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Everything posted by John Kozak
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Scripting Discussion (dev branch)
John Kozak replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
I think potential problems in both approaches are just not worth possible speed increase. Just as in the world of C++, the code in real addons is far from ideal. Risking breaking everything because of questionable performance improvement is hardly an option. Imagine consequences of disabling lazy evaluation in C++. And adding header switches is another bucket of worms. What if a funtion written in "lazy" file is called in "old" file? And what if vice-versa? What to do of includes? If you worry about performance - split it up by two ifs or do as Dwarden said, really :) Such things are just too painful to change.- 1481 replies
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Very very VERY strange problem.
John Kozak replied to Icaruk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah, looks like I confused isNil and is null along with Tajin... Never mind, sorry. Are you sure this code is not present in your current mission? -
Very very VERY strange problem.
John Kozak replied to Icaruk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Should be isNull "tio1" (with quotes) EDIT: unrelated to your problem, just a note. -
How can a trigger detect if a player is in a vehicle?
John Kozak replied to CapBlackShot's topic in ARMA 3 - MISSION EDITING & SCRIPTING
With vehicle detection: vehicle player != player && this, trigger condition = blufor present -
I'd guess your code is executed before the actual side change... side _unit returns ENEMY pretty reliable if the rating is in big negative
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How to check if units is unarmed, EVEN if he has a gun in his backpack?
John Kozak replied to Undeceived's topic in ARMA 3 - MISSION EDITING & SCRIPTING
primaryWeapon and secondaryWeapon command should help you -
Wrote a PRNG and need your help
John Kozak replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah, you're right - the range should be clamped as well Did you try comparing the values here? It looks like it's merely a dsiplaying problem -
Wrote a PRNG and need your help
John Kozak replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, given that your use case is mostly having values in the range of 0.5-1, that's going to give good enough precision (4 digits) - without the need for all the fancy trigonometric. It's also distributed pretty well. I have mistaken with the modulus actually, though. It must be a power of two. Edited the code. -
Wrote a PRNG and need your help
John Kozak replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
An LCG would be much simpler and faster :) _seed = 0; tRandom = { _max = (_this select 0); _out = (_seed * 613 + 3709) % 4096; _seed = _out; (_out * _max / 6007); } tRandomSetSeed = { _seed = _this select 0; } -
Virtual Ammobox System (VAS)
John Kozak replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, Tonic, Would you consider an idea of putting VAS to Github? This will allow you to accept patches seamlessly (and allow VAS to progress by itself) while not spending time on actual development. Regardless of ArmA 3 state, your script is still awesome and had saved a lot of hassle for many mission developers/event organizers ;) Cheers. -
I never said "I get feedback from whole community", so - you found a mare's nest ;) And it's not me who started with ad hominem, either. Anything on the topic, maybe?
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Trouble understanding written text, eh? But, okay, specially for you: it does never work in real life and never will. Many games were sold on Humble Bundles, yet average check size is flying around 6$ mark despite having more than a few 10$ games in the bundle frequently. Das Attorney's example also shows the results of such experiment. Stop trying to impose immature idealistic views on a commercial entity - and stop thinking you're a representative of the community. You are not.
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This is so not going to work it's not even worth explaining why.
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You've described the fact, I made the conclusion. From what you said, this was the exact instance of situation which forced BIS to invent the current system.Let's discuss based on facts, not projections "how everything will be bad". That's merely a rationalization of conservatism feelings.
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Your story shows exactly that the new system works - because your friend was against low-quality assets, but wasn't against not being able to use it ;)
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Handicapped? Since when BI announced nanosuits DLC?
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Well, let's say that this risk is the main and only argument contra new system. I agree that it's not possible to predict what will happen; however, what was the main message on my post (at least, what I intended to convey): there is no basis to definitely say that the new system will definitely lead to consequences worse than we have seen in A2OA (which were not that severe, although present). Hope we can agree here.
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Nothing would prevent you from playing here as well. It's not like MX and Katiba will cease to be available; same with Ghosthawk. Matter of choice as well.
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But you'll not be sold short - you'll get platform improvements anyway, even if you don't buy anything. Programmers would still continue to work on the core features - so, if DLC price is not justifiable for you, you're not being robbed of anything. Especially given that there is, as you say, some community of mission-makers that just will keep making vanilla missions - they, as well as players who didn't buy the DLCs, will just live like DLCs never happened. I think that's fair enough. P.S. And as for the split - it's going to be much smaller than in A2. Actually, as I said before - it was the A2 way that prevented DLC asset use.
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And addons are behind "download barrier", what's with that? It's not so bad if one doesn't think about it in emotionally-painted words. P.S. Ultimately it's not BIS who splits the community, it's those vocal few who generate FUD on what otherwise would have gone unnoticed.
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Yes, I do.
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And moon is made of swiss cheese.
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I somehow don't think 79 people (42.93%) are all strictly non-mission-makers (see the poll above).
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Pre-freaking-cisely, nailed it :-)
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That point is a huge speculation. Mission makers use big addon sets while they can't be sure that players would be in the mood for downloading them - how about that? Mission makers simply can't be sure the person who pilots the chopper will not abruptly shut down the game Mission makers simply can't be sure their mission will get played, y'know? ;) Addon/mission making is not a certainty business.