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Comm512

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About Comm512

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  1. It seems to be working.. there was no problem with the rvmat file. The only weird thing i found was that I have to restart Arma in order to see the changes in the rvmat file. I do not know (yet) if this poses any problems on a dedicated server. I am testing in the editor
  2. Hi, I am in need of help. My search efforts on the biki and this forum did not provide me with an answer. What i am trying to do, is use rvmat's over an existing model I made a simple rvmat using MatEditor.exe called 'heli_test.rvmat' and placed it in the mission ambient[]={0.99999911,0.99999923,0,1}; diffuse[]={0.99999911,0.99999923,0,1}; forcedDiffuse[]={0.99999928,0.99999881,0,1}; emmisive[]={0,0,0,1}; specular[]={0.9999994,0.99999928,0.58600003,1}; specularPower=47.900002; PixelShaderID="Normal"; VertexShaderID="Basic"; In the mission, I placed a MH-9 Humming bird (empty) and set this in the initialization field this setObjectMaterial [0,"heli_test.rvmat"]; Upon testing it shows no error and displays a matte black heli. If I make an error on purpose, Arma does tell me there is an error.. so it does something with the rvmat file MatEditor displays a Yellow-ish matirial in the preview What am i doing wrong? any help appreciated
  3. Ok, understanding it better now, thanks
  4. I only want to adjust the handling, so i think i only need the config.cpp. Can i have custom handling for the offroad per mission?
  5. Maybe a stupid question, but after browsing through the guidelines on car handling, I could not find where to place my override model.cfg in my mission. I found https://community.bistudio.com/wiki/Model_Config, but that only shows how the default is implemented HOw do i use the override model.cfg for the offroad settings described in this thread?
  6. Comm512

    RVMAT pathing help needed!

    Nice to read that you solved your problem. What was the problem? I myself am having trouble applying a new .rvmat file to an existing model. Could you share what you did to fix your issue?
  7. Comm512

    ARMA 3 Alpha - Java Virtual Machine

    Yes, I do understand that it comes down to knowing what is safe to execute, but JRE does enforce a browserplugin that can execute malicious java code. And that piece of software is alarmingly insecure. see this page http://www.reuters.com/article/2013/01/14/us-java-oracle-security-idUSBRE90D10P20130114 And just because ArmA requires JRE, a whole lot more is installed that is not used by ArmA. There are many sites that are legit and use ad networks to generate income. these networks do get hacked and malicious code is introduced and spread to the legit site's visitors. So the chance of being hit with a virus (java, or non java) from the net while not visiting the "dark side" of the net is greater then you may think. Plus code executed by java are all executed by java.exe, so it is much harder for security programs to recognize malicious code IMHO. Please dont get me wrong, I do understand your point and a lot comes down to knowing what you can execute.
  8. Comm512

    ARMA 3 Alpha - Java Virtual Machine

    Browser in the context of ArmA are indeed non-issues, but i must install the JRE to be able to use ArmA's Java mission code, then i am introducing a larger security threat to my machine then when ArmA had some script/code engine embedded. Just because of the external JRE requirement. Because that is on the system, not just ArmA can invoke the executions of java files, but other apps also could. I am aware that ArmA does not have anything to do with browsers, but ArmA requires JRE and browser/other app that is not ArmA can use that also to execute malicious java code that has nothing to the java files used in ArmA. java does exist for a long time, and it may be mature, but it is troublesome that so many zero-day leaks are still being found in the java RE. More so than in other frameworks so it seams. http://www.infoworld.com/t/java-programming/java-zero-day-holes-appearing-the-rate-of-one-day-213898 Do not get me wrong, the security issues aside, java itself is a solid language which can make the life of ArmA mission creators much easier. But unfortunately the security issues are there and the choice for java does not make so much sense IMHO. I am all for decent scripting/programming on missions, but i would also like it to be safe
  9. Comm512

    ARMA 3 Alpha - Java Virtual Machine

    I do like the idea of using JavaScript or something similar and i believe this can run on all platforms that can run the game. Plus that V8 will be part of the game and Java is external (or is it?). Most articles on Java are dominated by the mention of security leaks and that makes me dislike Java. I know security leaks/bug are also possible in V8 or any other scripting engine, but when it is embedded into the game you only have 1 app that can be used to exploit that leak. With Java multiple browsers and other applications can use the same engine to exploit it. [edit]Could be that i do not understand the way Java is going to be used in Arma 3 and that my issue with the Java RE is a non issue[/edit]
  10. Comm512

    ACM and respawn

    Thanks for the reply. I have read that biki article before i posted, but it says nothing about how the ACM handles itself with respawn, which is arma2 default functionality. So thats why i got confused and did not know what i was doing wrong I do think your advice on skipping the ACM all together is a good plan. I came across DAC before but was 'frightened' by all the complex scripts in the package. When i read all that i thought to myself 'i must be possible to make a simple mission with a few player units, some vehicles and the ACM to create a practice playground with the option of respawning to keep on playing. I ran into weird behavior. 1 unit is the group leader so i synced it in the editor. after >10 minutes in the preview it started to spawn a heli maybe two. In multiplayer it did the same except when the group leader died, the ACM seamed to have stopped. Then i read about the ACM and learnt that when the ACM lost the sync (because synced unit died) it cleaned up and terminated itself. I came across a script which created and synced an ACM with createUnit and synchronizeObjectsAdd to the groupleader player. Just add an eventhandler killed and execVM that script I used hint to debug several stages of the script and those hints displayed. Once the groupleader died once, it looks like the ACM does not spawn anything anymore. Even with at least 1 group member still alive. I will definately look more into DAC3 because i do believe that is much easier once you get the hang of it. I do hope it works in multiplayer on both home hosted maps and dedicated servers. i only use home hosted sessions because i do not own a dedicated server Thanks again for the explanation
  11. Hi, I am having trouble with the ACM after respawning situation: I have one group and one ACM synced to the group leader I have set that ACM up in the init.sqf with CyOp's sample script I do have occasional enemies spawning when the leader stays alive The leader has an eventhandler for the event killed and executes a sqf file via execVM. The sqf is process as i added some hint's for debugging problems: I know the synchronization is lost when the unit it is synced to dies. The following puzzles me and i seam to have missed it in the wiki - Is the ACM added in the editor still available in script once it looses the sync because the leader died? or is the sync then transferred to the another member of the group. - If still available, is it enough to do "ACM synchronizeObjectsAdd [_unit]" or something like that? Or do i need to create another ACM via createUnit and sync that? - Do i need to delete the original ACM added via the Editor before creating a new one? This to prevent 2 ACM's synced to the group and thus may be causing irregular behavior resulting in not spawning anything. - With one ACM synced to the groupleader, is the war concentrated only around the leader or other members too? it could be that 1 member is >500mtrs away from the leader. especially if one member is in an aircraft - Is it possible to see (via hint) the current synchronized objects of the ACM? That way I can check what and if objects are synced to the ACM Sorry if this sounds dumb but i cannot figure it out. Thanks in advance
  12. Comm512

    Ambient Combat Module

    I am a bit confused. I see lots of variations on how to init the ACM But i still have some questions Sitrep: I created 3 units and grouped them. 1 unit is groupleader. I can see that when playing the multiplayer. I created an ACM and synced it to that groupleader. In my init.sqf i placed a init script found in this thread. With the waitUntil line I want the ACM to continue to spawn units after respawn of the groupleader I also found the way to re-init the ACM with a script also found in this thread. Q's: - Do i need to sync a garbage collector to the ACM? - Does the groupleader have to be 'player' instead of 'playable'? - When the groupleader dies, is the ACM disabled or destoyed as in removed from memory? So can the re-init script create an ACM with the same name as i initially did in the editor? - Is there a way to be sure that the ACM is running? even when it does not actively spawn units at that moment? Something like messages in debug mode. Maybe an _isAlive check and then chatted to the player ingame. Hope someone can can clear it up for me
  13. Wow nice performance. Are those special tweaked drivers? I found the download but i cannot find any comparison between original and these tweaked drivers
  14. I tried the 190.83 last night and i got avg of 40fps during flight and 27 - 30 fps in the forrest. i got 20 -25 with 185.85 and 17-20 with 186.18 And it may be wishful thinking but it feels smoother and also i can not put post process on low and have no (or VERY little) mouse lag with the 190.83 Q9950 @ 2.83(stock) gtx260 890mb (dont know exactly but > 512mb and < 1000mb) Wind vista Ult x64 Texture normal Vid mem high Ansi normal AA disabled World detail normal obj detail normal Shadows high PP low Cant wait for 1.03 to see if that will allow me to up some details :) For now i am very happy being able to play at those setting smooth
  15. Jeej!. although i just installed 186.18 last week and got presented with stutter and choppyness. will try this now and see what it does performance wise
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