galzohar
Member-
Content Count
5635 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by galzohar
-
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Skype group works now. Let me know if you need any more from the RPT and/or mission files. -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Skype group says "waiting to join". In the meanwhile here is a part of the RPT from mission start: |============================= alive_idf =============================| c:\w\c_branch\poseidon\futura_stable\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! [21340,121.532,0,"XEH: PostInit Started"] [21340,121.547,0,"CBA_VERSIONING: cba=1.0.4.198, alive_main=0.5.2.1.31202e+006, "] [21340,121.577,0,"XEH: PostInit Finished. State: _isClient=false, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=true, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=true, _machineType=0, _sessionId=1, _level=0, _timeOut=false, _game=3, BIS_functions=L Modules:1, group=L Modules"] [21340,121.541,0,"x\cba\addons\network\XEH_postServerInit.sqf:3","Initializing: cba_network version: 1.0.4.198"] ALIVE Active Limit: 80 ALIVE Registry - ALIVE_profileHandler Startup [module_0] ALIVE Registry - ALIVE_profileHandler [module_0] starting.. ---------------------------------------------------------------------------------------- ALIVE Create profiles from map groups [TIMER STARTED] ---------------------------------------------------------------------------------------- ALIVE Create profiles from map groups Complete - entity profiles created: [0] vehicle profiles created: [0] [TIMER ENDED : 0] [TIMER STARTED] ALIVE Deleting existing groups ---------------------------------------------------------------------------------------- ALIVE Deleting existing groups Complete - groups deleted: [0] vehicles deleted: [0] [TIMER ENDED : 0] [TIMER STARTED] ALIVE Create profiles from map empty vehicles ---------------------------------------------------------------------------------------- ALIVE Create profiles from map empty vehicles Complete [TIMER ENDED : 0] ALIVE Registry - ALIVE_CP Startup [module_1] ALIVE Registry - ALIVE_CP [module_1] has required modules defined: ["ALIVE_profileHandler"] ALIVE Registry - ALIVE_CP [module_1] starting.. "ALiVE - Starting Garbage Collector..." ALiVE-0 Player Persistence - Initialisation Completed ALIVE Registry - ALIVE_OPCOM Startup [module_2] ALIVE Registry - ALIVE_OPCOM [module_2] has required modules defined: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_OPCOM [module_2] required synced ALIVE_CP module has started:true ALIVE Registry - ALIVE_OPCOM [module_2] required synced ALIVE_MP module has started:false ALIVE Registry - ALIVE_OPCOM [module_2] is not ready to be started, waiting on: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_OPCOM Startup [module_3] ALIVE Registry - ALIVE_OPCOM [module_3] has required modules defined: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_OPCOM [module_3] required synced ALIVE_CP module has started:true ALIVE Registry - ALIVE_OPCOM [module_3] required synced ALIVE_MP module has started:false ALIVE Registry - ALIVE_OPCOM [module_3] is not ready to be started, waiting on: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_AISKill Startup [module_4] ALIVE Registry - ALIVE_AISKill [module_4] starting.. ALIVE Registry - ALIVE_MP Startup [module_5] ALIVE Registry - ALIVE_MP [module_5] has required modules defined: ["ALIVE_profileHandler"] ALIVE Registry - ALIVE_MP [module_5] starting.. AISKILL Recruit:[[]] Regular:[[]] Veteran:[[]] Expert:[[]] AISKILL Custom Skill: Factions:[["BLU_F","OPF_F","IND_F","BLU_G_F"]] AISKILL Custom Skill: Min Ability:0.9 Max Ability:0.9 AISKILL Custom Skill: Aim Accuracy:0.2 Aim Shake:0.1 Aim Speed:0.1 AISKILL Custom Skill: Courage:0.2 Endurance:0.1 Spot Distance:1 Spot Time:0.3 AISKILL Custom Skill: Reload:0.5 Commanding:0.1 General:1 AISKILL Faction Skill Hash: ------------------ Inspecting Hash -------------------- k [0]: BLU_F v: [0.9,0.9,0.2,0.1,0.1,0.1,1,0.3,0.2,0.5,0.1,1] k [1]: OPF_F v: [0.9,0.9,0.2,0.1,0.1,0.1,1,0.3,0.2,0.5,0.1,1] k [2]: IND_F v: [0.9,0.9,0.2,0.1,0.1,0.1,1,0.3,0.2,0.5,0.1,1] k [3]: BLU_G_F v: [0.9,0.9,0.2,0.1,0.1,0.1,1,0.3,0.2,0.5,0.1,1] ------------------ Inspection Complete -------------------- AISKILL Set unit skill on 2 units Error: Object(4 : 6) not found "CQB Init finished" ["#CBA_HASH#",["spawnDistance","factions","houses"],[700,["OPF_F"],[[[3677.84,12356.2,0.000293732],"Land_i_House_Small_03_V1_F",<null>],[[3660.11,12349.1,0.281364],"Land_i_House_Small_03_V1_F",<null>],[[3778.07,12600.2,0.552902],"Land_u_House_Big_02_V1_F",<null>],[[3567.57,12466.3,0.466919],"Land_i_House_Big_02_V3_F",<null>],[[3669.41,12275,0.0266533],"Land_i_House_Big_01_V1_F",<null>],[[3555.45,12398.3,0.198673],"Land_i_House_Big_01_V2_F",<null>],[[3938.89,12429,0.138378],"Land_u_House_Big_02_V1_F",<null>],[[3523.35,12473.5,0.318119],"Land_i_House_Big_01_V2_F",<null>],[[3522.48,12411.7,-0.0096283],"Land_u_House_Big_01_V1_F",<null>],[[3513.24,12472.4,0.529812],"Land_u_House_Big_02_V1_F",<null>],[[3522.96,12605,-0.031642],"Land_i_House_Big_01_V2_F",<null>],[[3762.5,12712.1,0.157431],"Land_u_Shop_02_V1_F",<null>],[[3819.28,12719.6,-0.00958824],"Land_i_House_Big_01_V2_F",<null>],[[3542.77,12661,0.0495644],"Land_u_Shop_02_V1_F",<null>],[[3613.71,12718.6,0.000537872],"Land_i_House_Small_03_V1_F",<null>],[[3473.09 ["#CBA_HASH#",["spawnDistance","factions","houses"],[1000,["OPF_F"],[[[4020.12,12589,-0.347351],"Land_CarService_F",<null>],[[3760.45,12990.1,-0.0480747],"Land_Hospital_main_F",<null>],[[4008.57,13662.5,-0.0195293],"Land_CarService_F",<null>],[[3752.89,13461.9,-0.409237],"Land_CarService_F",<null>],[[5551.19,14999.9,1.06377],"Land_MilOffices_V1_F",<null>],[[5053.01,14442.8,-0.0601807],"Land_CarService_F",<null>],[[6188.17,15089.2,-0.116341],"Land_CarService_F",<null>],[[4615.6,15476.4,-0.270081],"Land_Cargo_Patrol_V1_F",<null>],[[8322.73,10075.4,-0.131165],"Land_Cargo_Patrol_V1_F",<null>],[[8308.39,10052.7,-0.0706787],"Land_Cargo_House_V1_F",<null>],[[8312.06,10047,-0.0706177],"Land_Cargo_House_V1_F",<null>],[[6817.63,16057.1,-0.00833893],"Land_Cargo_House_V1_F",<null>],[[6860.1,16055.2,0.00234222],"Land_Cargo_Patrol_V1_F",<null>],[[6794.25,15583.1,-0.0634651],"Land_CarService_F",<null>],[[8491.19,18271.2,-0.360764],"Land_CarService_F",<null>],[[8381.82,18255.6,-0.0218048],"Land_Cargo_House_V1_F",<null>],[[8 ALIVE Registry - ALIVE_ML Startup [module_6] ALIVE Registry - ALIVE_ML [module_6] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_ML [module_6] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_ML [module_6] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - ALIVE_MI Startup [module_7] ALIVE Registry - ALIVE_MI [module_7] has required modules defined: ["SYNCED"] ALIVE Registry - ALIVE_MI [module_7] required synced ALIVE_OPCOM module has started:false ALIVE Registry - ALIVE_MI [module_7] is not ready to be started, waiting on: ["SYNCED"] ALIVE Registry - Startup queue not empty, looping.. ALIVE Registry - ALIVE_OPCOM Startup [module_2] ALIVE Registry - ALIVE_OPCOM [module_2] has required modules defined: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_OPCOM [module_2] required synced ALIVE_CP module has started:true ALIVE Registry - ALIVE_OPCOM [module_2] required synced ALIVE_MP module has started:true ALIVE Registry - ALIVE_OPCOM [module_2] starting.. ALiVE-83.923 OPCOM and TACOM starting... ALIVE Registry - ALIVE_OPCOM Startup [module_3] ALIVE Registry - ALIVE_OPCOM [module_3] has required modules defined: ["ALIVE_profileHandler","SYNCED"] ALIVE Registry - ALIVE_OPCOM [module_3] required synced ALIVE_CP module has started:true ALIVE Registry - ALIVE_OPCOM [module_3] required synced ALIVE_MP module has started:true ALIVE Registry - ALIVE_OPCOM [module_3] starting.. Error in expression <_profileHandler); _profIDs = _profIDs + _profIDsTMP; } foreach _factions; { priv> Error position: <_profIDsTMP; } foreach _factions; { priv> Error Undefined variable in expression: _profidstmp Error in expression <call ALIVE_fnc_profileEntity; } foreach _profIDs; if(_debug) then { ["%1 profi> Error position: <_profIDs; if(_debug) then { ["%1 profi> Error Undefined variable in expression: _profids Error in expression <,_pos] call ALiVE_fnc_OPCOM}; } foreach _profiles; }; }; };> Error position: <_profiles; }; }; };> Error Undefined variable in expression: _profiles Error in expression < [count _inf,_x]; }; }; }; }; } foreach _profileIDs; [_logic,"infantry",_inf] c> Error position: <_profileIDs; [_logic,"infantry",_inf] c> Error Undefined variable in expression: _profileids File x\alive\addons\mil_opcom\fnc_OPCOM.sqf, line 1286 ALiVE-103.431 OPCOM and TACOM starting... -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Whitelist/Blacklist options for units and groups would be very nice. Same goes for being able to set a custom init script that will run the first time the group is spawned for real (which could do stuff like replacing weapons/gear/uniform). Or just allow setting a custom script you can call with either each unit or group that will return an array with the unit's initial gear in a given format (so that if the group is profiled, the "simulated" behavior can rely on whatever weapons are saved). -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will it be faster yet not freeze the mission if the number crunching was done in pre-init? While it does freeze the whole mission from starting until the number crunching is done, it does end up running much much faster as it is never interrupted for other engine operations. If, for example, we end up stuck in loading screen for 2 minutes but can then play rather than start playing immediately but have nothing initialize for 10-15 minutes, then the former option is obviously preferable. But then again you have to look into loop iteration limit and the likes. How do I join the Skype group? Or do you need to add me? My name there is "galzoha". Once I get back home I'll send you the mission and RPT. -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In addition to the problems of very long init times and very long time to get tasks (in fact after 1-2 hours of playing we only got 1 task to destroy a solar transformer and even after destroying it the task remained active and no new tasks were generated, not to mention task only had 2 enemies defending it, I've had problems with the intel. At the start it was showing information about the enemy, but after playing for a while (maybe after some respawns?) the intel was completely gone - Map had absolutely no markers on it (except for the solar transformer task). Enemies would still spawn and shoot us if we spent enough time searching for them. Also, in hosted server I notice a lot of script errors with undefined variables, seems to be something with the profiler. If you cannot reproduce I can upload my mission. -
Well, MCC uses scripts to set time/date, therefore MCC is responsible for setting time/date to correct values. As for what in MCC actually causes the desync and when (usually those things are rather random as they depend on which script happened to finish running first or whether a variable was broadcast before or after it was processed by the client) - You'll have to look at the MCC scripts or ask in the MCC thread.
-
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am assuming you mean mission start plus units you spawn with ALiVE modules? What is the definition of "mission start"? At time>0.01 all profiling information is guaranteed to be initialized? I don't want to end up creating a unit while the profiling is initializing and thus end up with it being profiled. -
Additionally, unless client-side scripts dictate otherwise, the time on the client will be synced once upon connecting to the server, so any discrepancy caused by non-script factors will be synced if you disconnect and reconnect. Of course, many missions have scripts that run on init and set time etc, and thus if done incorrectly can break the default ArmA date synchronization. Of course, remember it's only synced once upon joining, so if your computer freezes for 1 hour your local time will be 1 hour behind the server until you reconnect if no script re-syncs the time.
-
Yes, time desync is either a result of bad scripting or client having a lot more FPS drops (freezes) than the server and/or other clients. Though the latter would only create accumulating differences over time, rather than a big difference right at the start of the mission. There are proper ways to sync time with a script and even sync weather, but it's not simple, and in the case of weather synchronization - Pretty ugly as well (requires use of skipTime and then setting the time back to what it was)...
-
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll try to rephrase my question about profiling - What settings do I need to use if I want it to only profile units spawned by ALiVE modules and not units spawned by miscellaneous scripts or placed in the editor? For editor units I know I can use the syncing options, but I'm more concerned about units spawned by scripts (for example, respawning transport vehicles). -
Tactical Battlefield - Upcoming Release Announcement
galzohar replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
http://feedback.arma3.com/view.php?id=16371 Basically, every frame on which you setVelocity a grenade makes the engine ignore any other simulation on that grenade. When I tried to modify the mod to actually simulate wind on every frame instead of using the inconsistent scripting scheduler to calculate simulation steps, grenades would just fly straight and I had to disable wind for grenades completely. I really hope they use my modified version, which has: 1. Specific config coefficients for each bullet (which can later be adjusted if we have more RL data, as I only have RL data for M24, and the rest are scaled off of it using very basic and assumption-heavy physics/geometry), replacing the original values in the mod which have hardly anything to do with the bullet type - ArmA configs have no useful values for wind calculations (even those that seem like they should be useful, are in fact inconsistent for any realistic purpose), which is actually why the original mod maker abandoned the mod. 2. Initialize using CBA XEH rather than running a loop over all units every 10 seconds. 3. Does not broadcast code across the netwrok to every client and JIP client. Of course this does mean everyone need the mod so it must be integrated into TacBF if it was to be used (not sure if VTS wind is actually integrated or just on the list of mods you should be running). 4. Simulates wind on every frame, rather than spawning a loop that may or may not run every 0.05 seconds depending on the ArmA 3 script scheduler. 5. Neglects elements of the wind vector that are parallel to the velocity of the bullet, as that's how it is in real life - Forward/Rear wind are negligible compared to the projectile's speed and the coefficient would have been different anyway. Real life snipers completely ignore wind from front/rear. 6. Works for all weapons and vehicles (mortars too!). Not just player fired weapons. Can be easily adjusted to only work for the player and the player's vehicle if the wind simulation proves too performance-expensive in certain situations, such as lots of AA guns firing at the same time. However currently even tracers fired by friendly units will show wind effects. Note that even when wind is not simulated on another unit's projectile, you will still see the correct impact point as it is synchronized across the network. 7. Uses pure game wind instead of recording wind into a variable and then using that. It is now the mission's (and BIS's) job to synchronize wind across clients. This makes sure that every client will see wind effects depending on the wind he actually sees, instead of the original mod allowing there to be a difference between the wind you actually see and the wind effects on your projectiles. If you dig enough on the TacBF forum you can find the test version for download. If there is enough demand I'll make an official separate release for those who wish to use it outside of TacBF. As for whether this will be used in TacBF or not, is now purely up to the TacBF developers. They have full permissions to use it as they see fit, and in fact the only reason I made it was so they don't have to use the unfinished VTS wind mod. -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How would I use the profile system to profile everything except units I spawn via scripts during the mission? I can't sync them in the editor as they don't exist at mission start... Also, which version is the right one? With latest from PWS I keep getting script errors. Can we make sure the best functioning version is up on PWS? After all it'll be difficult to get people to install ALiVE (plus other server required mods) without it being available on PWS. Especially when there is version confusion. -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
But I want it to restore loadout if there was saved data. I only want to set the initial loadout, when the player joins for the first time (or when the player respawns). Is there any global variable I can check, as in some ALiVE_restored_save or something that will tell me whether the current player state is a loaded one or not, maybe along with some kind of init_done variable that will tell me the value is initialized and valid? That way I would be able to use something of this sort: waitUntil {!isNil "ALiVE_init_done"}; waitUntil {ALiVE_init_done}; if (!ALiVE_restored_save) then { execVM "assigngear.sqf"; } As for respawn vs resupply, that is fine. My main point was that in order to use something in a mission that continues to run on the server it needs to have some sort of way to come back, or else it will just get destroyed sooner or later never to be seen again until next server restart so little point to include it in such a mission. So for CAS/Transport this is a planned feature but not yet available? With regular resupply, will they eventually resupply back to their initial force size? -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a safe way to give player initial gear on first connection and on every respawn, but not when he reconnects with the player persistence module? Basically, what I want is: 1. Player joins first time - Give him gear with my script. 2. Player respawns - Give him gear with my script (or give him gear he had when he died, though in the end I'd probably prefer to just use a script). 3. Player reconnects and spawns where he was when he disconnected - My script should know ALiVE is restoring his position and gear and thus not do anything. Is this currently possible? So far, "resupply" seems like a fancy form of "respawn", but yes, that's what I meant :) In the end, for a persistent mission, anything that "only works once" is unfortunately not very useful :( -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to dynamically change the number of AI via a script? The problem is that if you start playing with only 3 players and get completely overwhelmed, and then 8 more players join (if the original 3 haven't quit in frustration yet) and now the AI no longer stand a chance and the players get bored. For regular gear, is it completely up to external scripts? Or does ALiVE do anything to the gear as well (say upon player respawn)? So far, I have noticed that shortly after respawn in the demo TvT mission all my magazines are slowly removed. What is supposed to be saved and when am I supposed to add gear to players (first login? Any login? Every respawn? Is ALiVE even supposed to do anything gear related in the current version?). How do you make the opcom spawn the side missions? Or is it automatic just by placing it, with syncing only giving it more specific locations? Is there a way to make the support transport/CAS respawn? -
If you place 10-15 AI in front of you and use a script to replace all their weapons back and forth between BIS weapons and M4s you will easily notice the significant FPS drop :( Currently we'd love to play with this mod but this is a show-stopper :( Any chance you can take a look and try fix it?
-
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
After reading the manual and inspecting the tvt missions, first few questions come to mind: 1. Enemy respawns - Any way to get this to work? Or will the island become abandoned after all units are dead? Logistics module says "not implemented" in the manual, yet it keeps being mentioned. How exactly does it work? 2. Scaling number of enemies (including enemy respawns) to number of players - Is there any way to do it? Via modules or external scripts if needed? 3. Gear/Class management - Anything in the mod for this or does it all have to be externally scripted? 4. Player vehicles - Similar to Gear/Class - Is there any way to get those via modules? Or only placing them in the editor and using external scripts to respawn them? 5. Garbage collection - Will damaged vehicles always stay when not cached? Will it clean items dropped on the ground as well (especially "physics weapons" automatically dropped by dead units)? 6. Intelligence module - If I understand correctly, without friendly AI this will do absolutely nothing? 7. Customized enemies - Any way to control the enemy equipment? For example spawning red units with guerilla uniforms, shemags and MK2000s. I guess there is no way, but it would be very nice if we could configure the structure of the enemy forces in the future with simple external script files. 8. Which module is responsible for the "side missions" objectives? How would one set up a mission with main emphasis on those? -
Well, it's really not the weapon modder's job to fix stuff like basic damage values. Those are better addressed by mods that are specifically designed to handle it, be it ACE, or a smaller project just meant to tweak damage values across the board. If you just tweak the damage value of the mk262 you might cause more harm than good.
-
Sniping impossible since the 2nd last patch?
galzohar replied to krazikilla's topic in ARMA 3 - GENERAL
That's pretty realistic, really. 2km is very very long range. Though they should probably implement bipods. For now you can use a bipod mod. -
As it should be. Move closer/flank or use a mounted weapon on a vehicle.
-
Don't compare yourself to poorly configured AI. That's not how making a realistic game work. You need to compare yourself to real soldiers, and then if the AI breaks it then they should fix the AI rather than the player. Or you can fix the AI yourself by setting their skill lower in a mission script.
-
IRL If you wobble crouching then you are doing it wrong. Crouching properly is noticeably more stable than standing, though not a world of a difference like prone is.
-
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
galzohar replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For zones it should not need a "good location". Are you sure the mod is running on the server? -
Arma 3 CPU vs RAM performance comparison 1600-2133= up to 15% FPS gain
galzohar replied to dasa's topic in ARMA 3 - GENERAL
GPU is the main factor in which graphic settings you can run smoothly (all else put aside, aka mission that doesn't bring your game to a crawl due to heavy CPU load, and "heavy" doesn't mean 100%, just that the FPS drops due to CPU-based operations). CPU is the main factor in running non-graphical-related things like having a lot of units/AI active on the mission. Both are important, and which one should be more important to you depends on which one is your weak link (bottleneck). -
Stratis Invasion and scripts
galzohar replied to shifty_ginosaji's topic in ARMA 3 - MISSION EDITING & SCRIPTING
'-' is not a valid character for a variable name. If you name the group leader with said name but without the '-' and use that name in your script, it should work. Also, keep in mind that can cause you problems in multiplayer as you are running it on all machines (so every player joining the game tries to move the units into the cargo of the vehicles, which may or may not work for 1 or more of the units).