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bhaz

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Posts posted by bhaz


  1. In one (1) hour of gameplay your SSD will have more usage (read/write) than with a simple defrag.

    This is complete misinformation, there is absolutely no reason for an Arma player to worry about writes per hour.

    Impact from SSD reads is almost zero, that it's not even worth noting.

    Newer SSD's are rated for a minimum of 75TB writes, which for the average user would take 10-15 years.

    I've been running the Windows pagefile, browser cache, Photoshop scratch file and plenty of other rubbish on this one, after 8 months it's only at 2.64TB written.

     

    edit: Yeah I never took the pagefile into account, so that was way off. I'll delete that line and leave the facts. Cheers.


  2. Intel only shows when an event occurs (change in objective ownership, enemy movements, stuff like that). Having intel set to anything other than total coverage adds a "roll the dice" behaviour to the intel - Low / medium / high / total being 10%, 20%, 40% and 100% respectively. If an objective is captured by opfor and stays that way for a long period, you'll never see intel on that objective.


  3. I attempted to edit the mil_opcom.pbo and changed the reserve count for occupation (from 1 to 5) to promote the more realistic/defensive Opcom activity...

    I believe repackaging ALiVE would be against their license (creative commons), however luckily for us Arma has plenty of less intrusive ways to get the job done:

    // OPCOM module in editor is named west_opcom for this example
    waitUntil {!isNil {west_opcom getVariable "startupComplete"}};
    waitUntil {west_opcom getVariable "startupComplete"};
    
    _handler = west_opcom getVariable "handler";
    _tacom = [_handler, "TACOM_FSM"] call ALiVE_fnc_hashGet;
    waitUntil {!isNil {_tacom getFSMVariable "_sectionsamount_reserve"}};
    _tacom setFSMVariable ["_sectionsamount_reserve", 5];


  4. Basically I'm trying to simulate the start of an insurgency where the insurgents have almost free reign across the empty parts of the map and the occupation AI spends the initial stages mobilizing and reinforcing its controlled areas.

    Trying this myself at the moment, it always ends in the asymmetric side getting more or less crushed in less than 30 mins. Starting forces roughly 600 resistance (asymmetric) vs 1000 CSAT (occupy). I found separating them gives them more of a chance, ie: 3 separate groups of 200 on different corners of the map, they manage to get a few buildings up before going down, you see the odd trickle of new profiles popping up from HQs and moving towards empty areas.

    The only thing I can think of is to give the asymmetric side a head start, hiding resistance objectives from the occupation OPCOM for the first 10-15 minutes of play. Would make the advance seem more like a response to an upcoming threat rather than a zerg rush too.

    edit:

    Just had a 3 hour game with resistance controlling the majority of the map.

    http://steamcommunity.com/sharedfiles/filedetails/?id=431624783


  5. Thanks. However its definitly beyond my current knowledge to write a script that'll only give desired units the items. Doing some research now but no progress as yet.

    If you want a certain side or faction, then you can just throw everything inside an if-then:

    _man = _this select 0;
    
    if (side _man == west) then {
      // do stuff here
    };
    
    if (faction _man == "BLU_F") then {
      // stuff here
    };

    If you want to single out a certain class of unit, like a medic for example, I'm pretty sure you can do that directly in the description:

    class Extended_Init_EventHandlers
    {
      class B_medic_F
      {
         medicInit = "_this call myFunction";
      };
    };


  6. In PWS options you can click the Arma3 logo on the left to bring up the game options, then settings (with the little white cog) below Arma3, the folders show up on the right.

    I keep my mods on SSD, but move the .synq folder to a hard drive since that thing can get pretty massive. (currently have 7gb of mods and the sync folder is 5.5gb, my other pc has 30gb of mods with a 25gb synq folder :eek:).

    I've found deleting the .synq folder completely wont break anything, but mod update downloads can be larger and slower since it gets rebuilt. Slight tradeoff if you're really desperate for space.

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