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gossamersolid

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Posts posted by gossamersolid


  1.  Probably being a dummy but Im playing solo as commander but see no option to create squads, only individual soldiers that join my personal squad.

     

    Nope, not being a dummy.

     

    The only AI in the game are the ones that defend zones (either your friendly AI or enemy AI) and the ones you and other players purchase for your squads.


  2. Hey guys, one last update for those of you who actually still play.

     

    Changelog: http://gwar3.com/index.php?page=updates&id=35

    Downloads: http://gwar3.com/index.php?page=downloads

     

    I've also made a final news post for anybody that's interested: http://gwar3.com/index.php?page=news&id=13

     

    Might come back to this after Apex releases depending on if anybody is interested in playing.

     

    Thanks to everybody (especially the TGW and Gunny's communities) for partaking in countless testing sessions on saturdays and sundays. Couldn't have done it without you guys.

    • Like 2

  3. HP down?

    Armaholic lists only a old version....

     

     

    regrads

    Hey there, I recently migrated to a new server. Website needs a bit of rewriting to get the connection to the database working again.

    I think there's a bug since 1.56 in my code to get the attachments that fit on weapons as well, I'll need to revise that this weekend.

    I'll message you on steam when everything is back and online again.

    • Like 1

  4. An overview of some recent scripting changes/additions

    nearestTerrainObjects - allows to return map objects, such as "Rock", "Tree", "Bush"...etc

    inPolygon - command for finding point inside polygon, fast algorithm

     

    Anybody know if there's going to be a BIKI document on these two?

     

    Also as stated before, I do hope they're adding in a drawPolygon command to complement being able to check if a position is within one. We'd finally be able to draw sectors on maps that aren't rectangles or ellipses!

    • Like 1

  5. Absolutely fantastic! Do we have a RHS-Version out somewhere there? If not yet, perhaps I need to kick my butt and modify that latest version a bit...

    I never got around to making one. Honestly, there's so much infrastructure changes I need to make in order to do it properly (better config structure and database seperation) that I never got around to doing it.

    • Like 1

  6. It's been a while since any updates. I'm aiming to have a new version out for the weekend. Here's what's currently done:

     

    - Disallow purchasing equipment when enemies are within 100m of the player's position

    - Optimizations: Deployment UI and Purchase Equipment UI update equipment pictures and tooltips much quicker

    - Disable player location record creation

    - Removed Telos from default Altis zone layout

    - Empty slots are filled with AI again (Problems with JIP)

    - Destruction victory now occurs when a team's MHQ is destroyed. Parameter can be set back to previous value if desired

    - Minimum time elapsed before ticket bleed set back to 0 minutes (immediate)

    - Ticket bleed calculation set to Classic by default

    - Increase supply and money income rates on all Altis layouts

    - Raised sudden death default timer to 3 hours

    - Sudden death off by default

    - Disable remote sensors (Experimenting - https://community.bistudio.com/wiki/disableRemoteSensors)

     

    Here's what I'm currently working on:

    - New parameter, Zone Visibility (Classic - As it was in Gossamer's Warfare for A2, Zones and camp ownership are only known after a zone has been scouted and Global - As it currently is in GWAR3)

    - Camps are now distinguished on the map with Letters for easier communication (A, B, C, etc)

    • Like 3

  7. code

     

    Here's how I call it ingame

    _returnVal = "FSExt" callExtension "String to be passed to C#";
    

    Here's what mine looks like, works perfectly with BE off (mine's a server-side extension so I don't need it whitelisted)

    using RGiesecke.DllExport;
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Runtime.InteropServices;
    using System.Text;
    using System.Threading.Tasks;
     
    namespace FSExt
    {
        public class DLLEntry
        {
            [DllExport("_RVExtension@12", CallingConvention = System.Runtime.InteropServices.CallingConvention.Winapi)]
            public static void RVExtension(StringBuilder output, int outputSize, [MarshalAs(UnmanagedType.LPStr)] string function)
            {
                //Logic in here
            }
        }
    }
    

  8. What kind of hardware are you running that you have 150 players per server? I have never seen a situation where that will be playable.

    As for the publicVariables:

    - Does every client need to know all of the values? If not, make sure to send updates via publicVariableClient so you can target one specific machine.

    - How frequently are you sending updates for these variables? This will be one of your biggest factors affecting performance

    You can use tricks to try to trim down large arrays in your case. You said the datastrcture is this:

    ["backpackClass",[["classname1","classname2","classname2","classname2","classname3"]]
    

    You can trim to this (makes more sense with large arrays containing multiple of the same entry)

    ["backpackClass",[["classname1",1],["classname2",3],["classname3",1]]]
    


  9.  

    They didn't. They changed the obscure keyword usage to better fit / be more consistent in naming for what it does.

     

    It's not changing

    if(local _x) then {...}
    

    it's changing

    local _dude = player;
    

    which was the same as doing

    private ["_dude"];
    _dude = player; 

    into

    private _dude = player;
    

     

    Yes, this is what I'm talking about. I use local to define private variables:

     

    local _secondaryIndex = [((uiNamespace getVariable "InfantryEquip_PrimaryCat") lbText (lbCurSel (uiNamespace getVariable "InfantryEquip_PrimaryCat"))), 0, FS_DATA_EQUIPMENT_CATEGORIES] Call fnc_shr_getArrayIndex;

     

    I find it quite frustrating that BIS does stuff like this. Have they not learned before that you CANNOT change the name of scripting commands without leaving the previous one there for compatability?


  10. Tweaked: Scripting commands - change wording of the local keyword to private for consistency and to avoid confusion

    Tell me you didn't just rename a scripting command. Please tell me you simply made a second command called private which replicates the functionality of local.

    I don't want to have to rip through my code to do massive replaces of a scripting command reference.


  11. this mission is high quality and very good optimized, it makes me sad to see servers are empty.

    I usually join if their is even 1 player online.

     

    1 thing i would like to see changed is sudden death, can it be placed to 3h as default.

    Because when playing with low number of players, just when things start to get in motion then sudden death occurs and everyone rushes for artillery tank and round ends, even opposing players didn't have contact with each other.

    Thats my opinion, but i could be wrong with this.

    Thanks

     

    I can raise the default sudden death timer.

     

    Keep in mind GWAR3 is currently on "the backburner" for me as I've been working on other things and actually playing games for once (instead of just spending all my time developing).

    • Like 1

  12. does this function affect the server ?

     

    As i read the filepatching is for client but i can't use loadfile with a sqf file from the server directory.

     

    To do a loadfile on the server i had to use option 2 of the allowedFilePatching.

     

     

    is it normal or i'm doing something wrong ?

    That sounds like a bug.

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