Rommel
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Posts posted by Rommel
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if (not isnil "nil") then {nil = [] call {}}
:j:
It is a bit strange you can assign data to a ?data type? though.
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_c = 1; for [{_c = 1}, {_c <= opGunCount}, {_c = _c + 1}] do { gun = call compile format ["opgun%1", _c]; gun = publicVariable "gun"; };
Your code says this:
gun = nil; gun = vehicle; publicvariable "gun";
You want this:
for "_i" from 1 to opGunCount do { _v = "D30_RU" createVehicle _pos; call compile ["opGun%1 = _v;", _i]; publicVariable format["opGun%1",_i]; };
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Having created CBA_fnc_getDistance myself (previously RMM_fnc_getDistance), its use can seem abstract at best. Especially since the code is in pseudo form (it is even a 1 line function):
A distance B
What is it then? Well it is the following:
(ARG(0) call CBA_fnc_getPos) distance (ARG(1) call CBA_fnc_getPos)
Meaning? Well here is an example of some of the parameters
[player,"respawn_west"]
[player,[0,0,0]]
[player,group player]
[player,trigger1]
[player,task1]
Meaning, any two parameters of the types: marker, position, group, task, location, trigger etc.
Unlike the BIS native function.
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Correct again. But they are separate lists, and the presence of the custom one allows the ACM to revert to it.
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Correct; and it will start from an empty list. ;)
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I believe it has a line where scripts are executed upon certain events, perhaps throw the code in there. (In the revive_init.sqf)
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The default class list is [], it reads that then defaults locally, ie you can't remove from nothing. You have to build it up with what you do want, not what you don't. It was poor handling on BI's part.
;)
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Remove the semi colons and its SQS... that script will work either way. Except change execVM to exec...
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while {true} do { sleep (60*5); skiptime -(1/(60 / 5)); };
Reverses the clock by 5 minutes every 5minutes.
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1. Place the BRDM2.
2. Put the following in its init line.
0 = _this spawn {_pos = getposatl _this;_this setposatl [0,0,0];sleep (60*5);_this setposatl _pos};
Instead of [0,0,0], a position on land where the thing can stay for 5 minutes could be used, even:
getmarkerpos "mybrdm2tempmarker"
Would suffice.
Hope that helped.
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SQF or its no deal. :p
_unit = _this select 0; _marker = _this select 1; _xoffset = _this select 2; //_yoffset = _this select 3; _position = getmarkerpos _marker; _position set [0, (_position select 0) + _xoffset]; //_position set [1, (_position select 1) + _yoffset]; _group = group _unit; _wp = _group addwaypoint [_position, 0]; _group setCurrentWaypoint _wp;
Added in the ability to do a Y offset there incase you need it aswell.
0 = [myplane, "mymarker", 200] execvm "offset.sqf"
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0 = execvm "script.sqf"
Hard coded constant assignment for the win! (The handle return works, but the assignment obviously fails, so its a win situation.)
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I am still working on this among other things, a new feature called the freezer, the alternative to the reducer, it deletes units completely and then restores them when you come near. This reduces load by 100% thanks to the new BIS beta patch.
Having 2500 units on the map (in terms of logical presence) with 60FPS is fantastic.
The new release will be soon, and in highly modular, it will be released as an addon, but I may make mission variants for simple plug and play. ;)
Using both the reducer, and freezer is the best combination, reducer for roaming groups (such as whole map patrols), and the freezer for all other groups (which do not need to move as dynamically, ie defenders, town patrols etc).
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All these are now in CBA, this is now deprecated and there are huge improvements on them in CBA.
If you don't use CBA, then... well just use it, it is the best addon for ArmA2, and gives enormous functionality to addon/mission makers.
And to re-iterate a common association, CBA != ACE, and has no physical content as such, only fixes and functions.
:rolleyes:
EDIT: If you *must* have no addons, ie for a public server, then I could make a mission side variant of them again with the new functionality.
EDIT2: I am planning on making some interesting releases (in the form of addons, due to limited functionality of scripting, and the stacks on effect that occurs in mission folders...) for mission makers very soon, aimed at Arrowhead but obviously functional in A2 (ideally A2 1.06 however).
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That PC Gamer pod cast is up, starts about 1h 00m 00s in, not that listening before that wasn't interesting, but WoW talk made me fast forward :D.
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...When I get to iteration 14, the log records this as the unit names:B 3-4-M:7 -- rating 400 B 3-4-M:8 -- rating 1000 B :4 -- rating 800 B :6 -- rating 600
You can almost identify when it runs out of group names to assign. At that point, the FPS would take a HUGE drop, and fewer and fewer units would even spawn, and they would spawn over a longer period of time.
I didn't document the FPS hit, but it was staggering.
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That is because you are not cleaning up the groups that are empty! If you remove the empty groups, then it is fine because it re-uses old group names.
If you are going over the 144 group limit (somehow!) you are most definitely on the road to breaking your game. :p
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It took that long for 84 groups, at 10 units per group, so around 840 units... I had some things to do so... if you wanted some less detailed tests, I'm sure they could be done, I have not yet tried reaching the 144 group limit, and the effects that may have.
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Because Sickboy asked me too :p, and I did promise it last time. But the conclusion is the same; however slightly more comical.
Loving the upward trend . Its clearly just a data anomaly, as with all the low FPS spikes, they are simply because I didn't leave enough time for the unit deletion to catch up, or I had alt tabbed at some point (this test data took 56 minutes to complete).
Groups Units Vehicles FPS(During) FPS(After) 2 11 0 55.56 55.56 3 21 0 31.25 55.82 4 31 0 12.35 55.82 5 41 0 22.22 55.82 6 51 0 16.39 55.82 7 61 0 12.35 56.82 8 71 0 55.56 55.82 9 81 0 20 58.82 10 91 0 43.48 55.56 11 101 0 45.45 55.56 12 111 0 55.56 52.63 13 121 0 55.56 55.56 14 131 0 45.45 55.56 15 141 0 41.67 30.3 16 151 0 55.56 55.56 17 161 0 31.25 55.56 18 171 0 55.56 30.3 19 181 0 30.3 55.56 20 191 0 35.71 55.56 21 201 0 55.56 58.82 22 211 0 23.26 55.56 23 221 0 30.3 32.26 24 231 0 33.33 55.56 25 241 0 38.46 58.82 26 251 0 32.26 58.82 27 261 0 33.33 58.82 28 271 0 31.25 31.25 29 281 0 31.25 55.56 30 291 0 31.25 55.56 31 301 0 31.25 55.56 32 311 0 31.25 55.56 33 321 0 22.22 55.56 34 331 0 30.3 55.56 35 341 0 26.32 55.56 36 351 0 22.73 55.56 37 361 0 21.28 55.56 38 371 0 25 55.56 39 381 0 22.22 55.56 40 391 0 20.41 58.82 41 401 0 21.28 55.56 42 411 0 18.52 55.56 43 421 0 17.54 55.56 44 431 0 20 55.56 45 441 0 18.87 55.56 46 451 0 18.18 55.56 47 461 0 18.18 55.56 48 471 0 20 30.3 49 481 0 18.87 58.82 50 491 0 18.52 55.56 51 501 0 20.41 58.82 52 511 0 17.24 55.56 53 521 0 19.61 52.63 54 531 0 16.95 58.82 55 541 0 17.54 55.56 56 551 0 16.67 58.82 57 561 0 20 58.82 58 571 0 18.52 55.56 59 581 0 18.52 55.56 60 591 0 18.18 58.82 61 601 0 17.86 55.56 62 611 0 15.87 58.82 63 621 0 16.39 55.56 64 631 0 16.67 55.56 65 641 0 14.93 55.56 66 651 0 18.87 55.56 67 661 0 16.13 58.82 68 671 0 16.67 58.82 69 681 0 16.39 58.82 70 691 0 9.71 55.56 71 701 0 11.49 55.56 72 711 0 12.66 58.82 73 721 0 9.8 55.56 75 741 0 11.36 55.56 76 751 0 10.1 55.56 77 761 0 6.45 58.82 78 771 0 6.9 55.56 79 781 0 6.17 55.56 80 791 0 7.94 58.82 81 801 0 6.41 30.3 82 811 0 5.99 31.25 83 821 0 6.49 55.56 84 831 0 5.65 58.82
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Ok does this mean the desync that starts to come on dom and any of the long lasting, whole map missions, warfare etc will be slightly helped?Not Desync. Persistent FPS lag throughout play and server performance. ;)
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Excelent patch. FPS is returned correctly now after deleting units. Good job! :)We shall see. The issue seemed to be with units spawned and deleted, not with units spawned, deleted, and more spawned again.Thank you. So. SO Much. Almost lost for words on a patch that fixes this much (even though it may seem so small).
I now have 2000 units theoretically in game, even though they are not always existing... I am just ecstatic!!!
Spawned, and de-spawned, and spawned... oh? and de-spawned spawned de-spawned.
I can set up the graphs, but they are consistently 60 fps after deletion so...
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New Beta Build 70951 is up!
Changelog:
[70817] Fixed: Crash while rendering some custom worlds, e.g Schmalfelden
[70793] Fixed: Character animation jerky after a unit disembarked a vehicle (http://dev-heaven.net/issues/3116)
[70790] Fixed: Fps stayed low after spawning and deleted many units. See http://dev-heaven.net/issues/5147
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I really enjoy the episodes, it wasn't nit picking, it was just something I picked up on, they are human :).
Checked my RSS feed daily (was ignorant to the release times) for Ep3.
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Thanks to BIS we should be able to test this issue again in the upcoming patch; with different results (speculation is: good results ;)).
Dynamically Creating and Naming a Vehicle
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
In a regular piece of code, missionNamespace is the namespace you are operating within, why did he specify it? It is a work around to avoid compiling a string via compile to increase performance over the method I gave you.
Is this script being run more than once? If not, then don't worry about it. ;)