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Lucky44

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Posts posted by Lucky44


  1. AGM is really great! Love the modular approach. Kudos on the excellent work. We (in TAW.net, The Art of Warfare) have been using some of the elements for months, and now we're adding the medical system. We may end up using it all soon.

    My one concern is about documentation. I spent 15 minutes looking through this thread and Googling to find more info about the medical system, but I don't see it anywhere. The GitHub wiki doesn't seem to be documentation oriented to players. -Am I missing something somewhere?


  2. This is really great work. Thanks for sharing it with the community.

    Two things. 1) is there more documentation than the github wiki, which just lists features? and 2) It would be cool if there was an easily configurable way to alter the amount of time it takes to do various medical treatments. This would let different groups/clans adapt it to their play style and preferences.

    Keep up the good work!


  3. First: THANKS! Thanks for sharing your great work on MCC Sandbox! It's awesome, especially the 3D editor.

    Here's the issue I'm seeing. When I place an object via the 3D editor, if I don't leave it facing north, it will generally show up facing the proper direction in editor/SP mode, but on a dedi server, many objects just end up facing north. I've tried both using the save-to-profile method and save script and call script method. Both have the same problem.

    I'm trying to experiment with the save to SQM method, and that seems better so far. Objects get the correct facing. A few seem to lose the proper Z value, though. And many of the infantry units are gone - not sure which are there (seems to be the ones placed the earliest).

    Anyone else have suggestions on how to best get objects to face the proper direction?


  4. I was looking for this a while ago. I found this thread with useful commands on it.

    http://forums.bistudio.com/showthread.php?176565-Interactive-Intel-Items&p=2673505&viewfull=1#post2673505

    I bookmarked it and maybe you should too, since it's a bit hard to figure out on your own.

    Thanks, that was helpful. The new "intel" objects are pretty cool. I wish I could get something that would do that cool Intel stuff but also be an object I could pass from one player to another, like the Arma 2 intel objects.


  5. Bottom line: I would like to have "intel" found on AI units be things like readable notes. And I don't just want to pop up a hint on screen with the content of the note. Ideally, it'd be an inventory item a player (in MP, on dedi server, btw) could take out repeatedly and read.

    But if I can't get an inventory item like this, maybe just adding it to one player's Task list, with the image, would be OK.

    Thoughts on best approaches -and, ideally, how to implement it (if it's not simple) ?

    Thanks


  6. My group (TAW.net) has a very good US server, and on Altis, for coop, we have been limiting our numbers to about 100 AI at a time and a max of about 30 players. That works pretty well (for people with fairly good machines). It's gotten better with patches in the last few months, but I still don't trust the engine to handle all that terrain, 40-50 players, and 200+ AI like we used to run on Arma II.

    I just cross my fingers and hope for continued optimization. Meanwhile, I make coop missions that are limited to <=30 players and try to keep the AI count <=100 or so (and don't put a lot of empty vehicles on the map).


  7. When I am in the pilot seat of the (camo) Hellcat, and I use GET OUT, when in 3rd person, I notice that a comical neck stretching happens at two points during the exit animation.

    I assume this is a bug that devs will look into (or are looking at).

    https://drive.google.com/file/d/0BxwwP5x2h_hBYlJBMlN1ZzUyLWc/edit

    https://docs.google.com/file/d/0BxwwP5x2h_hBYlJBMlN1ZzUyLWc/edit

    https://docs.google.com/file/d/0BxwwP5x2h_hBS1hUZUxLZkhhLTA/edit


  8. Hi Lucky, neither am I trying to start a fight...

    But just look at the post above yours to answer your question. And there are more servers out there running 40 player COOP missions just as good.

    With respect, Dale, the only server I see named is Ahoy World. When I played on one of their servers a couple weeks ago, with about 40 people, the performance was not good. It was OK for a little while, then it would get laggy (or desyncy) and things would rubber band around, AI would get shot 6 times and take 3 seconds to die, etc.

    Are there other servers using an Altis mission that have better performance with high player counts? (That aren't playing Wasteland or Island Life) -Please give names. If anyone hosts one, please let me know. I'd like to know what your server FPS is like with 40 players on Altis.

    Thanks!


  9. Sorry mate, there are plenty of public servers running those type of missions without any issues.

    I'm not trying to fight with anyone, just get to the facts. First, the point is that performance is not good in Arma 3 compared to Arma 2. It's problematic if you don't have a very good computer. And it's worst on Altis. No one reasonable will deny that.

    We ran over 40 players in our public server on Taki Domi with strong performance. We've run 60 in private coop missions with 200+ AI in Arma 2.

    As for your details, Dale, I've seen I&A servers on Stratis that ran pretty well with 30 people. Getting 40 gets irregular performance, in my experience and those I talk to. Getting 30 players on Altis I&A is asking for trouble, from every test I've done. If you have a server that is running an Altis coop mission with 40+ players and a bunch of AI (like I&A or Insurgent Occupation), please point us all to them! Give them credit!


  10. (I looked for similar threads and didn't find any. If that was a search problem, I apologize.)

    I want to start by saying I'm a fan of BIS and of Arma 3. My group (TAW.net) is struggling to transition from Arma 2 to Arma 3. We've gone from having up to 60 players in a mission to having to cut that in half in order to play on Stratis, and I won't try running on the gorgeous, cool Altis map with more than 12 players (for a coop mission with 100+ AI at once). I'm not the biggest tech expert, but I understand pretty well how to optimize missions for MP coop. (My most recent mission, Island Shield, ran well for about 25 players, on Stratis.)

    It seems clear that BIS has pushed aside consideration for large player groups for now. I've heard rumors that the engine uses a new approach that just isn't going to work well for large coop missions, but that BIS is kind of stuck with it now. So is there any hope for getting Altis optimized so that we could run MP missions like we have in Takistatn or Chernarus? Is there any guestimate on when that would be?

    We're at the point of wondering whether we should be sticking with Arma 2 still, so any solid intel will be helpful.


  11. Here are some of the Beta weapons, with some renames and trying to give coverage to what exists now.

    "SMG_01_F" is the Vermin SMG. It takes these mags: "30Rnd_45ACP_Mag_SMG_01"

    "SMG_02_F" is the Scorpion SMG. It takes these mags: "30Rnd_9x21_Mag"

    "LMG_Zafir_F" is the OpFor LMG. It takes these mags: "150Rnd_762x51_Box_Tracer"

    "LMG_Mk200_F" is the GreenFor LMG (Mk200) It takes these mags: "200Rnd_65x39_cased_Box" OR THESE "30Rnd_65x39_caseless_mag"

    "arifle_MX_SW_F" is the BluFor LMG (MX 20). It takes these mags: "200Rnd_65x39_cased_Box" OR THESE "30Rnd_65x39_caseless_mag"

    "arifle_Mk20_GL_ACO_F" is called an Assault Rifle with GL. It takes these mags: "30Rnd_556x45_Stanag" with standard 40mm HE rounds: "1Rnd_HE_Grenade_shell"

    "arifle_Mk20_Holo_F" is a variant with Holopoint sight.

    "launch_Titan_F" is the OpFor multi-purpose launcher. Rounds for the Titan launchers: "Titan_AT","Titan_AA","Titan_AP"

    "launch_Titan_short_F" is the short-barrel version of the Titan.

    "launch_NLAW_F" is the BluFor AT launcher, previously known as the NLAW, now called the PCLM. Its rounds are the "NLAW_F"

    If I've got anything wrong, please let me know and I'll correct it.


  12. Yes, I think it'd be helpful to people to add my explanation at the first post.

    I'd also add this if you think it's accurate:

    The script will only work (at the moment) in a HOSTED game or DEDICATED SERVER, with at least two human players (1 is the host, any more are connected clients).

    Does that sound right?

    --> I could make a little tutorial video on using the scripts, if you like, Giallustio. You can see my previous tutorial videos in the link in my signature. Let me know if that's OK with you.


  13. OK, thanks, Giallustio.

    So for those having trouble with Mobile Respawn, especially if you're used to Norrin Revive, the BTC mobile works differently. I haven't seen this in this thread, so I'll explain it as I understand it, and anyone can correct anything I get wrong.

    What this system does is use an OBJECT (not a marker, even though the name contains 'flag' in it) as a sort of "teleport point". The object, presumably set up near your "respawn_west" or "respawn_east" MARKER, has scroll-wheel actions added to it that allow you to teleport to any of the currently deployed Mobile Respawn locations. So you actually don't RESPAWN at the mobile point. You respawn at the "base" or wherever your side's marker is, and then you can use the object with the addActions on it to teleport to an available mobile respawn point.

    It seems like a vehicle that is a mobile respawn point is "deployed" (and therefore usable) as long as it's not moving. They show up on the map too, btw.

    EDIT: At the moment, the script doesn't allow for a backpack to be a Mobile Respawn object/point, it seems from my tests.

    Hope that helps clear up the approach used for Mobile Respawn. Thanks again, for your script and help, Giallustio!


  14. yes, Giallustio, I have a marker named BTC_base_flag_west. -I assume when you say "...add the object called..." you mean a marker, right?

    By the way, I have this problem with your demo mission too...can't get to respawn in the mobile there either.

    ---------- Post added at 06:36 PM ---------- Previous post was at 06:32 PM ----------

    This script works great, don't understand how you are all having problems. since its release a few others and I have been using this perfectly with VAS, along with several other scripts .. Sometimes its best to just start from scratch and copy and paste directly from the directions..

    Lordprimate, are you still adding extra code to the =BTC+_functions.sqf file? Or did you find that it works fine with VAS without those added two lines?


  15. Molto bene! Tante grazie! Benissimo!

    I have got it all working well, with one problem. I can't mobile respawn to work. I get a message at mission start saying "mobile_3_west is available" (or whatever the name(s) I use are), but when dead, I don't know how to respawn at mobile. The only option seems to be a single RESPAWN button, that takes me to the respawn_west marker location. Any suggestions?


  16. Since I got the game on March 5, I've had seemingly random crashes.

    WHEN: seems random; most frequent was 3 times in 30 minutes. Typical is about every 2 hours. Longest stretch w/o crash was probably 3-4 hours.

    WHY: Not sure.

    SYMPTOMS: I run two monitors (one for the game; see specs below), and usually each screen goes gray or light blue with black stripes, but it varies. The hard drive LED activity light continues to blink, and the system fans keep turning. But nothing from the keyboard has any effect, including ctrl-alt-del and alt-tab. I have been in TeamSpeak when it's happened, once, and I think that TS worked for a few seconds longer after the screen crash.

    SYSTEM: details can be seen here. My video drivers are up to date. System has never had this crash with any other game, and it continues to run Arma 2OA fine.

    Notes: I tried checking my temperatures (GPU and CPU cores), and nothing extreme was going on. My GPU was up in the 60C range, but not over 70C. I've run it close to 80C w/o problems in other games. I also tried taken my overclocking down from 4.5ghz and 1666mhz (RAM) to stock (3.5ghz and 1333), but that didn't change anything...still had same crashes.

    Obviously, this could be a game issue, or it could just be something wrong with my GPU/card. Any suggestions? Anyone else seen this?


  17. Great post, Tophe. (I've used a lot of your scripts over the years, so much thanks for all of them!)

    I've been teaching teenagers for 28 years, but I'm an amateur coder. I figured I could make some decent tutorials for giving people "baby steps" into using the editor. So I made a series of introductory videos in Arma 2. The first one of that 5-part series can be found

    .

    I created more advanced stuff on request, so there's a series on spawning units, for example, and some other random stuff. You can find my YouTube channel here.

    I make them just to give back to this awesome Arma community. I don't monetize or beg for subscriptions. And I've skipped topics where good ones already exist. Hope they continue to help people.

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