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Tankbuster

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Posts posted by Tankbuster


  1. 1 hour ago, Gunter Severloh said:

    Bandit said in the OP that he also did a verify, but he also uninstalled a couple times too that to is like doing a verify.

     

    Very possible, according to his screenshot on his last post, seems it may have been a preset of some sort, maybe from arsenal, or something else, as

    he has it highlighted in the screenshot -----> https://justpaste.it/2s9zp/pdf

    not sure if that was what he thought was causing the issue but i'd really like to know anyways what was really causing the issue as

    the RPT wasn't as far as i could tell any issues, or any file, script or something else interfering.

    Yes mate, there are so many smoking guns in the picture. But he's got it working again now and that's the most important thing.

    • Like 1

  2. Thanks for the reply.

    I suspected as much - when we were in the vehicle in 1st person, we caught sight of it outside even though it was inside.

    I remember similar stuff happening when sitting in the back of one of your Chinooks with the ramp down and another player ran into the cargo bay from the outside.... giant players rendered outside. 🙂


  3. Chaps,

     

    The armed versions of the Hunter have a rendersurface for the gunner, but the unarmed version doesn't.

     

    I want to attachto a land_tablet_02_black_f inside an unarmed Hunter so that I can rtt its screen. In the editor I've placed it, got it's position and orientation just right. See below;

    9ca979c03c.png

     

     

    But when sitting in that seat, it's not rendered in first person for anyone in the vehicle. I'm assuming this is to do with viewLODS, which I'm ot really familiar with. See below;

    0af2e011d9.png

     

    In third person, or in camera view, it does render, albiet with wrong orientation. You can see it through the window.  You can also see it if you're not in the vehicle.

    d9493f0a78.png

     

    I attached a blue arrow to te tablet object so I could be sure where it actually is - not sure if this is making things worse?

     

    Anyway, is there a way of having this object render so vehicle crew can actually see it?


  4. Thanks mate. This may or may not be ready for us to play this weekend. It's not adapted for multiplayer at the moment.

    The camera is attached to the missile after the roll has been corrected.

    The 'poor citizens of Abdera' were harbouring CSAT forces. You know... you've played that town with us and you know how tough it can be.

    The mission was spawning enemy assets while the missile was in flight. You can see that the map was empty of markers when I called in the cruise missile, but by the time it's at the end of it's flight, in the last few frames, you can see there's a roadblock where the missile impacts.

     

    640px-Obama_and_Biden_await_updates_on_b


  5. 5 hours ago, pierremgi said:

    It's strange that a simple check for integrity of local files (from steam arma properties) didn't do the trick, but if I'm right this was never considered here.

    I'd be surprised if that wasn't suggested at some point, even if it's not documented here.

    Ransack is very much a blunt weapon here, but given the OP had been struggling for so long, you can't blame him for deploying it. I'll bet good money that says a script or addon was being loaded by the game and that Ransack cleared it out. Exactly what script or addon... we'll never know.

     


  6. OK, I fixed it - I think. I needed to attachto the camera to the missile. The attachto offset didn't make much sense and the missile always flies with a random amount of roll applied. The air intake is supposed to be underneath, but it usually flies with the airframe rolled so the intake is on the side of the hull.
    f2ff6b3b61.png

    Here you can see the aircraft is rolled 90 degrees left wing down as the air intake is on the right hand side.


  7. Guys,

    I want to bolt a camera to a venator missile and see it in flight. Ultimately, I want to render this to a screen, but I've fallen at an earlier hurdle.

     

    I spawned the missile in mission and, through lots of fiddling with camSetTarget and camSetRelPos I managed to achieve the look I wanted.

    m= createvehicle ["ammo_Missile_Cruise_01", getpos player, [],0,"NONE"]; 
    m enablesimulationglobal false;
    [m,3] call BIS_fnc_setheight;
    cam = "camera" camCreate [0,0,0];
    cam cameraeffect ["internal","back"];
    cam camsettarget (m modeltoworld [-0.2,10,-4]);cam camsetrelpos [-0.07,-10.2,3.9]; cam camcommit 0;

     

     

    9817364ec4.png

     

    But in the actual mission, when I run the camcreate, cameraeffect, camsettarget and camsetrelpos commands a script laucnhed through a fired eventhander on the VLS, the viewpoint is completely different. It moves with the missile, but the viewpoint isnt close to what I spent ages working out.

    The result is never the same twice, here's just 2 screenshots,

    5e34ef1999.png

     

    Code launched from the EH; (adapted from 14 year old post by Big Dawg KS, who is long gone)

     __tky_starts
    _myscript = "vlscam";
    params ["_shooter","_wep","_mz","_firemode", "_ammo", "_mag","_r"];
    diag_log format ["&&vlscam gets %1", _this];
    _list = ["R_M136_AT","M_Javelin_AT","M_Stinger_AA","R_PG7V_AT","R_PG7VR_AT","M_Strela_AA","R_Hydra_HE","R_57mm_HE","R_80mm_HE","M_Sidewinder_AA","M_TOW_AT","M_AT5_AT","M_Hellfire_AT","M_Vikhr_AT","ammo_Missile_Cruise_01"];
    if((_ammo) in _list)then{
    _camera = "camera" camCreate [0,0,0];
    _camera cameraeffect ["internal", "back"];
    while{alive _r && alive _camera}do{
    _camera camSetTarget (_r modelToWorld [-0.2,10,-4]);
    _camera camSetRelPos [-0.07,-10.2,3.9];
    _camera camCommit 0;
    sleep 0.001;
    };
    if(alive _camera)then{sleep 1};
    _camera cameraeffect ["terminate", "back"];
    camdestroy _camera;
    };

     

     

     


  8. The game is as optimised as it can be - we're using an old game engine here. I wouldn't bother with hyperthreading and core counting and such like, they'll make no difference.You won't get more than 60 FPS in a complex mission in city areas - that's just how it is.

     

    But ask yourself, do you need more than 60 FPS? If you're used to Call of Warface: Elite Edition or Sniper Twitchshooter Warfare Remastered with the bunnyhop mod, then yes, 30 FPS is going to feel odd, but this isn't those games. Arma3 tests your tactical planning, your spatial awareness of your team , your teamwork, your communications skills, your ability to let someone else take the shot, your patience, your ability and willingness to wait, prone, for that one fella to come back around on patrol so your can brass him up from 1500m away. It doesn't test your ability to hold the third person aimpoint on a ghosted outline that is behind a wall, while leaping sideways and doing 3 magazine changes.

     

    Oh... I might have got a bit carried away there. 🙂 Don't get me wrong, I enjoy Sniper Twitchshooter 11 as much as the next fella, but A3 is different. To use a horrible phrase my boss uses and makes me want to kill her, 'manage your expectations'.

    • Haha 1

  9. Pah. You are a lightweight, @pierremgi 🙂

     

    If you are spawning it in script, check your intended route isn't borked using calculatePath. find a roadpiece at the convoy spawn point, spawn a vehicle there, get the next roadpiece, spawn another vehicle, set the direction according to the direction of the road.

    Put a driver in each, add them all to the same group (In Ifrits and Marids, you'll need to add the gunners to the driver group too). Put them in safe behaviour mode, separation and limitspeed as you said, safe behaviour, disable their autocombat (leave the rest on) , allowcrewin immobile true and setunloadincombat false false, forcefollowroad true. Give them a single waypoint, job done. Sometimes at the start they'll get a bit confused but they'll get going eventually (perhaps a minute or two). The order of the convoy doesn't matter. It just doesnt. 🙂 If you are adding cargo crw, make them a different group.

     

    There's a few other tricks going on, but those are not in use in this video. I check if they are alive and have a waypoint but not moved 10m for 30 seconds, then i give them a setvelocityspace nudge if there is nothing in front. This usually gets them going alhough it looks ugly so I stop doing that when players are nearby. If the convoy gets split up, lower the limit speed of the front vehicle.

     

    9 out of 10 of my convoys reach their destination. It's best to use no more than 6 vehicles, but I have had 15 vehicle convoys working.

    • Like 1

  10. Mission updated to 1.14.4266. Download links from Google Drive on first page.

     

    This version adds the barricade defend secondary mission as it's now finished and QA'd. Also, the enemy might land an aircraft on the roof of the building during the assault.

    It also adds another secondary mission, Runway Wreck Clear where players are tasked with pushing wrecks and ruins off the airbase runways and taxiways. This mission only spawns once.

    The airdrop aircraft maker has had some tweaks and the Primary Target roadblocks should be spawned more reliably.

    Various bug fixes and optimisations.

     

    Changelog below

     

    Spoiler

    [4213] Rework: Opimisations of cleanupoldprimary
    [4214] Improved: Town choosing criteria for laserdesigasset SM
    [4215] Internal Build
    [4216] Changed: Guerrillas and idependents won't use the Tempest truck
    [4217] Improved: findsafepos better avoidance of entities
    [4218] Fixed: Client animations of submariners in healsubmariner SM
    [4219] Fixed: Client animations of mobile radar
    [4220] Improved: Removed Ekali and Pyrgos base from primary target roster
    [4221] Improved: Added some new objects to BLOFOR airhead base composition and moved the vehicle service point away from the rest of the composition
    [4222] Added: ADR-97 magazines to the forward vehicle
    [4223] Fixed: Broken blacklisting when choosing objectives for convoykill SM
    [4224] Changed: Lowered AI courage skill and lowered some other difficulties a little
    [4225] Fixed: Munged mapcorners array that was messing with dropship spawns
    [4226] Improved: Dropship drop points named better
    [4228] Improved: Disabled towing of objective vehicles in blue convoy SM
    [4229] Improved: House patrols should go on to roofs
    [4230] Improved: Using new boundingBoxReal syntaxes
    [4231] Improved: Enemy AI that wander off are script killed in barricade defend SM
    [4232] Improved: House patrol scripts can search the whole Altis Airport terminal
    [4233] Improved: airreinforcementchopper upgraded si it can be used outside of the PT usage
    [4234] Added: Function to make foward and fobveh setcaptive true across MP network
    [4235] Improved: Further expansion to aireinforcementchopper
    [4236] Improved: Helicopters can land on custom position on terminal building roof
    [4238] Fixed: Early cleanup of roadfreinforcement assets
    [4239] Added: Helipad to barracks roof so helicopters cen there during barricade defend SM
    [4240] Changed: Added barricadedefend to SM roster
    [4241] Fixed early cleanup of roadreinforcement assets
    [4242] Added: New secondary mission (Still WIP though) runway wreck clear SM
    [4243] Improved: Runwaywreckclear can identify runways and wrecks on them
    [4244] Added: Successful testing of epecontact eventhandler on bobcat in runwaywreckclear SM
    [4248] Added: some dev toos to help with runwaywreckclear, now in use only in testmode
    [4249] Improved: Runwaywreckclear bobcat can pickup radar and hq, even if they are ruins from buildings
    [4250] Improved: Runwaywreckclear spawns a few extra wrecks if there are none
    [4252] Fixed: Misnamed fleet functions
    [4254] Added: Alititude and speed text to dropship markers
    [4257] Improved: Localbuildingrepair SM scaffolding now created closer to objective building. Uses new boundingBoxReal commands
    [4259] Fixed: Catches objects that might fall below terrain when they are dropped by bobcat in runwaywreckclear
    [4261] Fixed: Possible bug where couting of attached objects might get confused if driver uses cameras in runwaycraterclear SM
    [4263] Improved: airdrop marker shows direction and updates faster
    [4264] Improved (a LOT): Primary target roadblock spawns improved

    [4266] Build

     

     


  11. On 12/9/2020 at 11:13 AM, reyhard said:

    Protip: You can skip whole loop and use

    
    nameOfRadar animateSource ["Radar_Rotation",1e10]

    You can also modify speed of rotation with speed coef

    https://community.bistudio.com/wiki/animateSource

     

    Can anyone confirm that this doesn't work in multiplayer?  1e10 doesn't do anything on a MP client. It does work on the hosting client-server, but not on a remote client.

    Sending it other big numbers, 1000 for example does work on MP clients.


  12. MIssion updated to 1.12.4212. Download links from Google Drive on first page

     

    This version is mostly optimisations and bugfixes.

     

    The barricade-defend secondary mission was removed as it was added in error. Still some work to be done on that.

    The bug that stops vehicles spawning in the second primary target is kicking my arse. Hopefully it's fixed now.

    Primary target can now spawn the radar object from Contact DLC. Radars that support it are animated.

     

    Spoiler

    [4188] Optimised: Finding of meadows and water. Moved finding of big buildings from barricadedefend secondary to server init
    [4190] Optimised: Couting of civ kills. Removed playerkilledciv script
    [4191] Changed: Bariicadedefend secondary now uses now preinit variable
    [4192] Fixed: Bad counting of vehicle assets that was breaking conclusion of primary target
    [4193] Changed: Trying to track down broken scope in spawnprimarytargets units script
    [4194] Changed: Removed barricadedefend secondary from secondary mission manager. Mission is unfinished
    [4196] Optimised: More optimisation of water and meadow finding
    [4197] Added: Having saved some performance in 4196, added hill finding
    [4198] Optimised: findhighgroundfunction. 600ms to 12 ms
    [4199] Added: New radar from Contact DLC. Also animated all radars that support it.
    [4200] Optimised: Positioning of primary target HQ. Removal of HQ net when HQ spawn fails
    [4201] Added: primary target object cleanup variable, as distinct from ptvehiclecleanup
    [4202] Removed: Deprecated code
    [4204] Improved: Removal of HQ entity spawning at 000
    [4205] Fixed: Better ptmen variable
    [4206] Rework: scripts that manage and spawn road reinforcements that go to the primary target
    [4211] Improved: Handling of units stuck in terrain at the end of the primary target
    [4212] Build and publish

     


  13. 6 hours ago, The Real Bunc said:

    @reyhard as a matter of interest where did you get the 1e10 for the second element of the animate source to give continual rotation? I had done  a small script for rotation of this radar a while back but ended up doing a loop between phases of the rotation. That 1e10 is very useful in this instance. Does it have any relevance to any other animations eg rotational animations?

    I *think*... 1e10 is infinity, at least as far as the gae engine is concerned.


  14. 12 hours ago, pierremgi said:

    You can make the antenna rotate. In init field of the radar:
     

    
    if (isServer) then {
      this spawn {
        while {alive _this} do {
          _this animateSource ["Radar_Rotation",0];
          waitUntil {_this animationSourcePhase "Radar_Rotation" == 0};
          _this animateSource ["Radar_Rotation",1,TRUE]
        };
      };
    };

     

    Replace 0 by 1 and 1 by 0 for anti-clockwise rotation.

    10:02:11 Error in expression < ["Radar_Rotation",1,TRUE]
        };
      };
    };>
    10:02:11   Error position: <
    };>
    10:02:11   Error Invalid number in expression

    Where are these weird characters coming from? Is copy/paste doing something odd?


  15. 3 hours ago, Gunter Severloh said:

    Hey guys, asking for a friend who gets some micro stuttering on one of my missions even though i dont,

    his specs are the following:

     

    i7 4770k overclocked to 4ghz

    Ram DDr3 1600mhz

    Gpu Nvidia 1080

     

    I explained that his lower cpu and mainly ram is the issue, can you guys enlighten us on this issue and as to

    what cpu and ram would be ideal?

    Is he running a HDD or some sort of SSD? For overall smoothness, not necessarily, framerate, often the storage on a system is to blame.

     

    Your friend is at the end of the line for socket 1150. There's one chip that is slightly better, the 4790K, which routinely overclock to 4.7 GHz, given half decent cooling and if that's all he can afford, that's the way forward for him. Don't expect massive gains though.

    If there's more in the budget, he's looking at a switch to AMD because right now, they are top of the gaming pile, not because they are much faster in Arma, but because they are so much cheaper than the equivalent performing Intel part. Self build AMD PCs with care though, the RAM and motherboard needs to be chosen carefully. If you friend is in the US with you, you're looking at around $1000, perhaps a bit less if you can pick up parts opportunistically as they come on special offer. The existing GTX 1080 could stay in service if required - that'll save a few quid.

    There are new Intel CPUs coming and leaked info show they are good, but they don't show how much they will cost.

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