galzohar
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Everything posted by galzohar
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Any idea what might be causing this error? init.sqf: isACE = false; sideW = West; sideE = East; // Disable saving to save time enableSaving [false, false]; // Disable automatic radio messages enableSentences false; // Configuration values [] call compile preprocessFileLineNumbers "configuration.sqf"; // Run client script on clients (including non-dedicated host). if (!isDedicated) then { waitUntil {!isNull player}; waitUntil {time > 0.01}; sidePlayer = side player; [] execVM "client.sqf"; }; // BTC_revive call compile preprocessFileLineNumbers "=BTC=_revive\=BTC=_revive_init.sqf"; // Supply paradrop call compile preprocessFileLineNumbers "logistics\supply_init.sqf"; // Run server scripts on server (dedicated or hosted) if (isServer) then { [] execVM "server.sqf"; }; description.ext: disabledAI = 1; respawn = 3; respawndelay = 1; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 17; }; class params { class NightOrDay { title = $STR_NightDay; values[] = {0, 1, 2, 3}; texts[] = {$STR_Day, $STR_Moon14, $STR_Moon12, $STR_Moon34}; default = 0; }; class nameLength { title = $STR_MarkerNameLength; values[] = {0, 1, 2, 3, 4, 5, 6, 7, 10, 20}; texts[] = {$STR_NoMarkerNames, "1", "2", "3", "4", "5", "6", "7", "10", "20"}; default = 4; }; }; class CfgCommunicationMenu { class SupplyParadrop { text = $STR_SupplyParadrop; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "[_pos] call fnc_sendSupplyParadropRequest"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; }; author = "Gal Zohar"; onLoadName = "ALiVE IDF"; overviewText = "IDF mission using the ALiVE modules."; onLoadMission = "IDF mission using the ALiVE modules."; //loadScreen = "logo.jpg"; //overviewPicture = "logo.jpg"; onLoadIntroTime = 0; //joinUnassigned = 0; #include "=BTC=_revive\=BTC=_respawn.h" =BTC=_revive_init.sqf: /* Created by =BTC= Giallustio version 0.96 Offical release Visit us at: http://www.blacktemplars.altervista.org/ 06/03/2012 */ ////////////////// EDITABLE \\\\\\\\\\\\\\\\\\\\\\\\\\ BTC_r_new_system = 1; //WIP - set 1 to activate it BTC_r_wait_for_revive = 1;//If BTC_r_new_system set to 1 you can choose if you want or not a revive time available after death (Similar to wounding system in ACE) BTC_r_action = 0;//[NOT IMPLEMENTED] - 0 if you don't want the healing animation (ACE style), 1 if you want the animations (You can't stop the animation) BTC_r_med_fa = 1;//0 for only first aid kit, 1 if you don't have a medikit you need a first aid kit, 2 only medikit BTC_r_cpr_time = 60; BTC_r_trans_ratio = 100; BTC_revive_time_min = 5; BTC_revive_time_max = 600; BTC_who_can_revive = ["Man"]; BTC_loop_check = 0; BTC_disable_respawn = 0; BTC_respawn_gear = 0; BTC_active_lifes = 0; BTC_lifes = 10; BTC_spectating = 0;//0 = disable; 1 = units group; 2 = side units; 3 = all units BTC_spectating_view = [0,0];//To force a view set the first number of the array to 1. The second one is the view mode: 0 = first person; 1 = behind the back; 2 = High; 3 = free BTC_s_mode_view = ["First person","Behind the back","High","Free"]; BTC_black_screen = 1;//Black screen + button while unconscious or action wheel and clear view BTC_action_respawn = 0;//if black screen is set to 0 you can choose if you want to use the action wheel or the button. Keep in mind that if you don't use the button, the injured player can use all the action, frag too.... BTC_camera_unc = 1; BTC_camera_unc_type = ["Behind the back","High","Free"]; BTC_respawn_time = 0; BTC_active_mobile = 0;//Active mobile respawn (You have to put in map the vehicle and give it a name. Then you have to add one object per side to move to the mobile (BTC_base_flag_west,BTC_base_flag_east) - (1 = yes, 0 = no)) BTC_mobile_respawn = 0;//Active the mobile respawn fnc (1 = yes, 0 = no) BTC_mobile_respawn_time = 30;//Secs delay for mobile vehicle to respawn BTC_need_first_aid = 1;//You need a first aid kit to revive (1 = yes, 0 = no) BTC_pvp = 0; //(disable the revive option for the enemy) BTC_injured_marker = 1; BTC_3d_can_see = ["Man"]; BTC_3d_distance = 30; BTC_3d_icon_size = 0.5; BTC_3d_icon_color = [1,0,0,1]; BTC_dlg_on_respawn = 1;//1 = Mobile only - 2 Leader group and mobile - 3 = Units group and mobile - 4 = All side units and mobile BTC_objects_actions_west = []; BTC_objects_actions_east = []; BTC_objects_actions_guer = []; BTC_objects_actions_civ = []; if (isServer) then { BTC_vehs_mobile_west = [];//Editable - define mobile west BTC_vehs_mobile_east = [];//Editable - define mobile east BTC_vehs_mobile_guer = [];//Editable - define mobile independent BTC_vehs_mobile_civ = [];//Editable - define mobile civilian }; ////////////////// Don't edit below \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ if (!isDedicated) then {}; //FNC call compile preprocessFile "=BTC=_revive\=BTC=_functions.sqf"; if (isServer) then { //Mobile BTC_vehs_mobile_west_str = [];BTC_vehs_mobile_east_str = [];BTC_vehs_mobile_guer_str = [];BTC_vehs_mobile_civ_str = []; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_west != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_west) - 1) do {_veh = (BTC_vehs_mobile_west select _i);_var = str (_veh);BTC_vehs_mobile_west_str = BTC_vehs_mobile_west_str + [_var];_veh setVariable ["BTC_mobile_west",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_west"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_west;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_east != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_east) - 1) do {_veh = (BTC_vehs_mobile_east select _i);_var = str (_veh);BTC_vehs_mobile_east_str = BTC_vehs_mobile_east_str + [_var];_veh setVariable ["BTC_mobile_east",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_east"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_east;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_guer != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_guer) - 1) do {_veh = (BTC_vehs_mobile_guer select _i);_var = str (_veh);BTC_vehs_mobile_guer_str = BTC_vehs_mobile_guer_str + [_var];_veh setVariable ["BTC_mobile_guer",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_guer"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_guer;}; if (BTC_active_mobile == 1 && count BTC_vehs_mobile_civ != 0) then {for "_i" from 0 to ((count BTC_vehs_mobile_civ) - 1) do {_veh = (BTC_vehs_mobile_civ select _i);_var = str (_veh);BTC_vehs_mobile_civ_str = BTC_vehs_mobile_civ_str + [_var];_veh setVariable ["BTC_mobile_civ",_var,true];if (BTC_mobile_respawn == 1) then {_resp = [_veh,_var,"BTC_mobile_civ"] spawn BTC_vehicle_mobile_respawn;};};} else {{deleteVehicle _x} foreach BTC_vehs_mobile_civ;}; if (BTC_active_mobile == 1) then {publicVariable "BTC_vehs_mobile_west_str";publicVariable "BTC_vehs_mobile_east_str";publicVariable "BTC_vehs_mobile_guer_str";publicVariable "BTC_vehs_mobile_civ_str";}; // BTC_killed_pveh = [];publicVariable "BTC_killed_pveh"; BTC_drag_pveh = [];publicVariable "BTC_drag_pveh"; BTC_carry_pveh = [];publicVariable "BTC_carry_pveh"; BTC_marker_pveh = [];publicVariable "BTC_marker_pveh"; BTC_load_pveh = [];publicVariable "BTC_load_pveh"; BTC_pullout_pveh = [];publicVariable "BTC_pullout_pveh"; if (BTC_r_new_system == 1) then { BTC_anim_pveh = [];publicVariable "BTC_anim_pveh"; BTC_cpr_pveh = [];publicVariable "BTC_cpr_pveh"; BTC_ban_pveh = [];publicVariable "BTC_ban_pveh"; BTC_med_pveh = [];publicVariable "BTC_med_pveh"; }; }; if (isDedicated) exitWith {}; BTC_dragging = false; BTC_respawn_cond = false; //Init [] spawn { waitUntil {!isNull player}; waitUntil {player == player}; "BTC_drag_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_carry_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_marker_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_load_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_pullout_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_killed_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; BTC_r_mobile_selected = objNull; BTC_r_bleeding = 0; BTC_r_bleeding_loop = false; player addRating 9999; BTC_r_list = []; BTC_side = playerSide; BTC_r_s_cam_view = [-15,-15,15]; BTC_respawn_marker = format ["respawn_%1",playerSide]; if (BTC_respawn_marker == "respawn_guer") then {BTC_respawn_marker = "respawn_guerrila";}; if (BTC_respawn_marker == "respawn_civ") then {BTC_respawn_marker = "respawn_civilian";}; BTC_r_base_spawn = "Land_HelipadEmpty_F" createVehicleLocal getMarkerPos BTC_respawn_marker; if (BTC_r_new_system == 0) then { player addEventHandler ["Killed", BTC_player_killed];if (BTC_respawn_gear == 1) then {player addEventHandler ["HandleDamage", BTC_fnc_handledamage_gear];}; } else { "BTC_cpr_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_ban_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_med_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; "BTC_anim_pveh" addPublicVariableEventHandler BTC_fnc_PVEH; player setVariable ["BTC_r_status",[0,0,0,0,0],true]; player addEventHandler ["HandleDamage", BTC_fnc_handledamage]; player addEventHandler ["Killed", BTC_eh_killed]; BIS_fnc_healthEffects_handleDamage_code = {}; BIS_fnc_healtEffects_init = {}; BTC_r_action_menu = true; BTC_r_med_effect = false; BTC_is_bleeding = false; enableCamShake true; BTC_r_unc = false; BTC_r_unc_loop = false; BTC_r_damage = 0; BTC_r_head = 0; BTC_r_damage_legs = 0; BTC_r_damage_hands = 0; BTC_r_hit = 0; }; player setVariable ["BTC_need_revive",0,true]; //{_x setVariable ["BTC_need_revive",0,true];} foreach allunits;//[] spawn {while {true} do {sleep 0.1;player sidechat format ["%1",BTC_r_mobile_selected];};}; if (BTC_pvp == 1) then {player setVariable ["BTC_revive_side",str (BTC_side),true];}; player setVariable ["BTC_dragged",0,true]; if (BTC_r_new_system == 0) then {if ([player] call BTC_is_class_can_revive) then {player addAction [("<t color=""#ED2744"">") + ("First aid") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_first_aid], 8, true, true, "", "[] call BTC_check_action_first_aid"];};} else {player addAction [("<t color=""#ED2744"">") + ("Medical unit check") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_check_unit_state], 8, true, false, "", "[] call BTC_check_action_unit_state"];player addAction [("<t color=""#ED2744"">") + ("Check yourself") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[player],BTC_check_unit_state], -8, false, false, "", "BTC_r_action_menu && format [""%1"",player getVariable ""BTC_need_revive""] == ""0"" && vehicle player == player"];}; player addAction [("<t color=""#ED2744"">") + ("Drag") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_drag], 8, true, true, "", "[] call BTC_check_action_drag"]; player addAction [("<t color=""#ED2744"">") + ("Carry") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_carry], 8, true, true, "", "[] call BTC_check_action_drag"]; player addAction [("<t color=""#ED2744"">") + ("Pull out injured") + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[],BTC_pull_out], 8, true, true, "", "[] call BTC_pull_out_check"]; if (BTC_active_mobile == 1) then { switch (true) do { case (BTC_side == west) : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_west;} foreach BTC_vehs_mobile_west_str;}; case (BTC_side == east) : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_east;} foreach BTC_vehs_mobile_east_str;}; case (str (BTC_side) == "guer") : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_guer;} foreach BTC_vehs_mobile_guer_str;}; case (BTC_side == civilian) : {{private ["_veh"];_veh = _x;_spawn = [_x] spawn BTC_mobile_marker;{_x addAction [("<t color=""#ED2744"">") + ("Move to mobile " + _veh) + "</t>","=BTC=_revive\=BTC=_addAction.sqf",[[_veh],BTC_move_to_mobile], 8, true, true, "", format ["[""%1""] call BTC_mobile_check",_veh]];} foreach BTC_objects_actions_civ;} foreach BTC_vehs_mobile_civ_str;}; }; } else { BTC_vehs_mobile_west_str = [];BTC_vehs_mobile_east_str = [];BTC_vehs_mobile_guer_str = [];BTC_vehs_mobile_civ_str = []; }; BTC_gear = [player] call BTC_get_gear; if (BTC_loop_check == 1) then {[] spawn BTC_revive_loop;}; if (({player isKindOf _x} count BTC_3d_can_see) > 0) then {if (BTC_pvp == 1) then {_3d = [] spawn BTC_3d_markers_pvp;} else {_3d = [] spawn BTC_3d_markers;};}; //[] spawn {while {true} do {sleep 0.5;hintSilent format ["%1",BTC_gear];};}; BTC_revive_started = true; //hint "REVIVE STARTED"; }; Whole mission download: http://www.mediafire.com/download/m9udjb7vhcfud7n/repro.zip Any help would be much appreciated.
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CfgNotifications - Additional parameters? Can the window be made larger?
galzohar posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Currently the window is very small and allows very little text in it. I was wondering if there were parameters that could change its size, or any other parameters not mentioned here: https://community.bistudio.com/wiki/Notification -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No. And I never could get it to work with any ALiVE version. As for arma3server.exe, deleting the file and then using "verify integrity of game cache" to re-download it fixed the version mismatch issue. -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
OK, so other people can get the 110.114700 arma3server.exe from Steam? As for the admin/player menu, I still can't get it to work by binding a key to user action 20 (I've tried just about any key). Admin module and player tag module are both active. If we're talking about player tags, maybe consider adding an option in the player tags module to have it on by default? For now, since I can't get the menu to work, I can't get the tags to work either, and even if the menu was working, it'd be best if I could let people not open it up every time they join in order to turn the tags on. -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It seems like nothing works when using latest stable arma3server.exe with latest ALiVE (intel won't show and units seem to not spawn at all). RPT shows version mismatch warning, expecting a "newer" version number which apparently is the version number of the latest stable arma3.exe but higher than that of the latest arma3server.exe. Both executable files were last modified on the same date meaning they should both be up to date. Running the server through arma3.exe -server instead of arma3server.exe helped us work around this issue, but I was hoping there is a better solution I can use that will let us run the server with the arma3server.exe. Any idea? Side note: We keep all server and client mods are auto-updated through Play withSIX. -
CBA - Community Base Addons - ARMA 3 Alpha
galzohar replied to sickboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I haven't noticed any FPS loss by using STHUD. Especially not something as significant as 5-10 FPS, at least if your FPS wasn't already in the hundreds in which case 5-10 is a small difference. -
Good missions can encourage organized gameplay, but they will never be able to enforce it. I do think it's BIS's job to create such missions, though it's something they never seemed to care about.
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ballistics ArmA III Ballistics Overhaul WIP
galzohar replied to Spartan0536's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
What I've always wondered is if the in-game simulation system is even good enough to be fix-able with just config tweaks. Usually, if the config values "smell", so is the algorithm that uses those values :( -
Arma 3 CPU vs RAM performance comparison 1600-2133= up to 15% FPS gain
galzohar replied to dasa's topic in ARMA 3 - GENERAL
Good point there. Plus, if a game bottlenecks the GPU in pretty much every possible configuration, why the hell should anyone cares how it could scale with better cpu/ram/etc in some hypothetical unrealistic situation? -
Dynamic Take And Secure - Randomized Round-Based No-Respawn A&D
galzohar replied to galzohar's topic in ARMA 3 - USER MISSIONS
Not possible in SP. No AI. Round will not start until there is at least 1 enemy (player), and round will end instantly if all enemies are dead (for whatever reason, disconnection included). Scripts aren't even written to work with AI units. They only take players into account. Editing this to support AI will be quite a bit of work, and AI don't really know how to play this sort of game mode anyway no matter how much you script them to. I might port a random mission I once made for COOP in ArmA 2 (which is also possible to play alone), but that's a completely different topic, as the random position and no respawn is basically all that the 2 missions have in common. -
Giving server the option to allow improved aiming.
galzohar replied to Yashamalu's topic in ARMA 3 - GENERAL
People zig-zag because accuracy is too high while moving, exactly because of the complaints people like the OP would make if it was less accurate and more realistic. As for the OP complaint itself, IMO missing targets in front of you is really either: - Your mouse defined poorly - You controlling your mouse poorly - Your FPS being too low making the game relatively unresponsive. It has nothing to do with controls, nor lag. In fact, the way ArmA netcode works is that if you see yourself hitting someone, he will be hit, even if on the server you have already been killed. -
Why do we have CPU heavy games when GPUs are much more powerful?
galzohar replied to scaramoosh's topic in ARMA 3 - GENERAL
GPUs are more powerful but much much much less flexible. It's as simple as that. Most algorithms you'll try to adjust and optimize to run on a GPU will actually work slower than they would on a CPU simply because the restrictions the GPU requires in order to function. The restrictions of the GPU don't really restrict graphics-related code, but once you try to run more generic code then forget about running it efficiently on a GPU. In general, the more specific use a processor/platform has, the better it can be optimized for that purpose, but at the same time be much weaker for other purposes. There's a reason there's a 'G' in "GPU". As for ArmA, it's actually both GPU and CPU intensive. It's just that the GPU intensiveness can be toned down by changing the graphic settings, while for reducing CPU load you have to reduce the number of things actually happening in-game. This is why multiplayer missions with lots of AI have problems even at minimum graphic settings, yet small simple single player missions work fine, at least as long as your GPU is strong enough to handle the graphic settings you have defined. -
Recommendation for TvT small element modes?
galzohar replied to MANTIA's topic in ARMA 3 - MULTIPLAYER
While I enjoy Tactical Battlefield, I would only recommend it with at least 20 players, and preferably 40+. Of course, if there are 20 players on the server and you join with 10 more, it'd be 30 already, and the more players on the server, the more likely more will be willing to join (due to many not being interested in playing it with lower player counts). You can of course try DTAS, which should also fit your requirements: No respawn, objective capture based with time limit, round based, objective is a simple point objective so high player numbers aren't necessary, total randomization means you don't have to keep making new missions to keep it fresh. http://forums.bistudio.com/showthread.php?153398-Dynamic-Take-And-Secure-Randomized-Round-Based-No-Respawn-A-amp-D KingScuba's idea is nice if you guys don't play too much and don't really care about balance. Over time though it'd get old and boring or exploit-able and people will stop playing and/or stop making new missions, and you heavily rely on people constantly making new missions. -
It's difficult to provide an answer since you haven't actually posted a link to such a video.
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Other than TacBF, you can try: DTAS: http://forums.bistudio.com/showthread.php?153398-Dynamic-Take-And-Secure-Randomized-Round-Based-No-Respawn-A-amp-D Escalation (let me know if BIS patch broke it at some point and I'll try fix it): http://forums.bistudio.com/showthread.php?160536-Escalation-Squad-based-PvP-with-respawns TacBF is something I wouldn't even try if your community doesn't have at least 20-30 players showing up on a regular basis. Last few nights there were less than 20 players on the server and that made even their smallest missions not all that fun. It works much better on a full server, though.
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Terox, where are you getting those AI numbers? From what I recall, having anything over 100-150 AI patrolling in Zargabad in missions I was testing on your server was hurting the server FPS pretty badly. When running on my own i7-920 things weren't much better. While I do agree ArmA 3 has issues that weren't present in ArmA 2, I don't recall playing any missions with 600-700 AI that actually work properly. Also, the "multiplayer is unplayable" often refers to client FPS going down severely in multiplayer regardless of graphic settings, in a way that makes absolutely no sense. Yes, server FPS is also a big issue, but it's not the only one. Client FPS in multiplayer is suffering a lot too, and that has nothing to do with graphics whatsoever since the FPS stays the same even if you set graphics to a minimum and use a high-end graphic's card. Something in the CPU is f-ing up on both client and server when multiple players are involved, and this may or may not be related to the same issue, but both are definitely killers of most multiplayer missions and require us to either suffer or stick with very light missions. Of course, since "light" missions work just fine, the game is "playable", but of course there is much that needs to be improved...
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Horrible SLI Performance GTX 770 4GB
galzohar replied to vampire613's topic in ARMA 3 - TROUBLESHOOTING
Unless something is horribly wrong with the OP's hardware/drivers/configuration, I'd say he's getting "much better performance with single GPU" simply because the tests aren't equivalent. Try testing in single player in the same area in the same mission and report back your results. -
Player x kicked off, Steam ticket check failed: (null)
galzohar replied to farooqaaa's topic in ARMA 3 - TROUBLESHOOTING
That message seems to show up every time someone crashes, but seems like it's more of a result rather than a cause. I suppose it can be easily verified by intentionally "crashing" your game by using "end process" in task manager and see if your friends get the same message. -
Tactical Battlefield - A PvP Modification
galzohar replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I suppose it's not being played by people on your side of the globe. In my experience every evening EU time you can find a populated server. Look up the SealZ guys. Not sure what they're up to nowadays, but I know they like PvP and they're from US time zone :)- 477 replies
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CBA - Community Base Addons - ARMA 3 Alpha
galzohar replied to sickboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, you could try test with a regular event handler added via script in the mission itself. If you still get a delay, then I don't think it's CBA :) -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ran a quick test: http://www.mediafire.com/download/4jjr75saj6961f5/alive_idf.zip Skip through the IDF soldier bone/weight warnings down to the ===alive_idf=== line which I print at mission initialization. -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
OK, I will try load up an RPT after next game. Version is synced through PWS. Mods are @CBA_A3, @ALiVE, @STHUD_A3 and @IDF. All are the PWS version. Though what about the AI skills issue? Has anyone else run into it? -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Some more issues/queries: 1. AI spawned seems to ignore AI precision from the AI skills module. Using a radio trigger with "" shows them with aimingAccuracy of 0.5. Only the player's aimingAccuracy is actually set to what I set in the AI skill module. 2. After a while, intel seems to stop showing up on the map. 3. Hardly any tasks are given to the player. Only task I've seen so far is destroying the solar transformer at the same place. The TAOR marker is quite large covering 16 square kilometers with mostly ground terrain in the Kavala area. 4. After initialization, a "There are no profiles for faction(s) ["BLU_F"] assigned to OPCOM WEST!" message shows. Is this OK? I placed this module just to give the players task, and not control any friendly AI. Might be related to #3. -
Tactical Battlefield - A PvP Modification
galzohar replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The new fatigue never reached the main branch. Hopefully they get it done because I find it a pretty important tweak. Also, there is a bug in TacBF saving your ammo along with your backpack type, but your backpack type already contains ammo by default, so you get your backpack ammo duplicated on every respawn if you saved your loadout with an ammo backpack once (which is why you will get a "no room for X" messages when you respawn).- 477 replies
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Tactical Battlefield - A PvP Modification
galzohar replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For RPs it seems either there is a huge delay between shooting them and them actually being destroyed, or that you need to shoot about 3 magazines into them to destroy them. Haven't had the time to test which one it is - To be safe I always just shoot 3 mags as I never have ammo issues anyway.- 477 replies
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