hottehotte
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Everything posted by hottehotte
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Nice, much appreciated! I'll give it a try hopefully still during this weekend.
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I also never experienced AI reviving me, and I can confirm that I had the option enabled. What are the requirements for this feature to work? Does the AI have to be within your command group, or can any AI which is in the near vicinity perform the action? Does the AI need some special equipment?
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Okay, played the new version yesterday, and in general everything was working fine. I didn't experience any error messages like kremator did, but then again I'm running the mission on a dedicated server, so maybe that's the simple explanation. I did restart the mission a few times just to check about the upgrades / progression of the AI teams, and in one instance I noticed a Fighter Jet in the sky just less than 5 minutes after mission start. I myself wasn't able to purchase any fixed wing aircraft, but it seems the Commander or AI in general was able to do so. Not sure if this is intended or a bug. Would it be possible to make the Artillery support system upgradedable too? I usually play on the western side, with RHS mod, so the Commander always has the M109 Paladin right from the beginning. And he makes good use of it right from the start on. Many times he ordered Arty strikes on the Resistance in the towns surrounding main basecamp. I really like it. I'm just wondering if the self propelled howitzers could be an upgrade option and only mortars or similar things would be available at mission start. Placement of the resistance MG bunkers (the bigger ones with sandbags all around) sometimes is problematic. Several times I noticed them stuck in walls, sometimes only a little bit, sometimes the wall was splitting the bunker in half. Seems the placement logic isn't working perfect all the time. Had a problem with vehicle maintenance yesterday. The turret of my Bradley IFV was badly damaged, with the main gun out of service. After using vehicle maintenace at the nearest base I was able to select the main gun again, but the damage to the turret was still there, so I couldn't position the gun correctly. I had to repair the vehicle myself using the repair trait from the options menu to completely fix the vehicle. Could you add Engineer units to the availble unit list, so I could buy some support if I need it? That's all my thoughts for now. Still having lots of fun playing this CTI. Keep it up!
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Great, I'll test this right away. Many thanks for taking care of my requests / suggestions so fast!
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Any chance you could add a parameter to turn off Fatigue? I never liked this in ArmA, and at the moment I'm using a mod to disable it. But it would be better if one had the chance to turn it off in the mission parameters. Also, it seems that restricting Gear and Vehicles has no effect on the AI. I'm playing your mission with RHS Units, and no matter which option I choose, the AI will have Bradley mechanized troops right from the start. This way they usually don't encounter much resistance and clear the first few towns pretty fast. I would prefer it if the AI groups, while still being mobile, would use lighter armed vehicles like trucks, HMMWVs or other wheeled APC's for transport in the beginning. They could upgrade to better vehicles later, when they're either researched our they have enough money to afford them. The mission (Altis) runs good on a dedi server, when I lower attackers, defenders etc. below the 100% default settings.
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[MP][CTI] Warfare missions (WASP edition)
hottehotte replied to SpaykerMan's topic in ARMA 3 - USER MISSIONS
Okay, I set the starting positions to anything but Random, but it didn't help. Neither choosing to start in the North or in the South prevents the mission to end after one minute, About getting the latest updates directly from Github: Maybe I overlooked something, but from what I saw you can only download the files in their raw format, not as finished PBO's. As I don't know how to generate a PBO out of the master files, I'm stuck. A few of the files were updated just a few days ago according to the changelog, so it seems the project isn't dead completely.- 21 replies
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[MP][CTI] Warfare missions (WASP edition)
hottehotte replied to SpaykerMan's topic in ARMA 3 - USER MISSIONS
Hey, I wanted to try out this mission, but have a serious problem. The match ends shortly after start, after one minute to be precise. It doesn't matter on which side I play or if I'm the Commander or not, after one minute the match ends always with the East side winning. I'm running the mission on a dedicated server, no headless clients. Has someone experienced similar problems and was able to fix it? I would've asked the Devs for help, but sadly their Discord Server isn't available at the moment.- 21 replies
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Okay, just wanted to give a quick Sitrep: Played for about 1,5 hours, and Server performance did greatly improve. Still getting a ton of those "Object not found" errors in the RPT, so I'll use that -noLogs parameter from now on. But aside from that the mission itself did run much more smoothly. I didn't touch any of the new parameters, so the attacking and defending forces were at 100%. But I noticed that the commander did send out more "full" groups, meaning vehicles with up to 8 or 11 men inside instead of more vehicles with less soldiers. This seemed to help running the mission more efficiently, as it also limited the number of towns he was attacking at once. Most times there were only about 2 towns under attack at once, and during that time Server FPS were about 40 - 45. Only at the end of my current session FPS went down to 30 - 35, but at that time the commander was attacking at four separate points simultaneously. How does changing the percentage of attacking / defending forces translate to actual units / groups? Can you tell me how many units or groups will attack or defend towns on a 100% setting? This way I could make my own estimates what lowering or raising the percentage would result in. Are those two parameters related to another? Meaning, would lowering the "defenders" free up more troops for attacks, or are those not sharing the same resource pool? You've already provided a good amount of options to affect the server performance. Maybe, as a last thing, could you add a parameter which limits the maximum number of towns the commander can attack at the same time? For me, the sweet spot seemed to be around 2 or 3 towns. Adding the option to buy vehicles remotely has been very much appreciated! Also the option to disband units. I made good use of both of them today. Also tried the "unflip" feature, with mixed results, but I'm sure that's not your fault. I unflipped a Hunter APC without problems, but later tried the same on a tank, which made the vehicle disappear. The crew was still alive and well, but the tank was gone, even though it was still shown on the map as one of my owned vehicles. Speaking of vehicles, their clean up still seems to be an issue. The preferred vehicle of the resistance seems to be the lightly armed Jeep, and I have those standing around in various damaged states in all towns. The same goes for damaged vehicles of my own side. I assume those will degrade server performance over time if the quantity rises. Is "ordnance drop" the only option to resupply in the field? I'm asking because I ran out of ammo and the transport which I requested to drop some supplies got shot down twice in a row 🙂
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Sounds great, will definitely test this during this weekend
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Personally, I would prefer it to have an option to buy troops or vehicles remotely from the nearest base. Buying those things directly at friendly towns makes progress too easy in my opinion. I don't have a problem to wait for my reinforcements to arrive. So if I'm far from home and would order some tanks as backup, it's fine with me that I'll have to wait for some time till they make the journey from Base to my location. Does the commander build artillery at some point? I never was able to use this combat support option as no artillery pieces were available. Maybe it was still too early in game and they weren't researched yet. Please add some kind of "unflip" option to the action menu. Without certain mods, AI is terrible at driving and I've lost so many vehicles because they flipped over at some obstacle. It's very frustrating to loose your transport due to this kind of issue. Do you think you could expand the respawn options by adding the abillity to respawn as a different soldier within your group? This would keep one longer in the fight, at least as long as you've some AI left to command.
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Changed the performance option from "average" one notch down, and also turned off the automated Supply Trucks. Server performance was a little better today, between 15-22 FPS. But still the RPT file is full of those errors, so I'm still unsure if the general performance is at least a little influenced by the server not running smoothly. Okay, I've uploaded a portion of the RPT to Pastebin. As a free user I'm limited to 512 kb, but the RPT file was 16 MB after my session I played today. But the sample size should suffice 🙂 https://pastebin.com/6ybcxs0Z Just have a look at it and let me know what you think. Another thought on the mission itself: Can you add the ability to buy troops or vehicles while you're not in the base, besides the already existing options to buy stuff in towns or request reinforcements by menu? Is there a cleanup script at work which handles broken, destroyed or abandoned vehicles? I lost 2 Prowlers when attacking the first town, or to be more precise I lost the crew manning those vehicles. The vehicles then stood around for more than an hour, one with a broken engine, but he 2nd one was still drivable. Both vehicles remained accessible and weren't removed from the mission although they were empty for more than an hour.
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Strange, for me the Link is working. But if you say the problem isn't related directly to your mission, then I'll have to believe you. Don't know what else could cause it, as I was playing completely without any 3rd party addons, just the official DLC's. I'll give it a go. What kind of performance to you get when you play? And what settings do you use? Can't remember to have spotted those Flags, but I'll keep an eye out next time I play It's an 8700K which I've overclocked slightly to 4.8 Ghz. It could handle more, but I don't want to stress the CPU. And nowadays CPU power isn't that important anymore, GPU power often times is the limit. Arma is an exception to this though. As I run the game and the server on the same machine, I manually assign the cores / threads 50/50 between the game and the server.
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Hi! It's me again. Gave your newest update a go today, and after about an hour of gameplay I have to report some findings. I ran your mission (Altis) on my dedicated server (Intel I7, 6 Cores, dedicated 6 of the 12 Threads to the Server, 16GB RAM) without any mods, just the regular DLC, and didn't alter the performance parameter while configuring the mission launch. Sadly, the Server RPT was spammed with some sort of "Object not found" errors. You can use the following link to download the RPT and check it if you like: https://1drv.ms/u/s!Ahke1hY3s19TgbgIMGypQqGMWewDeA?e=zyIPma . After an hour it was already about 9MB in size. Also Server performance degraded rapidly. Not sure if that's a result of the errors in the RPT or the general performance issues this game has. There were many groups active on my side alone, not counting the enemy side, and several battles were happening at once, as the AI was advancing on multiple towns simultaneously. In the end, when I shut down the Server, the Server FPS were about 15-18, which resulted in the usual syncing problems one can notice while playing. Other than that the mission ran fine, and besides the performance issues I had fun. I would suggest to add an option to abandon AI under your command, as often times groups can get split up, and then you want to get rid of any AI still in your group but are maybe many miles away. Would it be possible to automatically place markers on the map for each HQ and Factory that get's build? When my vehicle get's destroyed or I just want to buy something new, I never know where to find the nearest base to do so. If I respawn I get at least a list of spawning locations, but just from the regular map I don't know where I'll find the nearest base to suit my needs.
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Hey, gave your mission another go today. Seems like the previous issues are gone, at least I now stayed group leader when I died, and also my player was in slot 1 instead of slot 2. But unfortunately there was some new major issue. The Gear menu wasn't working correctly. The only thing I was able to buy was backpacks. All other Gear lists were completely empty. Also, the RPT file got spammed with "Server: Object 2:1302 not found (message Type_92)" and "Server: Object 2:1673 not found (message Type_120)" messages. I tried both the Altis and Tanoa version, and the problem with the Gear selection happened in both. I also unloaded almost all my mods, except for "cba", "no stamina" and "no weapon sway" to make sure it's no issue on my side. Buying vehicles and soldiers was working good, even though I once got a short error message pop up about some price not being set for some vehicle, but I don't remember which one it was. Can you look into this and hopefully fix it?
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Please also try to fix the issue that the player is in "slot 2" when commanding troops, instead of the usual "slot 1" position. Silverchase mentioned that earlier in his posts too. Maybe both issues are related somehow. I'm not sure if I tested your latest version, as your last two posts in this thread before I submitted my report yesterday were made at a time when I was already playing. So I'll check if the mission updates and then test again. Yes, it's my opinion too that this is just some misbehavior of the game engine. But the option to cancel the support request and therefore despawn the heli would become handy if the system is broken again. Maybe you could add that if it ain't too hard Okay, understood.
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I also have the bug loosing command ability. After I died, I wasn't squad leader anymore and wasn't able lead any troops. I could still buy troops, but they didn't join my squad. At that point I was also not able to buy crewed vehicles, only empty ones. There's another bug I noticed some time ago, and which also happened to me again a few minutes ago. When requesting air transport, the heli did touch down only for a second or so, then it went up again and then just hovered on the spot. So I was unable to board the vehicle. There's no option to cancel the transport request once it has been given, so any further transport order involving this helicopter was inaccessible to me, as the vehicle was "busy". In the end I had to shoot down the heli, which my AI comrades weren't too happy with .... One last thing. When editing my loadout, how do I place launcher magazines in the backpack? I'd like to add one or two rounds to my AT launcher, but I don't know how to store them in the backpack while I'm in the loadout menu. Other than that I really enjoy this mission. It runs a lot better on Altis than on Tanoa in my opinion. I would like to see the whole Island incorporated, not just the preselected locations. Also I second the request for RHS support. I never was a big fan of BI's decision to go "future". Unsung support is nice, will test this too at some point, but RHS support would be even better. Thanks for your good work and frequent updates! Keep it up!
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I have two questions: 1. Is there some way to save your progress while hosting the mission on a dedicated server? I don't care if it's BECTI, CRCTI or UWRE, as long as I don't have to start from the beginning when I have to shut down the server. I like big scale misions, but in no way I can conquer whole Altis or whatever map in the few hours of free time I have each day. So saving progress is essential to me. I know that some missions like Liberation or Dissension offer at least some sort of persistence. 2. What do you think would be the best distribution of CPU power to run one of the above missions? I do have two rigs available, each one with an I7 6 Core / 12 Threads CPU and 16GB of RAM. So I probably could run several instances / headless clients at once to maximize the available computing power. How many Cores or Threads should I allocate to each client? What is your experience with this?
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arma 3 server doesn't want to use whole CPU
hottehotte replied to rlex's topic in ARMA 3 - SERVERS & ADMINISTRATION
Hi! I'm currently running an ALiVe Mission with about 1200 AI, covering whole Altis. My Server is an older I7 Model with 4 Cores / 8 Threads, running at about 4,3 GHz with 16GB RAM. I noticed that the Server only runs this Mission at about 20 FPS at best, and looking at the Stats I can see that even the first of the Cores is running at only 50-60%. So I assume there's still a lot of unused potential left in the Server even without using a HC, just by maxing out one of the Cores, but I have no clue how to make ArmA use at least one Core at 100%. Any suggestions? I'm using the exThreads 7 + CPUCount 8 + custom Memory Allocator command line options. The Client is connected with local 1GB LAN to the Server. -
US Helicopters (HAFM OVerhaul) MOD
hottehotte replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's great to have to have those Helis back in the game, but there seems to be a problem. On a quick test mission I made, neither the AI controlled Cobra or the Apache engaged heavy and light Armor with their Anti Tank Missiles or with the Chaingun / Minigun, only with unguided Rockets. That makes them pretty much useless. Have others experienced that behaviour as well, or is it just me? -
Hi giovaFR, do you think you could add the option to select how many towns would be active at mission start? I don't have the time to fight for the whole map and capture all 50 towns. I would appreciate it to have the option to only battle for let's say 10 or 15 towns. I like it the way the guys who're making crCTI are doing it. There you can select the amount of towns and also the configuration / spread. Also my RPT is getting spammed with the following: 20:26:07 Client: Object 2:55 (type Type_88) not found. 20:26:07 Client: Object 2:56 (type Type_88) not found. 20:26:08 "force:WEST val:30 (half:15)" 20:26:08 "relpos : 0" 20:26:08 "down : (30 - 30 ) / 5) * 1.66667" 20:26:09 Error: Object(2 : 56) not found 20:26:09 Client: Object 2:56 (type Type_113) not found. 20:26:09 "force:EAST val:30 (half:15)" 20:26:09 "relpos : 0" 20:26:09 "down : (30 - 30 ) / 5) * 1.66667" 20:26:09 Client: Object 2:55 (type Type_88) not found. 20:26:09 Client: Object 2:56 (type Type_88) not found. 20:26:09 Error: Object(2 : 55) not found 20:26:10 "force:GUER val:30 (half:15)" 20:26:10 "relpos : 0" 20:26:10 "down : (30 - 30 ) / 5) * 1.66667" Any idea where it might be comming from? I haven't noticed this in any other mission I played lately, so I guess it's not related to any Addon or so.
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Okay, thanks for the info. I just wanted to make sure I won't miss any features or fixes if I use this version instead of the one he provides directly. I wish you a nice long weekend :-)
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Hi! Your scripter Kastenbier releases his own versions of CRCTI on his Webpage. The current build is V1.17 R32. Can you tell me on which build your mission is based? I'm just trying to understand which changes from his version made it into yours, as I'm following the changelog he provides closely.
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ALiVE - Advanced Light Infantry Virtual Environment
hottehotte replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi! Has anyone managed to combine BeCTI or CRCTI with the Profile system from ALiVE? I guess it would give Server FPS a nice boost if working correctly. Or maybe someone made a new, CTI like mission from cratch? Unfortunately my own skill isn't good enough to do anything like this. -
Hi BL1P, thanks, that helped a lot! I knew I probably overlooked some small detail. Now everything is working as it should and all Weapons / Ammo / Equipment is available in the Buy Menu. Thanks again to help me finally solving this issue. HotteHotte