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guttersnipe

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Everything posted by guttersnipe

  1. I'm trying to find a Unit caching script for Arma 3 & not having much luck.. What I had in mind/hoped for was something similar to CEP Unit Caching/vehicle support for Arma 2. Specifically, I'm looking for a 'triggered by range from player' caching script, especially as I'd like to cache units NOT spawned by the BIS sites module (I like my AI waypoint driven) & would appreciate any help in this direction.
  2. guttersnipe

    Enemy occupation system (eos)

    Is there any way/chance of modifying the caching portion of the script to include caching for mission editor defined groups (ie standard groups with predefined waypoints) ? I ask as although the zones are great for completely random patrols I'm having difficulty planning for specific encounters that are storyline driven. I've been spoilt in Arma 2 with cB AI Unit Caching Demo - what I liked most about this was that outside the despawn area a single unit remained as a marker (giving a chance of spotting the enemy at increased ranges & also maintaining a degree of 'alertness'/enemy awareness at range...), with barely any increase in CPU load. Any help appreciated
  3. guttersnipe

    Inventory and ammobox scroller flicks to top

    Horrible, really irritating..
  4. Sorry to bump this old thread again, but I'm desperate... Has anyone ever got this working with the final A3 ? I've tried mucking about with other caching scripts however I've not had much luck finding a script that replicates the way this one works - in particular the way it works with player defined groups & waypoints (rather than with zones/sites etc)(upsmon/Eos don't seem to cater for groups moving in predefined paths etc)(EOS in particular I find tends to spawn the units in the same places each time before they move away) - its make it v.difficult to 'tell the story' the way I'd like, with 'semi' predicable outcomes... I also liked the way the script cached the group - leaving one unit 'alive'/on patrol which could still be spotted at longer engagement ranges than the trigger area (and spot back too), allowing the eagle eyed/sharp shooters to effectively get the edge/first shot in ... The problem with the zones essentially is that the units don't seem to retain any learnt intel on potential aggressors (whilst that one guy, even left in the distance, would occasionally contine the pursuit till the bitter end. Any chance at all of a A3 version Woffly ? Pretty please...
  5. Just reporting back on my problem.... I think I traced the problem to 2 issues - a) a corrupt @CBA file (third time's the charm on re-install. I also have an older version/duplicate of @CBA in my arma folder - I'm not sure how Play with Six was choosing which version to use (the one in my docs or arma folder), or whether the two where being amalgamated ? Down to my ignorance of Six setup (I WOULD choose to try a new mod & a new install method at the same time! :p) at any rate. b) I had some older versions of the MP missions left from an earlier install which had slipped my attention - obviously not very compatible with the new version (head slap). That said I still notice a big difference in fps with the Bolt animations module enabled/disabled... - curious to know which of the @CBA family that the Six installer uses - does it automatically match my version to launch options ? Wow, I never realised the difference SMAA made. View distance cranked up to 6k now & nice & smooth...even better performance/quality than I was getting from the base game previously. Thanks domokun & NoRailgunner, you nailed it !
  6. Many Thanks guys for the advice, will get back with results...
  7. @domokun 1. "C:\Program Files\Bohemia Interactive\ArmA 2\arma2OA.exe" (though I'm using the Six Launcher button to launch the mod (no other mods enabled) 2. v1.62 official (& latest beta as selected/updated by the Six tool) 3. vis=2500, tex detail=v high, vid memory=v high; AF=normal; aa=normal; terrain=high; object text=v.high; shadow=normal; hdr=high;PPAA=FXAAlow;post process=disabled; vsynch=off Can't find the cause, runs reg arma 2 without breaking sweat. Thanks for the time...
  8. Hi, Couple of queries I'd like help with if possible. Enjoying the mod's very beautiful presentation etc, however I'm having difficulty understanding a few performance related issues I'm having. In short, with the official MP & SP missions I'm getting terrible framerates etc when I'm using my usual OA settings & minimal AI (over 40 AI & it's crippled). I think I'm running a pretty decent high end rig (certainly cutting lumps out of the regular game with @ACE etc (no issues with over 200 AI in play, 80-100fps) - i3770k @4.9, win64, Titan graphics card, system & game on SSD's & 16 G ram. I run @ 1900x1280 res (Arma 3 running like silk pleased to say). I used the 'Play with Six' install and have tried re-downloading etc. After a couple of conversations online & some forum searches I've 3 questions :- 1. In my docs folder I have 4 @CBA files, inc @CBA_CO - it's been suggested to me that I can try deleting the latter file to increase frame rate - I'm using a Combined ops install with OA over A2, 1.62 +- beta patch. Is this advice sound ? Isn't there a lot of loss of functionality ? Can't say I noticed much of an improvement (although the Six launcher seems to try to restore the CBA_CO before launch...) 2. Looking at the missions depbo'd it's clear to me that the mission designers aren't suffering from the same framerate issues (some of the other player I encountered online also seemed happy with framerates) - (ok except maybe in the Omaha landing mission (15fps tops), otherwise why load up the maps with so many AI ? 3. What am I missing in my set-up ? Can't fathom the poor performance... [just to be clear I'm looking for assistance here, not having a go at the mod]
  9. guttersnipe

    Unit Caching support ? help plse

    Thanks Bootsy, this looks promising...
  10. Super, many thanks Desrat.
  11. @raggamafia - sounds very interesting & positive re:FPS underload - I'm usually v.happy with 250+ AI in Arma 2 & would be great to replicate this) Couple of questions as a comparision to the CEP version - The 'sites' you mention - I assume these are the intial spawn positions selected for the groups - is it possible to assign the unit caching to a group with pre defined waypoints (like in CEP) ? one of the things I disliked about 'self managing'/skirish style AI patrols was that I found it difficult to intergrate into a story driven mission. You mention " " - how does this work ? (sorry haven't a clue how to go about this (which is why I loved CEP & simple setting of trigger range in the init)Finally (bear with me :) ) - the - this is one I find most awkward -I currently host for our group (8) via the serve&play option and experience no difficulty with CEP - how would I execute the script accros the other players machines without having to rent a full server ?Sorry, I'm swimming out of my depth here, how I miss my CEP noob friendly script.... ;)
  12. I'd like to add my thanks too - this script has massively improved the missions I make & had extended my enjoyment of the original game 10 fold (tend to use it with the CEP caching script & the combination is a game changer on a non-dedicated server). Any chance of a port to Arma 3 ?
  13. Hi, Wolffy - Just like to say a big thanks for the effort put in in this script - it's been a staple in every mission I've made since I found it. ANy chance of a port to Arma 3 ? - Lol onlly been playing the alpha for a few days now & everytime I start to build a mission with a shed load of AI I start to miss your script immediately.....
  14. guttersnipe

    ArmA 3 System Requirements

    @Covert Death - what are you using to cool those sticks with ? don't even see basic cooling measures on them (the stock timings aren't great). Thanks for the cooment though.
  15. guttersnipe

    ArmA 3 System Requirements

    Thanks @ Scarecrow. GPU - I'm using my old system's 5970 x two for now - don't see any performance increase worth upgrading for in the current crop of cards (esp at the top end prices, maybe only gaining 5-10%) I think I will stick to the 16 g's of ram some of my editing software is pretty beef/greedy. Any opinion on G-Skills ram ? Had heard their aftersales can be a bit poor. Also, reading further into the Corsair Vengence I've seen lots of bad feedback re 1 stick out of 4 not workign properly & needing to be RMA'd. That said, I agree with you re:prcing - I think the £180 Dominators might be a tad over the top for my needs. ...
  16. guttersnipe

    ArmA 3 System Requirements

    Hi guys, mind if i pick your brains on a similiar line of tech/spec queries ? Building a new system (yes, for Arma 3!)(mostly) atm & would appreciate any opinion on the following choices I've yet to make. Motherboard - have three in mind, same-ish prices (in the uk) GIGABYTE GA-Z77X-UP5-TH Intel Z77 (most expensive) (£200) or ? Asus Z77 Maximus V Gene Intel Z77 (£154) or ? Asus SABERTOOTH Z77 (£160) I intend overclocking, so that's a big factor in choice, as is the dual GPU performance. Not in the position to afford multiple displays yet, but does the Thunderbolt tech warrant the higher price if I did?) Memory (all in the same ball park spec-wise that I can discern)(but I'm no expert) - I'm after 16 Gs (I run some video editing software but that's about it). From what I can see all three flavours are supported by any of the boards above) GSkill Ripjaws Z Series 1866 CL 9.0 16GB Memory Kit £84 or ? Corsair Dominator PLATINUM 16GB (2x8GB) DDR3 PC3-15000C9 1866MHz £180 or ? Corsair CMZ16GX3M4X1866C9R Vengeance Performance 16GB DDR3 1866MHz CL9 £80 I'm really a bit confused by the amount of choice on offer & would appreciate any help in picking out the best deal from these choices (or if you have alternatives in the same price bag). . . {Bought already : i7 3770k H100 cooler Cooler Master 840 Additional fans etc (keeping my old PSU (900W), my 3 SSD drives, and my 2x 5970's (gawd bless 'em) from my old rig for now)(on Win 7 64, and not touching Windows 8 for all the RAM in Korea)}
  17. Thanks Foxy, apprecaited.
  18. Super mod, enjoying it immensely, thanks guys. Just a quick question - must be having a brain spasm - I can't see where to define the custom controls as indicated in the manual - is this in the in game options (can't see melee for example) - or in the users settings location ? I used to know how to do this, then got spoilt with the @ace userconfig etc. Thanks for any help.
  19. guttersnipe

    Co-op Missions

    @Big - thanks, Got them all bar The Assassination of Colonel Abib (neither of the mirrors working on Armaholic) via single link downloads (pain the h*le). Have noticed mediafire always serves me a bum link (even after repeated attempts to re-activate the download) - do I need membership ? @Thorfinn - On Darkened Wings rapidly becoming a fav, always enjoy your missions mate, thanks.
  20. guttersnipe

    Co-op Missions

    Mediafire download link not working- anyone know of a link for the mission pack plse ?
  21. guttersnipe

    [Mini-Camp] H&D: Operation Iron Swarm

    Yep this works, though you need to edit the description.txt to include the standard class Header inc respawn="GROUP" etc. otherside no respawn. No conflict with the heal script that I've found. Just to agree with above -first mission is way too dark, esp with the Inv44 snow/light effect you've added. Thanks again for spurring my renewed interest in this classic ...
  22. guttersnipe

    [Mini-Camp] H&D: Operation Iron Swarm

    Great little mini campaign, throughly enjoyed the nostaliga :) Any chance you have open the campaign up for multiplayer ? Love to have a crack at this with a mate . .
  23. guttersnipe

    RUM Assets

    Super, this has been one of my most fav'd & used mods for OA . . . Looking forward to the latest revision, keep up the good work..
  24. - sounds good (wish I knew even the basics, never mind expert), just relieved to know it's not just my imagination . .:cool:Nice job so far !
  25. Hi Blake, just a quick thanks for this addon, really enjoying the added functionality . . . One query/oddity I have been experiencing : - I seem to loose some of the capablities of your addon when I use basic, side based triggers in game/editor. e.g. I climb into my A10, set the marker to my desired destination - green guide frame with distance to target etc appears & I can access the laser etc. Then I cross the trigger area (just a simple Bluefor present & text/music effect) - the guide frame immediately disappears & when I use camera although I can still view the target position I loose the targeting crosshairs etc. If I drop a bomb at this stage I still get a hit, but no markers visible for impact area. Only seems to affect my plane when BlueFor trigger is activated. Using Vanilla OA, latest Offical patches. Any help appreciated. *edit* All triggers having similar effect/Any trigger that calls the unit I'm playing
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