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messiahua

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Everything posted by messiahua

  1. I decided to test connection with man packed 117F and vehicle rack (helicopter) and here are the results: http://tacticalgaming.kiev.ua/tmp/acre2/1.jpg http://tacticalgaming.kiev.ua/tmp/acre2/2.jpg http://tacticalgaming.kiev.ua/tmp/acre2/3.jpg Notice that altitude doesn't change for acre and I could hear player from the ground even with 0% strength, but he couldn't hear me at all at 1km! :( From the ground just for reference (he could hear me at this point): http://tacticalgaming.kiev.ua/tmp/acre2/4.jpg Also I noticed, that vehicle 117 didn't appear when I first entered chopper and tried to use it, I had to disembark and only then it appeared and I could switch to it.
  2. I'm playing right now and there is an issue: http://tacticalgaming.kiev.ua/tmp/acre/1.jpg http://tacticalgaming.kiev.ua/tmp/acre/2.jpg http://tacticalgaming.kiev.ua/tmp/acre/6.jpg On all screens persons shown in the center are the ones transmitting. Everything was fine from the start, but later this issue appeared. More screens: http://tacticalgaming.kiev.ua/tmp/acre/3.jpg http://tacticalgaming.kiev.ua/tmp/acre/4.jpg http://tacticalgaming.kiev.ua/tmp/acre/5.jpg On these we moved back closer to starting position, notice how 2d distance lowered. I guess will have to roll back to 1.3.12 :(
  3. Very hope so. This issue is very severe. Sometimes almost impossible to play in forest areas against AI. I made some additional screens in previous post.
  4. Not sure if it is related to these specific trees. Yes, but in my mission there are more then one tree and judging by screenshots these are not ones mentioned in the ticket. Here is what it looks like: http://tacticalgaming.kiev.ua/tmp/screen.jpg Right top - "ai knowsAbout player". Yes. Not marked. I don't know about him. Tried from AI position and I get the marker on the map and "player knowsAbout ai" is the same, but I can't physically see him: http://tacticalgaming.kiev.ua/tmp/screen4.jpg, http://tacticalgaming.kiev.ua/tmp/screen2.jpg, http://tacticalgaming.kiev.ua/tmp/screen3.jpg Unfortunately I don't know how to reliably do that. nearObjects return a lot of different objects.
  5. Just of curiosity I decided to test latest beta (1.60.88279) and try to reproduce AI seeing and shooting through trees (branches, leaves) and I made simple mission: http://tacticalgaming.kiev.ua/tmp/ai_test.utes.pbo. The result is that AI knows about me from the start and I'm being killed almost instantly. From my point of view there is no way AI can directly see me. Can anyone confirm?
  6. True Sorry for my mistake, I see no problems at least yet.
  7. nevermind, I guess I made a mistake by using files from 462 build...
  8. Is there a way to limit max possible power for specific radio type?
  9. messiahua

    ACE for OA 1.13

    Thanks both of you!
  10. messiahua

    ACE for OA 1.13

    Thanks, I also thought about this, but then it would completely disable this feature and I want to disable it only for my tank. Is there another way?
  11. messiahua

    ACE for OA 1.13

    Can anyone help on this one: how to disable catastrophic destruction (when turret blows off) for T72_Base class descendant? ace_sys_vehicledamage contains: class Extended_Killed_EventHandlers { class T72_Base { class ace_sys_vehicledamage { killed = "_this spawn ace_sys_vehicledamage_fnc_t72_catastrophicdestruction"; }; }; }; I try to define: class Extended_Killed_EventHandlers { class MyTank { class ace_sys_vehicledamage { killed = ""; }; }; }; but it doesn't work. Class is "MyTank : ACE_T72BA_Base". Thanks in advance.
  12. Hello, for example I have some addonX.pbo, which defines some class: class CfgVehicles { class Truck... class Vehicle: Truck {...}; }; I want to completely drop/clear/redefine this "Vehicle" in another addonY.pbo with some other base class for example: class CfgVehicles { class OtherVehicle; class Vehicle : OtherVehicle {}; }; I tried this way, but all the parameters are still there and are not redefined by this new base class. That makes sense, thus I also tried an alternate way to create addonZ.pbo with only this definition to completely clear class: class CfgVehicles { class Vehicle {}; }; But still it doesn't work. By the way requiredAddons is in place and addonY requires addonZ and addonZ requires addonX. I pretty much doubt, that it is possible at all, but anyways, probably I don't know something. Thanks for any answers/suggestions in advance.
  13. I want to use only part of mod and replace all similar vehicles by those, which exist in original game + ACE and I want compatibility, so that all original class names exist and create duds for data files. So I can't just overwrite one value in each class, because class contents can be completely different (different models + ACE features). Anyways, thanks for your time and suggestions! I see only one way - not to use original cwr2 configs.
  14. Tried to clear weapons array, same result. This is just an example, I want to achieve some effect before moving forward, but the goal for me is to take CWR2 mod and write my own replacement configs for all classes, so that it could work with/without original configs. Of course I can redefine each parameter in each class manually, but that's hell of a lot work and there will be no inheritance, so if something will change in base class, I won't get those changes in my classes.
  15. Oh, well, real example is all the same, but bit longer: utg_transparent_ruck.pbo: class CfgPatches { class UTG_Transparent_Ruck { requiredVersion = 1; requiredAddons[] = {"ace_sys_ruck"}; units[] = {}; weapons[] = {"UTG_Transparent_Rucksack"}; }; }; class CfgWeapons { class ACE_Rucksack; class UTG_Transparent_Rucksack : ACE_Rucksack { displayName = "Transparent Rucksack"; model = ""; picture = "\x\ace\addons\sys_ruck\data\equip\w_molle_g_ca.paa"; }; }; utg_test.pbo: class CfgPatches { class utg_test { requiredVersion = 1; requiredAddons[] = {"UTG_Transparent_Ruck"}; units[] = {}; weapons[] = {}; }; }; class CfgWeapons { delete UTG_Transparent_Rucksack; };
  16. Strange, sorry, so I guess it's not possible to do it the way I need. By the way no error in rpt.
  17. Strange, I did everything the same, very simple for testing and "proof of concept": addonX.pbo: class CfgPatches { class addonX { ... }; }; class CfgVehicles { class Truck... class Vehicle: Truck {...}; }; Vehicle is not base for any other class. addonY.pbo: class CfgPatches { class addonY { requiredAddons[] = {"addonX"}; }; }; class CfgVehicles { delete Vehicle; }; After this class still exists and I can use (createVehicle/addWeapon) it. Just did few more tests to be sure (with weapon also).
  18. Thanks a lot for pointing out "delete"! I just hoped, that now I will be able to pull this off, but unfortunately it doesn't work or I'm doing something wrong. I tried multiple variants, then searched all over the place for any example, but no luck. May I please ask for any example, if you had an experience with it.
  19. Greetings, may I ask any ACRE dev if he can confirm this first comment on tracker: http://tracker.idi-systems.com/issues/207#note-1? It's about "ACRE have float voice range - if you whisp players hear you in close range, if yell range incresing...". thanks in advance
  20. messiahua

    ACE for OA 1.12

    LOL :D sorry, but I don't see your answer earlier in the thread, will create a ticket, thank you
  21. messiahua

    ACE for OA 1.12

    Sorry for repeating but: Anyone knows? :confused:
  22. messiahua

    ACE for OA 1.12

    How can one disable forced falling when shot? I've tried setting ace_w_falling variable to true, but it doesn't work for some reason.
  23. On windows server (x64) with pagefile turned off and 4gb physical RAM task manager shows that arma dedicated server exe uses 135mb commit memory, but really it's around 1.6Gb. All counters show that I have 2.4 Gb physical memory free, but commit is 2411 / 3818, so really it's 1.4 Gb free. Why? Total commit when arma process running: What happens when I stop arma process:
  24. messiahua

    ArmA2 OA Server Memory Usage

    Thanks for the tip! this program says that cache size is only 62mb with peak of 68mb. Still I didn't find any sign of huge file or other cache... and I don't understand if it is any kind of cache it should not cause "out of memory" situations, it should free up when needed.
  25. messiahua

    ArmA2 OA Server Memory Usage

    Yep, probably you're right, but it is confusing as hell, when I see that I have 2Gb physical memory free, but in fact it's 0... I don't understand why any of the tools doesn't show this hidden OS cache? Is there any way to see real memory usage with all probable caches (not including commit field in task manager)?
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