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tpw

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Everything posted by tpw

  1. Is anybody using DAC3 to spawn AAW units? I tried adding various AAW infantry to my DAC_config_units.sqf and they spawn OK, except that none of them have any headgear. Does anybody know of a workaround for this? I've also experienced the issue of the blackhawk hovering when using Norrin's taxi script. Basically you have to get all of your units into the chopper before it starts its engines again after landing, or you're all walking back to base.
  2. My pleasure. It's cheaper than a cpu/gpu upgrade on my box too!
  3. Thanks TommyC81. OK, here's roughly how it works: Preferred VD and Preferred FPS are basically values that you have determined that your setup should be able to manage. For instance, I know that in most maps I should get roughly 35-45 fps with a viewdistance of 1800m. So I put 40fps and 1800m into preferred FPS and VD respectively. DVD then drops the VD if the FPS drops below 40, and increases the VD if the FPS goes above 40. This does not mean that your setup will stay running at 40fps all the time. If you move into a really dense area with lots of AI, then dropping the VD to 300m may still not be enough to raise the FPS to 40. If you move into a desert area with little scenery, then increasing the viewdistance may not be enough to peg the FPS at 40. Maximum VD is simply the viewdistance beyond which the system will not go in an effort to peg FPS at your preferred. I hope this makes sense. Short of showing the you algorithm I use, this is the best I can do.
  4. tpw

    "Land There" command

    If you place a manned chopper and make it part of your group, then it should be just a matter of going to the map, selecting the pilot, and clicking on where you want to go. Usually the chopper will land there. If you want much more than that, then it's time to start looking at a few scripts such as Norrin's awesome chopper taxi script: http://forums.bistudio.com/showthread.php?t=106653&highlight=chopper+taxi Happy flying :)
  5. Nah, I don't mind that one, it's that really loud bastard with the single whistle/cheep who I want to kill :) I'll try to record it. PS Thanks for 1.05, SOA just keeps getting better and better.
  6. tpw

    "Land There" command

    Usually selecting your whole squad and then "disembark" forces the chopper to land at the current location.
  7. I've had a crack at a script which seems to work OK and forces the player into a crouch after a mild fall. http://forums.bistudio.com/showthread.php?t=113984
  8. Thanks mate, exactly what I was after. I'll see what I can come up with shall I... ---------- Post added at 14:12 ---------- Previous post was at 12:44 ---------- OK so I had a bit of a play and this is about the best I can come up with. Basically it just monitors the player's vertical speed and if it exceeds -3m/sec then switches to a short kneeling animation with dropped weapon, transitioning to standing back up. while {alive player} do { _v1 = velocity player select 2; if (_v1 < -3) then { player sidechat "Oooff, that hurt!"; player playmove "AinvPknlMstpSnonWrflDnon_medicEnd"; }; sleep 0.5; };
  9. As has been noted in other threads, the way Arma2 handles falling units is a little less than realistic. Units (including the player) step off ledges, balconies etc,fall ramrod straight and land upright. If the fall is too far then they incur some kind of injury. Obviously there is a variable of some kind at work here to detect falling, but I have no idea what it is. I'd like to write a little addon that determines if a unit falls, and forces the unit into a crouched stance when they hit the ground. All it will do is add a little more realism, shouldn't affect gameplay in any way. Anyone know the best way to detect a falling unit? Thanks in advance
  10. I totally agree. Is there any way to detect that a player has jumped/fallen (or get vertical speed?), and use an eventhander to change to the crouch stance? It might be possible then to make an addon.
  11. Well, whatever way you do it, I think it's going to be very effective. If you need beta testers for the mod, let me know!
  12. Nice one! Seems like a great way to generate sound ambience without the overhead of generating interacting units. From your video though it sounds like some of the sounds are very close (I assume positioned too?), which is a bit jarring when the player turns to teh noise and nothing is there. Obviously not having used the mod I have no idea whether this kind of thing is configurable. Looking forward to a release rexehuk
  13. No rest for the wicked - here's another update, to 1.03. I've added an "in aircraft" zoom which scales the viewdistance and maximum viewdistance according to your taste. It defaults to 1.5x, which doesn't hit too hard. Seems to work without problems, please let me know if you find any. I've had reports of earlier versions causing server installation problems. I've been very careful with bikey and bisigns this time, so if someone can confirm this on a server I'd be grateful. Thanks to all of you so far for the kind feedback and helpful suggestions.
  14. Thanks for the suggestions guys. An earlier viewdistance script I used to run actually had this feature, but I haven't implemented an aircraft and/or altitude viewdistance increase in the current addon because the fps and hence viewdistance in aircraft naturally tends to go up anyway, especially once you're high enough for the clutter to drop out. However, I will look at adding the feature and making it user configurable same as the scope. ---------- Post added at 17:31 ---------- Previous post was at 17:30 ---------- Thankyou! The more mirrors the merrier.
  15. I'll just chime in with the same 2c worth. The AI is indeed awesome. So refreshing to order them into a vehicle and have them just bloody do it! AToC is indeed a fps killer. I tried various AToC < 7 values but gave up on it in the end. One thing I notice it that AToC really shows up the simplified geometry of the more distant trees - they look like a cardboard cutout rather than a tree.
  16. It shouldn't. If I keep the debugging on I can see that it doesn't go past 5000m. Are you sure you are using 1.02? Older versions don't have the viewdistance cap. Also, make sure you use the new DVD.hpp in userconfig\DVD, which contains the extra config line.
  17. Excellent idea, I'll have a look into it. Thanks Egosa-U!
  18. Sure is.... http://forums.bistudio.com/showthread.php?t=113787
  19. Gday all. Here's a simple script I've been working on which does a few useful things: What it does: 1 - It dynamically and smoothly adjusts viewdistance according to your framerate. 2 - It prevents the framerate from dropping and staying too low in areas of scenic complexity or lots of ai. 3 - It stabilises framerate so that there are less noticeable fps changes. 4 - It increases the viewdistance when using scopes/binoculars. How it works: The script launches a background process to monitor the average fps over a user specified time period (eg 10 seconds). This is then compared to the average from the previous 10 seconds, and if the fps has decreased then the viewdistance is dropped accordingly. Conversely, if the fps increases, the viewdistance is increased. It's set up so that it won't cause large oscillations in viewdistance/framerate. The script also checks if you are using a scope or binocs and increases the viewdistance to simulate being able to see further and with more detail than with the naked eye. These kind of scripts work on the assumption that in areas of high scenic complexity such as the middle of Zargabad or in a dense forest, you won't really notice that the view distance has been dropped. Similarly, if there are a lot of enemy ai trying to smoke you, you're probably more interested in getting a smooth bead on them than in admiring distant scenery. Another assumption is that increasing viewdistance when looking down a scoped weapon doesn't actually negatively affect fps most of the time. You'll notice the viewdistance changing if you look for it, just like you'll notice lod switching or clutter popping in if you look for them too. After a while you simply stop noticing. How to use it Save the script below as whatever you like, wherever you like, and call it thusly from your init.sqf: nul = [this,400,1800,25,40,10] execvm "nameofscript.sqf"; These are the values I use on my middle range system (Dual coreE6750, GTX460) 400 = minimum view distance (m) 1800 = maximum view distance (m) 25 = minimum framerate 40 = preferred (realistic!) framerate 10 = time to average framerate over Obviously you'll change these values to suit your system. If you can't deal with fps below 30 then set the minimum to 30, and/or lower the minimum viewdistance even further. If your system can comfortably pull 75 fps at 5000m viewdistance then adjust accordingly (alternatively your computer is so powerful it probably doesn't need this script!). Comment out the hintsilent line near the bottom of the script to remove debugging messages. Script below: If you can see a way to improve this script or have any suggestions then I'd love to hear them. Lastly, if you want a more comprehensive system to adjust framerate then look at VictorFarbau's VF FPS Saver (VFFPSS) http://forums.bistudio.com/showthread.php?t=73964&highlight=dynamic+viewdistance
  20. I do, hopefully you will too. Better AI too!
  21. Hi all OK, so I've added the bikey for those that need it. I've also implemented a user selectable cap on viewdistance, which will never be exceeded even if your fps is smoking. Also, the addon now starts at your preferred viewdistance rather than the minimum viewdistance. @muecke, please drop me a pm and I can make a signed custom version for you with the 2500m viewdistance cap hard coded.
  22. I've tried my best to smooth the transitions but I think I've run up against a limitation of the engine (and my programming ability). Let's say the viewdistance changes from 2000m to 2500m. I could simply let it change 500m which looks abrupt and spikes the cpu/gpu. Instead the viewdistance is changed in (2500-2000)/10 = 50m increments, 10 times This takes about a second. In my experience this makes things smoother and is less work for the cpu/gpu, but it's not perfectly smooth. If I tried to make it change in smaller increments eg 100 x 5m increments, it would take nearly 10 sec.
  23. Hi Muecke Are you saying that you want an absolute cap on view distance? Yes I can easily do this. In that case you'd have to enter: minimum viewdistance eg 300m - viewdistance won't drop below this preferred viewdistance eg 2000m - addon will try to maintain this distance maximum viewdistance eg 2500m - the view distance would never exceed this. I will try to incorporate this into the next release in a day or so. ---------- Post added at 22:03 ---------- Previous post was at 22:02 ---------- Fantastic. I always like a satisfied customer!
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