Rommel
-
Content Count
1225 -
Joined
-
Last visited
-
Medals
Posts posted by Rommel
-
-
Or go through IDEA games so the money is more directly going into BIS's pocket... funding for patches. ;)
-
We want to keep this as a addon thing (guaranteed for each release of ArmA so far), or should it be implemented by default?
Figured I'd throw in a poll for the hell of it; I didn't want to put a feature request unless I knew it was generally wanted...
-
Haha.
I have a E6750 @ 3.2, ATI HD4890 (512), 4GB RAM (3.4 technically ->) and XP 32bit.
I'm very glad to hear there may be a fix, nothing beats a MP mission with 2000 (deleted) AI across the map, and players reporting to me they have 60FPS (unless they are present during the deletion of AI), while the server chugs at 20 because of this (players can reset their mission by rejoining, server can't).
-
Ok some data for you devs. These tests were repeated three times with same result. 5*15 = 60 units. After deletion, 60fps. 10*15 = 120 units. After deletion, 60fps. 15*15 = 180 units. After deletion, 60fps. 20*15 = 240 units. After deletion, 60fps. 25*15 = 300 units. After deletion, 45fps. 30*15 = 360 units. After deletion, 30fps. 35*15 = 420 units. After deletion, 28fps.
This ... is stupid :P
Somewhere you have some CPU wasting cycles, that occur (at least for me) around 260 units...
---------- Post added at 06:47 AM ---------- Previous post was at 06:10 AM ----------
Because pretty pictures make everything understandable.
And now some proper data and testing capabiliitiesfor the developers.
Groups Units FPS Before FPS After2 11 58.82 55.56
3 21 55.56 55.56
4 31 55.56 55.56
5 41 55.56 55.56
6 51 45.45 55.56
7 61 55.56 55.56
8 71 55.56 55.56
9 81 41.67 58.82
10 91 43.48 55.56
11 101 55.56 58.82
12 111 45.45 55.56
13 121 43.48 55.56
14 131 55.56 55.56
15 141 43.48 55.56
16 151 41.67 55.56
17 161 38.46 55.56
18 171 31.25 55.56
19 181 32.26 58.82
20 191 28.57 58.82
21 201 23.26 58.82
22 211 23.26 58.82
23 221 26.32 55.56
24 231 21.74 58.82
25 241 23.81 55.56
26 251 21.28 55.56
27 261 20.83 55.56
28 271 27.03 52.63
29 281 23.81 43.48
30 291 21.28 43.48
31 301 23.81 50
32 311 21.28 47.62
33 321 18.87 43.48
34 331 17.54 41.67
35 341 18.52 40
36 351 16.95 37.04
37 361 19.61 37.04
38 371 18.87 34.48
39 381 18.52 35.71
40 391 18.52 32.26
41 401 18.87 32.26
Script to run to test it yourself.
testLoc = [2500,2500,0]; _delete = { { deletevehicle _x; } foreach (allunits - [player]); { {deletewaypoint _x} foreach (waypoints _x); deletegroup _x; } foreach allGroups; { deletevehicle _x; } foreach (vehicles - [vehicle player]); }; _getinfo = { [count allgroups, count allunits, count vehicles, diag_fpsmin] }; _dump = { diag_log str [ "\ngroups",(_this select 0), "\nallunits",(_this select 1), "\nvehicles",(_this select 2), "\nFPS during",(_this select 3), "\nFPS after", diag_fpsmin ]; }; _create = { private "_x"; private "_y"; private "_z"; _x = (testLoc select 0) + random 100; _y = (testLoc select 1) + random 100; _z = (testLoc select 2) + random 100; [[_x,_y,_z], west, 10] call bis_fnc_spawngroup }; _i = 1; while {true} do { _y = _i; while {_y > 0} do { [] call _create; _y = _y - 1; }; sleep 3; _info = [] call _getinfo; [] call _delete; sleep 3; hint format ["Test %1 Complete",_i]; private "_info"; _info call _dump; _i = _i + 1; sleep 3; };
-
http://community.bistudio.com/wiki/Category:VBS2_Command_Group:_Waypoints
* waypointAttachedObject (VBS2)
* waypointAttachedVehicle (VBS2)
* waypointBehaviour (VBS2)
* waypointCombatMode (VBS2)
* waypointCurrent (VBS2)
* waypointDescription (VBS2)
* waypointFormation (VBS2)
* waypointHousePosition (VBS2)
* waypointLoiterRadius (VBS2)
You have the API functions to set these properties in ArmA2, but not to view/get them. Could you please port them across from VBS2.
:rolleyes:
EDIT: Nevermind... the BIKI just doesn't have them listed... they do exist in A2.
-
civGruppen = [getpos myLocationLogicForWhereIwantTheseUnits, civilian, 20] call BIS_fnc_spawnGroup;[civGruppen,getpos myLocationLogicForWhereIwantTheseUnits] call CBA_fnc_taskPatrol; //optional :P
Hope that helps.
-
"respawn_west" setMarkerPos getMarkerPos "respawn1";
;)
-
trigger1:
MyNewGroup = [getpos player, west, 12] call BIS_fnc_spawnGroup;
Or if you must
MyNewGroup = call compile preprocessfilelinenumbers "script.sqf";
script.sqf
_return = [getpos player, west, 12] call BIS_fnc_spawnGroup; [_return,getpos player] call CBA_fnc_taskDefend; if (isnull _return) then { //group create failed hint "Reached 144 group limit!!"; }; _return
Also, when deleting groups, make sure to use deleteGroup to remove them aswell!!!
-
Look around for Yoma tutorials, or send a PM to Yoma himself, this isn't exactly relative to ArmA 2, more modding / external software.
-
http://dev-heaven.net/issues/5147
As was reported, just thought I'd post here in hope to get it sorted sooner.
Description:
Placing units down on the map, then deleting them, will cause overall performance loss regardless of how you clean them up. It appears to be more dependent on bulk placement, meaning a thousand groups map spawned, but only one at a time, however if you place 40 groups down, then delete them straight away.
You will have lingering performance loss.
Reproduction mission attached to the DH post.
Notes:
In an attempt to clean up everything, I delete all group way points, units, and groups themselves to ensure the map becomes very close to 'empty'. No difference.
Tested on Build 70256.
-
They are a business, they are about making money, they would have analyzed their best approach within their capabilities many more hours than you have considered writing this post.
They have also released 6 prequels to this game (incl. OFP/ArmA expansions), so I'm sure they understand the importance of marketing.
If they don't, well, they have the community :D.
-
Is good, found this mentioned on AusArmA.org, googled and it came up. Made me miss Sahrani radio :p; and it is essentially similar, except without the music haha.
EDIT: I just listened to the first episode, haha at him saying his favorite weapon is the M16"A3"... it was like a miss universe wanting world peace. Either way, great episode, lots of good points, good listening :).
-
This is just a set of a rough pseudo code to help you get the idea (will probably work too).
client_save.sqf
_cash = mycash; //predefined mycash variable _pos = getpos player; _rank = rank player; _uid = getPlayerUID player; call compile format ["%1_saveVar = %2; publicVariable '%1_saveVar'; ", _uid, [_cash,_pos,_rank]];
client_load.sqf
_uid = getPlayerUID player; call compile format ["_data = %1_saveVar", _uid]; if (isnil {_data}) exitwith {hintsilent "No savefile found"}; mycash = _data select 0; player setpos (_data select 1); player setrank (_data select 2);
In the editor:
myFlagObjectPlacedInEditorName addaction ["Save Status","client_save.sqf"]; myFlagObjectPlacedInEditorName addaction ["Load Previous","client_load.sqf"];
This last part can be done in many ways, checking when the player disconnects and so on, rather than asking them to push save and load, you could consistently save the data.
Hope that gives you a good understanding of how you can do it.
Recommended reading:
http://community.bistudio.com/wiki/6thSense.eu:EG
-
One of the best threads for map making, the new guys have it lucky :P.
-
Or you could just string it, ie "10000000".
str(10000000)
Might work.
-
I believe you can get it on ArmAholic, if you can't, relax, I'll be putting out a new version with my ACE 2 mission framework (soon).
-
Sqf 2 Sqm - File Converter (v0.7)
Download(6KB)
FAQ
What is it?
It is a Ruby script program run through either Six Updater or the stand-alone Ruby interpreter to convert Sqf files from the 3D editor (accessed via Alt-E in the main menu) to Sqm files which can be accessed from the default ArmA 2 mission editor. It is currently in beta, units are not supported for conversion, nor triggers or markers. But they will be soon.
How do I use it?
Best read the documentation, it has lots of pretty pictures to help you through, I won't be assisting people with already-answered questions. Either read the thread or ask another community member.
It doesn't work?
If you have any serious issues, post them on the issue tracker provided below, as so far as it has been tested without any issues.
Please provide your mission.sqf file and the output mission.sqm if possible.
The window disappeared straight-away!?
This means you are either: missing files, installed incorrectly, edited your mission.sqf file so it is no longer compatible, or BIS have done a sneaky on me in which case you need to post an issue on DH.net so I can fix it.
Credits
Thanks to Delta51 for asking for this, while I was drunk,
Sickboy for pushing me to learn Ruby, and pointing me in the right direction (most times), and
Ordeal, DMC and Hooves for putting up with me.
-
Thanks to large volume of volunteers and squads that contacted me, we now have a set roster of testers and require no more.
-
It would make it a lot easier also if we could have 1 or 2 more testers, just need you to sign onto the Dev-Heaven site, and PM me here.
-
I kept looking for the smiley on this posting. But you are serious, aren't you?I have no problem with the server count, wish the user count would be higher. But any snapshot of a world-wide list of servers is going to show a lot of idle machines.
BTW Rommel, the world does not revolve around 3-6 missions. There are plenty of fine missions out there and servers that host them. I'd be encouraging diversity to enrich the community instead of demanding others to think like you do.
I am serious to the point that is addressing a bigger problem, which most people who are posting are realising, I admit the first post was foul in its structure, but I felt most understood the intent.
The attempted outcome here is for the community to become tighter, without any major compromises, which appear to be the most forthcoming solutions (ie server side restrictions everywhere) at this time; which personally aren't acceptable.
I would prefer a more a uniformed approach to the way the server addons are handled; but I propose no solutions as I have none which are not riddled with flaws.
-
CBA aside, any plans to ask if you can put the mod through SIX Updater? It would be great to keep that as a standard for mods distribution.
-
Well we've all heard it before, it can strike up many arguments, but in summary.
There are too many servers.
Looking at a current snapshot from the SWEC:
Players Online: 432
Servers Online: 714
---
All this rant about PR being the one to bring the community back together, made me wonder, why can't we atleast attempt it ourselves?
A lot of these 714 (currently online) servers have been up for over 4months, with at most 6 missions played. Private clan servers, fine, we all understand 100% that they will never get constant use due to timetables, and the only reason they run them when not being used is probably for advertising, or some kind of 'presence'.
But the server : player ratio at any one time is still >1. Which is possibly the worst case.
Perhaps we should drive to minimize the amount of servers out there, or as suggested in another thread currently, create an index for time zoned and used community team play / pvp / coop / domination servers so we start centralizing the player base a bit more.
-
Remember with JTD Smoke/Fires though, a powerful processor is needed or you will encourage script delays due the large amount of processing (lots of instances are spawned, not the actual calculations).
-
To clarify, the current solution (v0.0.3) only includes TTT (Toggle to Talk), it does not include PTT (Push to Talk).
Push to Talk will be in the upcoming version.
The actions will not.
Arma II & OA User Video Thread
in ARMA 2 & OA - GENERAL
Posted
Those ORC videos were awesome :)