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Everything posted by Doodle

  1. Its the larger bridge of the three in Kavala (west coast town) that cross the storm drain ditch that I am concentrating on ID#1051482 & ID#1504450. BUT it seems many of the small bridges are either dissapearing or getting knocked down by vehicles and then the vehicle gets stuck in the ditch. real game breaker! ARMA Ai has never been good with bridges would be better to remove them completely in my opinionto to avoid this issue. Thnaks for your help in advance
  2. Havent tried them for a while but they did work a while back in MP hosted
  3. tried all the above and still no luck - 2 satchels will bring the bridge down - Thanks for help but I guess we gotta keep looking..
  4. Example of the dissapearing bridges - either a slow moving tank is knocking the bridge down, or the bridge just vanishes leaving the vehicle stuck. Whatever the cause it needs sorting out "][/url]
  5. Probably will get some much more experienced mission makers / scripters replying to this but here's my two cents worth having made many missions for our private dedi server that would be considered ai heavy but run very well. Firstly go through your buddies GFX settings if he hasnt already - A couple of our guys were getting bad FPS while others were hitting 50+ in a fully populated CQB fight through Kavala after going through their gfx settings and basically knocking it all back a bit both of them were amazed at how well it ran. Not going to go into what settings to use as everyone will have their own idea but for the slight reduction in quality is well worth the increase FPS. Oh and ULTRA anything is a no no on MP missions unless you have some nasa esque stylye PC. I think the easiest way to gain performance is looking at using some sort of ai cacheing script and spawning stuff in as and when you need it, Personally I would recomend EOS by bangabob for spawning infantry (not so good for vehicle IMHO) but for infantry its very good. We are using it (ver 1.8) in our current mission and all of us agree with 10 players and up to about 50-60 ai the performance is stunning. Occasionally it gets up to 80 - 100 ai and in larger towns we start to notice a performance drop. View distance can be a killer maybe limit it or turn the grass off. I dont think empty vehicles will cause too much of a perfomance drop.
  6. try setting the waypoints or vehicle behaviour to careless - that way they should ignore the enemy
  7. Yep - it is a private Dedi server that is locked and passworded that I know for a fact has had no one in it
  8. A little further testing and I am now convinced the small bridges are somehow either getting destroyed or dissapearing on our dedi. The vehicle patrols are in careless mode, limited speed, there is no enemy on map so they are not getting panicked and driving erratically which migh result in them crashing into a bridge and knocking it down. If I sit and watch the vehicle it will cross the bridge just fine - come back to the server a day later and several of the vehicles will be stuck in ditches with the wheels/tracks going round but unable to drive out.
  9. Vehicles still exploding when they spawn in centre of zone as they seem to do - The demo mission works ok because the markers are not in a built up area if you move the markers over a town to populate it and try creating more than 1 type of each vehicle (light - Heavy) then of the 10 times I tested it (FROM THE EDITOR) 8 of the tests the vehicles exploded killing soldiers in the area. Statics seem to spawn in centre of roads making vehicles that dont explode get stuck as they try to avoid the static. Spawning infantry working well though and houses are nicely populated now
  10. Thats exactly what I did but 2 explosive charges still destroyed the bridge, I think there maybe something more to this. We have a dedi server and a persistant mission running on it. There are 6 circular vehicle patrols 4 of which cross the small bridges that span ditches. I was testing the mission over a couple of days with NO enemy at all to check the patrols were moving correctly. After a day the bridges dissapeared and the vehicles were stuck in the ditches. I have tested this several times now and the result is the same the bridges dissapear after a while and the vehicles get stuck. If there had been any firefights etc then I would have assumed they had been destroyed but over two days not a shot was fired. This is a game breaker as mission designers cant rely on vehicles NOT getting stuck. Come on BI ai and vehicles have never worked well in arma would be much better if the ditches under the bridges were filled in to avoid this. Or at least make it that a tank can drive out of a small ditch.
  11. Thanks for advise but it didnt seem to work
  12. Im looking for the answer to this one too
  13. Doodle

    =BTC= Revive

    I am running -showscripterrors - Thats how I noticed the error
  14. Doodle

    =BTC= Revive

    Unfortunately this means nothing to me with my VERY limited scrpting knowledge - Any idea where I should look - though I am not convinced this is causing the JIP players not getting rev option as it refers to the mobile hq which is working
  15. Doodle

    =BTC= Revive

    OK Good (sort of) to know someone else is experiencing the same. The only error I am getting in the rpt file re the Revive stuff is the following Any ideas anyone?
  16. Doodle

    =BTC= Revive

    On our dedicated server when we start a mission and say 6 of us join everything is fine - then an hour later player 7 joins we have noticed player 7 doesnt have the revive option - to solve the problem what we do is ALL disconnect and then all 7 players reconnect at the same time and everything is fine. Then again if an eigth player joins they too dont have the revive option and we all disconnect and reconnect and everything is fine - any ideas anyone? Thanks in advance
  17. Nice script - not had chacne to test proper yet but does anyone know if this is dedi server, JIP, BTC Revive, compatible? Thanks in advance
  18. Doodle

    Name and chat not showing

    try looking in the SETTINGS under stream friendly Ui - I had this issue and realised that this setting had "reverted" back - I re-enabled it and all good again
  19. Doodle

    =BTC= Revive

    Yes we are having this issue on our dedi server - Though it has only started happening since the last BI update so assumed it was that casuing the problem. On another we have found that once the mission is up and running the last player to join does not have the ability to revive - seems like they have to jump out and in again for it to work
  20. Please can someone help - I just cant get my head round respawning vehicles. I am using the code below to spawn a Gorgon, driver and gunner which then proceed to patrol round their waypoints. The $64,000 question is what would I need to add to this to make the vehicle respan afer it has been destroyed if (!isServer) exitWith {}; _con2GRP2 = createGroup EAST; _con2 = createVehicle ["O_APC_Wheeled_02_rcws_F", getMarkerPos "c1a", [],0,"NONE"]; _con2 setDir 280; _VarName = "con2"; _con2 SetVehicleVarName _VarName; call compile format["%1 = _con2", _VarName]; clearMagazineCargoGlobal _con2; clearWeaponCargoGlobal _con2; _con2pilot = _con2GRP2 createunit ["O_soldierU_AR_F", [0,0,1], [], 0, "CAN_COLLIDE"]; _VarName = "con2pilot2"; _con2pilot SetVehicleVarName _VarName; call compile format["%1 = _con2pilot", _VarName]; _con2pilot moveInDriver _con2; _con2pilot setCombatMode "BLUE"; _con2pilot setBehaviour "SAFE"; _con2pilot allowDamage true; _con2pilot setCaptive false; sleep 3.0; _con2gunner = _con2GRP2 createunit ["O_soldierU_AR_F", [0,0,1], [], 0, "CAN_COLLIDE"]; _VarName = "tp10"; _con2gunner SetVehicleVarName _VarName; call compile format["%1 = _con2gunner", _VarName]; _con2gunner moveInTurret [_con2, [0]]; _con2gunner setCombatMode "RED"; _con2gunner setBehaviour "SAFE"; _con2 lock true; _waypoint0 = _con2GRP2 addwaypoint[getmarkerpos "c1b",0]; _waypoint0 setwaypointtype "move"; _waypoint0 setWaypointTimeout [0, 0, 0]; _waypoint0 setWaypointSpeed "LIMITED"; _waypoint0 setWaypointBehaviour "SAFE"; _waypoint0 setWaypointFormation "LINE"; _waypoint0 setWaypointCombatMode "RED"; _waypoint0 setWaypointCompletionRadius 0; sleep 0.1; _waypoint1 = _con2GRP2 addwaypoint[getmarkerpos "c1c",0]; _waypoint1 setwaypointtype "move"; _waypoint1 setWaypointTimeout [300, 360, 420]; _waypoint1 setWaypointSpeed "LIMITED"; _waypoint1 setWaypointCompletionRadius 0; sleep 0.1; _waypoint2 = _con2GRP2 addwaypoint[getmarkerpos "c1d",0]; _waypoint2 setwaypointtype "Move"; _waypoint2 setWaypointTimeout [0, 0, 0]; _waypoint2 setWaypointSpeed "LIMITED"; _waypoint2 setWaypointCompletionRadius 0; sleep 0.1; _waypoint3 = _con2GRP2 addwaypoint[getmarkerpos "c1d",0]; _waypoint3 setwaypointtype "move"; _waypoint3 setWaypointTimeout [0, 0, 0]; _waypoint3 setWaypointSpeed "NORMAL"; _waypoint3 setWaypointBehaviour "SAFE"; _waypoint3 setWaypointCompletionRadius 0; sleep 0.1; _waypoint4 = _con2GRP2 addwaypoint[getmarkerpos "c1e",0]; _waypoint4 setwaypointtype "move"; _waypoint4 setWaypointTimeout [0, 0, 0]; _waypoint4 setWaypointSpeed "NORMAL"; _waypoint4 setWaypointBehaviour "SAFE"; _waypoint4 setWaypointCompletionRadius 0; sleep 0.1; _waypoint5 = _con2GRP2 addwaypoint[getmarkerpos "c1f",0]; _waypoint5 setwaypointtype "move"; _waypoint5 setWaypointTimeout [0, 0, 0]; _waypoint5 setWaypointCompletionRadius 0; sleep 0.1; _waypoint6 = _con2GRP2 addwaypoint[getmarkerpos "c1a",0]; _waypoint6 setwaypointtype "cycle"; _waypoint6 setWaypointTimeout [0, 0, 0]; _waypoint6 setWaypointSpeed "NORMAL"; _waypoint6 setWaypointCompletionRadius 0; if (true) exitWith {}; Will be forever in your debt if someone can help with this - I am sure the answer is somewhere in the forums but I cant find it Thanks in advance Oh forget to mention this will be running on a dedi server
  21. I made this post about tasks a while back but didnt see this thread at the time so maybe should have posted in here Please not this works perfectly on HOSTED/ CO-OP and is JIP compatible - It does NOT work on a dedi server
  22. Wonder if anyone can clear this up for me If I use this line in my mission init.sqf {_x setskill ["spotTime",0.5]; _x setskill ["spotDistance",1.0]; _x setSkill ["aimingspeed", 0.5]; _x setSkill ["aimingaccuracy", 0.4]; } forEach allUnits; to set the skill of the ai Does this set the skill level of the ai in the mission regardless of what the dedi server settings are or do the server settings get applied to ai regardless? Thanks in advance
  23. Is there anything I can put in a simple radio trigger that will reveal ALL enemy forces on the map for testing purposes. I have two radio triggers to count the number of IND and OP for on map but I would like to be bale to see where there are using the extended map option that shows red / blue / green markers Thanks in advance
  24. Thanks for reply. Will try latger today and report back. I did find a very good alternative to solve my problem using the this LINK Pretty useful for testing and seeing if all your enemy are "working" correctly
  25. great script really useful for testing missions so you can see where all your enemy are Cheers