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Everything posted by Tankbuster
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Issue getting friend to join ANY server
Tankbuster replied to Anthrax01's topic in ARMA 3 - TROUBLESHOOTING
I do suspect a RAM problem, to be honest, which is why page file issues need to be ruled out. After that, I'd be suggesting RAM diagnostics. -
Issue getting friend to join ANY server
Tankbuster replied to Anthrax01's topic in ARMA 3 - TROUBLESHOOTING
Yes, I got what you meant. The mission has at least, partly loaded, but the game appears to have locked up. -
Issue getting friend to join ANY server
Tankbuster replied to Anthrax01's topic in ARMA 3 - TROUBLESHOOTING
I have been following the thread since it was posted, but nothing really jumps out as lookig like an obvious cause. The CPU is plenty powerful enough. The GPU seems good enough too. The symptoms described - perperual loading screen - usually mean one of two things; the mission has failed to download to the client PC. Clearing the mpmission cache usually fixes this, but it's important to be sure it has really gone. Even a full uninstall leaves traces. I know the OP said he's done that but steam does hide this stuff away sometimes. Also, a mod problem can cause this, but that would usually be shown up in the RPT. I'm not familiar with this CPU, but is this one of the ones that is very finicky about the RAM it uses? -
Mission updated to 1.10.3952. DropBox links on first post. Added new secondary mission, Player Kidnap. While driving, the player vehicle is damaged in an ambush and one randomly selected player is removed and stashed in a safehouse, guarded by OPFOR. Remaining players have to rescue him. (This mission only spawns when there's at least 3 players on the server) Bug fixes. In particular, don't commit untested code late at night. Known issue: Because of a data formatting error 4 years ago, some civilian installations (factory complexes etc) can't be chosen as secondary mission objectives. This is going to require a non trivial rewrite of the island datafiles and the parser that reads them.
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Flashpoint went to 1.99 then 1.99A, 1.99B and finally iirc, 1.99C
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Shrodingers bug is neither alive or dead until you observe it.
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RHS Escalation (AFRF and USAF)
Tankbuster replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You should make a bigger list.- 16550 replies
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Trailing escort vehicle just sits there
Tankbuster replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That command wasn't available when I wrote my convoy script and it does fix the gunner-needs-to-have-the-waypoint problem. That's excellent. This means I can give a different behaviour to the gunners and have them blazing away while the drivers just... drive. So, @Luft08, you can disregard what I said earlier about gunners. If you make sure to set the driver of the vehicle as effectivecommander using the command above, it should work just fine. -
Count number of players in an area.
Tankbuster replied to __d0ct0r__'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes. I've run them all of them through the debug timer thingy, there wasn't an appreciable difference in CPU cost. -
Count number of players in an area.
Tankbuster replied to __d0ct0r__'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Or, if the players are all west and no other west units will be there... _playerswithincircle = (_centreposofmycircle nearentities ["SoldierWB", _radiusofmycircle]) Note this method won't get deads or mounteds. -
Count number of players in an area.
Tankbuster replied to __d0ct0r__'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
_playerswithincircle = allplayers select { (_x distance2d _centreposofmycircle) < _radiusofmycircle }; -
Trailing escort vehicle just sits there
Tankbuster replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, absolutely. Here's my list of classnames that are commanded by their gunners. if ((_x isKindOf "APC_Wheeled_02_base_F") or (_x isKindOf "MRAP_02_base_F") or (_x isKindOf "Offroad_01_AT_base_F") or (_x isKindOf "Offroad_02_unarmed_base_F") or (_x isKindOf "Offroad_02_LMG_base_F") or (_x isKindOf "LSV_02_armed_base_F") or (_x isKindOf "LSV_02_AT_base_F") or (_x isKindOf "Offroad_01_armed_base_F")) then Not sure why there is an unarmed base in there.. also, might need to add the i_mrap too. Just did a few tests and that wouldnt convoy either. Will have another bash in a few days. So what I've done is the drivers are in their own group from the rest of the guys. Originally, I had the gunners in another group, the idea being the drivers would drive through ambushes because they were set to careless and the gunners, in their own group, were set to enage. But I found these vehicles refused to 'convoy. I fiddled with the effectiveCommander to see who was actually giving the orders to drive to the waypoint and it WAS the vehicle commander, which doesn't make any sense. When I added the gunners to the same group as the drivers, they all began to convoy again. I'm not sure of the general order that you are doing things, but this is how I do it.... (note these are dynamic - the vehicles chosen, their start positiojns and their destination are all chosen in script) Choose a start position - I choose a stretch of road on the outskirts of a town (less likely to get messed up with buyildings etc) Choose a destination, again, usually a town. Using the PathCalcuated event handler and the calcuatepath command, get the route the convoy is likely to take Make a note of the road positions at the start of the returned route. Spawn an empty vehicle on each of the road positions, turn them so they face the vehicle in front. The front vehicle must face away from the second. (or the destination) Use FNC spawncrew to fill the vehicle with dudes. Add the drivers of each vehicle to a drivers group. (the problem vehicles also have their gunner added to this group) For each vehicle... _x setConvoySeparation 15; _x allowCrewInImmobile true; _x setUnloadInCombat [false, false]; _x addEventHandler ["HandleDamage", {if (isNull (_this # 3)) then { 0; } else { _this # 2; }; }];// prevent any collision damage _x forceFollowRoad true; Add the waypoint , waypointbehaviour is safe and waypointtype is move. That's pretty much it. This isn't very demonstrative, but this was made using my convoy scripts. -
Trailing escort vehicle just sits there
Tankbuster replied to Luft08's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm not at my PC right now so can only give general advice. Cars with gunner turrets don't drive in convoy unless you specifically give the waypoint to the gunner of that vehicle. -
Mission updated to 1.10.3940 Optimisations and bug fixes. Hopefully some new features and secondary missions coming soon. Dropbox links on first post. Highlights from this release; Better HMD. It shows name, health and role of nearby teammembers. Airdrop system improved. Now insists on the airdrop being near players or freindly areas. Vehicle scuttle. Allows player to destroy their own vehicles without penalty. Improved cleanups, mostly they happen while the server is empty. Known issue> The mission restore is still broken, lots of WIP there.
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Resloved: watch vars undocumented & weird variable scenario with _var -> var being same?
Tankbuster replied to -JpS-RaptorMan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also, have a look at this, it might explain it better. I haven't watched it all the way through, but he does seem to cover the main points. -
Resloved: watch vars undocumented & weird variable scenario with _var -> var being same?
Tankbuster replied to -JpS-RaptorMan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You need to understand 'scope'. Until you get that bolted down in your head, you're going to struggle. https://community.bistudio.com/wiki/Variables This page takes you through much of it. Basically, a local variable always starts with an underscore and only exists within the scope it is first used. A scope is typically a code block, though it's common to declare a private variable using the private statement right at the top (the bottom scope) of a script. If that's done, the variable exists throughout the script. In other words, the scope encompasses the entire script, but only that script. There is no connection between, for example _mrvar and myvar. They are totally separate. If a variable doesn't have an underscore it is known as a global variable and exists everywhere on that computer. If you then public the variable, it exists everywhere - server and all players. But we're stepping into the MP server/client realm here. I know you said you are scripting for MP, but this is a case of learning to walk before running. I make missions for the dedicated server environment and it can be tricky, but it's also the most rewarding. There's no bigger kick than players telling you "That was really really hard. Let's do it again." 🙂 -
Resloved: watch vars undocumented & weird variable scenario with _var -> var being same?
Tankbuster replied to -JpS-RaptorMan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The hints fade out after 30 seconds unless you send an empty hint like Harzach says. Also, if you send a hint that has no result, you won't get anything, it just looks like nothing is happening. Sometimes is better to systemchat or diag_log debug data. Are you still asking about what an underscore means to a variable? The topic seems to have moved on from that while as I said earlier (I was on a phone connection and unable to expand the reply) it's pretty basic to writing code in the game. -
Resloved: watch vars undocumented & weird variable scenario with _var -> var being same?
Tankbuster replied to -JpS-RaptorMan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You aren't understanding the fundamentals of private and global variables. Suggest more research. -
With that rig? Here's how you improve your fps. Take an empty credit card......
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Fast Sea Frame - Sea Fighter - Assault Craft
Tankbuster replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Who are you? 🙂 -
HoldAction Disabled for Specific Player
Tankbuster replied to fin_soldier's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes they are. Objects named in the editor are known and broadcasted to all players and the server. -
[BETA] Arma COMREF - Offline Wiki
Tankbuster replied to Lou Montana's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Excellent work. -
Return direction of a door
Tankbuster replied to HazJ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here's the current implementation in action. But it uses premade door positions figured out by hand. It's very effective, but a bit precidctable. -
Return direction of a door
Tankbuster replied to HazJ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At the moment, the mission places charges on doors using preset relative positions using handmade data for a small number of buildings. But the data is unreliable (I made it while drunk) and players get to know where the charges will. -
Fixed that for you.