meltedping
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Civilian Behavior Controller script
meltedping replied to Rydygier's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Im impressed again. Rydygier the master! -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rydygier let us pay for youre copy. its you have done so much for us, and I will help you with patches. pls -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How can I help? If its leagel to send a copie of backup from steam via usb and snailmail I will send it to you. everytime a patch comes. I love what you do and this is a small tooken of what feel I owe the creator and founder of HetMan. so pls explain.:confused: -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You use garrison as a function but as I see it you dont make use of it, I may have it upside down but, as I understand sqf function and so on, you can now use namespace {statment;}; and hac will work better with addons... -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rules Binding rules: Curled braces ({ }) group code to blocks Statements (thus also blocks) are followed by semicolons (;) The latter rule tells the game engine where one statement ends and the next starts. Example: STATEMENT 1; STATEMENT 2; BLOCK { STATEMENT 3; STATEMENT 4; }; thats the solution -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
dl squint before you give up hac. the editor help´s you find the problem. I looked on hac´s code garrison.sqf with it and this is what I tried to say to you, but I will show you with help of squint the main problem: _a assigned to without being declared private _pos assigned to without being declared private and so on... just _pos gets corrupt all the time because you are not the only "none programmer" who makes script. instead of giving up let me help you -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
about ama2 and alot of unit´s. here is why it doesnt matter if you have... http://forums.bistudio.com/showthread.php?100519-exThreads ---------- Post added at 09:15 ---------- Previous post was at 09:04 ---------- yes if you use mso´s you can change everything. but you cant chaching hac hadle units, but civies and animals...and it with some magic can make hac handle 875 unit with a 6-20 fps on my computer but I use my computer as a server and client. mso + hacwip4 (not that hac module in mso, just cut it out) place hac to work on server and you have 26++ fps with 875 units. but the biggest problem with hac and other frameworks or addons in my opinion are variable name. and alot of redundancy code. -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
mso worked for houres, I just change variable name for 1 mso file, I drove from a FOB to nearest village and I saw people get on with thiere life hac hadn´t start yet, so i could take some time, I saw soldiers from my fob built severl roadblocks.... then beep this is HQ over!. and i knew it has began. after a fight with 875 unit in 221 groups for 3 hours we got moral for B down to -50. I drove back to the village on the 4000m way back to our fob, so manny bodies and not a green spot anywhere nor any houses. but a few civis had been evacuated to the fob. i will ryd send you what i saw and what whent wrong with hac. those rtp files are not from ai caching but from one little thing. variable names, btw I will start testing my own fsm_hc it´s a rebuild of my script from OPF with alot new stuf.lol -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I looked at mso and they are working on some HC, could´nt see if you Ryd where involved but it look intresting and the do have 2 diffrent ai caching... ---------- Post added at 16:52 ---------- Previous post was at 16:43 ---------- "Commander A (GENIUS) - Recklessness: 0.5 Consistency: 1 Activity: 1 Reflex: 1 Circumspection: 1 Fineness: 1" "Commander B (GENIUS) - Recklessness: 0.5 Consistency: 1 Activity: 1 Reflex: 1 Circumspection: 1 Fineness: 1" Error in expression <then {RydHQ_ObjRadius2 = 500}; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <s = leaderHQ countenemy _AllV2; _AllV = nearestObjects [_trg, ["AllVehicles"], R> Error position: <nearestObjects [_trg, ["AllVehicles"], R> Error 0 elements provided, 3 expected Error in expression <[("Deployed" + (str _x)),false,true]; } foreach _reserve; { _x setvariable [("S> Error position: <foreach _reserve; this happens if you try with F2´s framwork Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Error in expression <tH = _distT}; if (not (isNull (leaderHQ FindNearestEnemy _SWunit)) and (((_distT> Error position: <FindNearestEnemy _SWunit)) and (((_distT> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Behaviour Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Behaviour Bad conversion: array Bad conversion: array Error in expression <nit) select 1))/2]; _distT = ((leaderHQ findNearestEnemy _SWunit) distance _SWun> Error position: <findNearestEnemy _SWunit) distance _SWun> Error 0 elements provided, 3 expected Bad conversion: array and this was mso... -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Im have notice that on my lowend computer arma2 CO have almost the same fps as my highend 8 cores 24Gb ram with os ssd and a game ssd. much of the problem as I understand is that BIS have hard coded alot of memory allocation and even if they tried to solve some problem with 1.60 where you can choose settings for malloc it can´t manage the need for fast allocation of memory and the builtin faulty of cpu time for script´s therefor just hope they will ake wonders with arma 3. -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
same as i have done. but i have 8 cores. and the ingame time slows down to 1/2 of real time -
new amd fx "8 cores" memmory problem after installed new CPU
meltedping replied to meltedping's topic in ARMA 2 & OA - TROUBLESHOOTING
it is my gfx card that cant handle arma2 CO, but i think i solved one thing with amd fx cpu, arma2 CO works better with -malloc=nedmalloc_bi as i tried one by one and read about them it seems as nedmalloc are the most best vm handler for amd cpu. about my gfx it is as i suspected its not the gfx it tell the world, but it works fine with vanilla 45 fps on benchmark 1 with normal settinings and 28 with very high. benchmark2 couldnt I start in arma2 CO, but in vanilla i get 21 fps on normal. benchmark i used was armaholics. Thanks all for the help! -
new amd fx "8 cores" memmory problem after installed new CPU
meltedping replied to meltedping's topic in ARMA 2 & OA - TROUBLESHOOTING
thanks will try that. have also detected a fault on the drive i had arma2oa installed an delay on sevrel clusters, dont know if this can do anything, but the software i used reportet 10ms/faulty areas. and again thanks alot for all tips, will report back. ---------- Post added at 16:31 ---------- Previous post was at 16:30 ---------- http://www.matrox.com/graphics/en/products/gxm/th2go/displayport/ and it suports arma2. but i think after all this test that my gfx-card isnt what it says;) -
new amd fx "8 cores" memmory problem after installed new CPU
meltedping replied to meltedping's topic in ARMA 2 & OA - TROUBLESHOOTING
yes i have the patches for win7, yes my free virtual memory reported from arma 2 co ver. 160.875 but i hav 24 GB ram and before it craches i still have 19GB free. this happend when i tried 0ne benchmars: Version 1.60.87580 Updating base class ->MGunCore, by ca\weapons\config.bin/cfgWeapons/MGun/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/MissileLauncher/ Updating base class ->AT5Launcher, by ca\weapons\config.bin/cfgWeapons/AT11LauncherSingle/ Updating base class RscIGUIListBox->RscListBox, by x\cba\addons\ui_helper\config.bin/RscDisplayMultiplayer/Controls/CA_ValueSessions/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/ Updating base class HeadLimits->HeadLimits, by slx_fov\config.bin/CfgVehicles/SoldierWB/HeadLimits/ Updating base class HeadLimits->HeadLimits, by slx_fov\config.bin/CfgVehicles/SoldierEB/HeadLimits/ Updating base class HeadLimits->HeadLimits, by slx_fov\config.bin/CfgVehicles/SoldierGB/HeadLimits/ [128,107.418,0,"XEH: PreInit Started. v1.0.0.179. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"] [128,108.516,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] [176,115.821,0.059,"XEH: PostInit Started"] [176,115.954,0.059,"CBA_VERSIONING: cba=1.0.0.182, cba_a2=1.0.0.8, cba_oa=1.0.0.6, "] [176,116.016,0.059,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=<NULL-object>, _playerType=", _playerGroup=<NULL-group>] [18324,541.878,0,"XEH: PreInit Started. v1.0.0.179. MISSINIT: missionName=sp_benchmarkbattle, worldName=chernarus, isMultiplayer=false, isServer=true, isDedicated=false"] [18324,541.973,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] [18895,555.455,0,"XEH: PostInit Started"] [18895,555.541,0,"CBA_VERSIONING: cba=1.0.0.182, cba_a2=1.0.0.8, cba_oa=1.0.0.6, "] [18895,555.753,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=2, _level=0, _timeOut=false, _game=1, BIS_functions=L 1-1-A:1, group=L 1-1-A, player=B 1-1-A:1 (TheTarget), _playerType=USMC_Soldier", _playerGroup=B 1-1-A] Virtual memory total 4095 MB (4294836224 B) Virtual memory free 119 MB (125407232 B) Physical memory free 17302 MB (18143059968 B) Page file free 51136 MB (53620342784 B) Process working set 3665 MB (3843444736 B) Process page file used 3716 MB (3897380864 B) Longest free VM region: 954368 B VM busy 4186578944 B (reserved 226230272 B, committed 3960348672 B, mapped 32370688 B), free 108257280 B Small mapped regions: 12, size 53248 B ErrorMessage: Out of memory (requested 0 KB). footprint 3591782400 KB. pages 32768 KB. atm ihave normal on all but vsync off but i have 3 monitors with matrox triplehead2go and nvidia gtx 470 1.5 GB vram 3200x1024 -
HETMAN - Artificial Commander
meltedping replied to Rydygier's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Rydygier, you gave enough info, and i sent you IM :)