, my game stutters severely up until steam is done/stops updating/downloading whatever was arma related. Gameplay wise, my game would stutter at times, either the first few seconds of a firefight or just randomly when in the editor, but what mainly bothers me is the startup. I have tried launching the game without internet and the stuttering is gone, and the stuttering that would occur during firefights and such was drastically decreased (although it still happens, it's arma haha). Any help/ideas I can try to fix this matter will be greatly appreciated, thanks for your time!

     

    Specs:

     

    CPU: Ryzen 5 3600x

    GPU: GTX 1660 Super

    RAM: 16gb 3200Mhz

    Installed on an SSD (500 GB WD Blue SSD -- Read: 545MB/s, Write: 525MB/s)

     

    link to my reddit post: https://www.reddit.com/r/arma/comments/zknasr/is_this_normal/


  8. 15 minutes ago, pierremgi said:

     

    Not planned. Multiple markers are for random selection? I didn't find it useful. I focused on : respawning on base (so marker), death position, start position.

    But you can teleport your marker as you like. Add a simple script like:
    [] spawn {while {true} do {sleep 5; "MGIRespWestAI" setMarkerPos selectRandom [.... your positions here....] };

    You can pick any position on map by right click /log..

    Hey PierreMGI, thanks for the reply! Yes, that seems to do the trick! Thanks so much!


  9. 6 hours ago, sarogahtyp said:

    The biki entry for BIS_fnc_respawnTickets is well described there. What is your specific question on this?

     

    
    [yourDesiredGroup, 5] call BIS_fnc_respawnTickets;

    this should add 5 extra respawn tickets to yourDesiredGroup...

    Hey sarogahtyp! I hope all is well, thank you for replying! Haha I know the biki for it is well described, and I should've been a bit more informative on what I wanted to know/need help on (I apologize). I just wanted to know, for a simple sector control mission (that has no scripts) is that what I am trying to achieve, is achievable through a description.ext file, right? But inside the description.ext file, do I have to define each side's ticket value (ie: " respawnTemplatesWest[] = { "Tickets" };) or can I continue to use the ticket respawn module in game? Basically, can I just use the description.exe file just for defining certain groups/units' respawn tickets, instead of creating from scratch a new respawn template? Secondly, for groups, Is it the group's callsign or their variable name that I put inside "yourDesiredGroup"? Thanks sarogahtyp!


  10. Hello, I hope all is well. I need help regarding respawn tickets, more specifically giving a group (Spec Ops) of Blufor a certain amount of respawn tickets that they rely on rather than their side respawn tickets. But I would also like, for example, Blufor rifle squads to continue to rely on Blufor's side respawn tickets, as normal (if that makes sense). I believe this has something to do with the Respawn Templates and the "BIS_fnc_respawnTickets" commands but I am unsure how to make use of it. Simply put, I just want to know how to have a specific group or unit on a side to have a different amount of respawn tickets compared to their side's respawn tickets. Any help would be very appreciated!


  11. 38 minutes ago, pierremgi said:

    If your AIs are playable, they respawn in accordance with the respawn system (3den or description.ext you set). So, no need to create a crew. Now, f you want to make them jump into the new respawned vehicle, it's more tricky, especially if you are using the BI respawn vehicle.

    One possible way, could be:

    - name all respawning vehicles;

    - when killed pass variable with the vehicle (if any) to the killed unit;

    - when destroyed, rename the new vehicle with the name of the old one;

    - when respawned, move into the vehicle (with the same name)... if the unit respawns after the vehicle....

     

    The reason why, I preferred respawn vehicles with non-playable AIs inside. (I respawn AIs in SP/MP but let the engine respawn playable units in MP... they have their own life).

    Hey Pierremgi, basically I found another way. ugh, it's just I had already replied but it didn't save and now I forgot what I had stated. sorry, anyways. Basically, I put this in the expression of the Vehicle Respawn Module, " TankCrew = crew Tank; _pos = getMarkerPos selectRandom ["respawn_vehicle_east", "respawn_vehicle_east_1"]; " I got rid of the createCrew code and just left it like that. Basically, I named the crewman group, "TankCrew" and I named the tank, "Tank". Basically, the crew will try to get in the tank as long as they are close. But an issue came to me. What if there are multiple "respawn_east" markers? Basically what I am saying is, the crewman will have spawn at other respawn markers. Which is obviously what I don't want. So than I thought to myself, hmm what would Pierremgi do next? And than, it came to me. Basically, inside the object init of the crewman, I placed this " ; _pos = getMarkerPos "respawn_east"; " which forces them to only respawn on that marker, which of course is close to where both of the vehicle respawn markers are. My only question now is, with the I have it all setup, can I make the crewman locked inside the tank once they go in it? Because I have a feeling they will bail out as soon as the tank is low on health. 


  12. 1 minute ago, pierremgi said:

    Hello Yyo, I hope all is well too for you. First of all I'm no more on armaholic for a while (BI forum is the right place to share scripts, mods... at once. You're responsible on what you write and that's fine).

    You can respawn tank or any vehicle with a crew. The "same" crew has no sense because, they die... and not respawn (except if they are playable units in MP session).

    I don't know what are your global scripts for respawn. Are you using BI respawn vehicle? (I made my own script/module for that). What script are you running? Are your units already respawnable (playable) and are you in MP or SP?...

    Yeah I just stumbled upon armaholic due to me searching up what I wanted, thought it was call it was you haha. Sorry about that. Basically, I have nothing other than what we did yesterday with the triggers. I have no other files like sqf in my mission's directory. So no scripts, unless what we did yesterday are considered scripts? But I don't think so. I am running the mission in multiplayer, all AI are playable since that's the only way they can respawn in the way I want my mission to be. 


  13. On 12/11/2020 at 8:39 PM, pierremgi said:

    Hey pierremgi, I hope all is well, I only have only question left. I was following your scripts from this post a while back, https://www.armaholic.com/forums.php?m=posts&q=31939 but I couldn't get it to work how I wanted to. My question is, is it possible to have the same crew respawn inside the same tank. I don't want to create a new crew for the tank, since they won't be synced to the spawnAI module (which makes them attack sectors). I have tried for the past hour using this method "

    createVehicleCrew _newVeh; _newCrew = crew _newVeh;" it did make a new crew for the vehicle(already inside the respawned tank) but the old crew respawned outside of the tank. Basically, I want the units who were inside the tank initially to also respawn inside the tank, since they are already synced to the spawnAI module. Because if the original crew is not respawned inside the tank, they'll have a high chance of respawning on other respawn markers. Unless there is a way to make newly created AI synced to a module? Sort of like how the spawnAI units automatically attack sectors once they've spawned in the mission. 


  14. 4 hours ago, ZaellixA said:

    If you don't provide more info on the exact nature of the problem you won't get much help. You haven't even provided the error you were having at first hand, you can't really expect people to provide a solution or alternative to your problem without even knowing what the problem is.

     

    Additionally, since this is a forum to help people, it could prove to be beneficial to all the people around here if you could provide your solution to your problem. Nothing wrong with having an issue and then finding the solution yourself, but in the same way you would like other people to provide a "fix" for the problem, it would be nice if you could provide your "fix" too, for future reference and the benefit of other users too.

     

    Regarding the hidden respawn markers, I am not sure that hiding a marker makes it inactive. So, this could be the case where you just hide the marker but you don't deactivate it. You could try deleting the marker with deleteMarker. I bet that this would provide a solution to your problem since if there's no marker, there's no way for AI to respawn to it. Whether this suits your needs or not depends on your intentions. If you want to "activate" the markers later on you could possibly hold their names and positions inside one or two (or more) arrays and create and destroy them at will.

     

    There's possibly a better way to handle that situation, but to be honest, I am not doing great with markers, so I can't help more here. Nevertheless, please don't hesitate to ask for clarification and/or further help if you need it. Someone more knowledgable than me most hopefully will come to the rescue, or otherwise, we could try to go through it together to reach a viable (for your needs) solution.

    Hey ZaellixA, I hope all is well. I saw that you were in my other topic that was regarding this issue, pierremgi had helped me and fixed this issue I was having. But before with the error message, I had posted it in my topic statement later on, but I guess it never saved. I want to apologize because I should have deleted this topic but I forgot. I am new to all this but it is common knowledge to pretty much try it yourself before asking others, and I'm sorry for my negligence. But now I know, thanks ZaellixA. 

    • Like 1
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