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joejoe87577

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Posts posted by joejoe87577


  1. I've got your point. I'm buidling PCs now for more than 6 years, and not only for me years apart.

    And I don't see the problem at my end realy, all games that I've tried run fine. Every bit of software that I use runs fine. Visual Studio compiling complex programs runs fine.

    But not ArmA.

    Why is it like this? And don't tell me the old thing, they can improve their engine. I know it, I've done this with an old enterprise application running for the last 15 years. Without any change to the UI, just the code between the Database and the UI. And the result was a big improvment in performance and stability...


  2. My main problem is the fact, that this happens

    NVidia control panel has default settings.

    I'm used to crappy performance and stuttering games, but the problem is, even with good hardware (I would consider it as high end) you can't get good and stable performance from arma.

    And yes, I like 60 FPS, that's why.


  3. Alright...

    Settings Ultra

    Viewdistance 3000/2500/100

    MSAA 4x

    1920*1080

    ArmA 3 on HDD

    Rig is in my signature

    I've deleted my config when I upgraded the GPU and reset everything in arma.

    No Mission played, I was in the emtpy editor.

    But all this doesn't explain why I have 50FPS in the cockpit view and 70FPS in the 3rd Person View.

    Edit: No Mods, Vanilla ArmA

    @Jackel326: It is not even about the CPU. I had no scripts and no ai running...


  4. I couldn't find good thread for this so i'm making a new one.

    Why Bohmia Why?

    I've recently upgraded my GPU to a Inno 3d GTX980 TI and overclocked my I5 3570k from 3.4Ghz to 4.2Ghz. This Card is a real beast, i've had no Problems at all running the latest games on very high to Ultra Settings.

    For Example:

    The Witcher 3 Ultra Settings solid 60 FPS (vsync)

    GTA 5 Ultra Settings (gras off, Extended graphic Options also ultra) solid 60 FPS (vsync)

    Elite Dangerous Ultra Settings solid 60 FPS (vsync)

    I could write more, but you get my Point.

    It is not about the general Problems like the cpu utlization, the handling of many ai, the Overhead on the net code or anything.

    I have a very simple question:

    Why is my Framerating dropping by 20 (twenty) FPS on Stratis, completly empty just a Little Bird and me and i'm only switching between internal and external view...

    The engine is not running, so no heavy shadow calculation. No AI anywhere on the map, no scripts running, no Mission running. Just the plain Editor.

    It is not the Mission makers fault, or the Server is to crappy. No it is just me, my pc and arma.

    Why Bohemia, why is it like this?


  5. Hi,

    I've been looking for this for a while now. But I couldn't find any suitable tutorial or documentation.

    I'm trying to create a UI element that works just as a Display and not as a Dialog. I've found some old threads but there is no complete how to. I've also unpacked some missions with custome ui elements, but they are far too complicated to find the most improtant bits out.

    Does anyone have a tutorial or the time to write a Basic guide for this?


  6. Happy new Year everyone, i've updated the first post and released Version 0.4.

    With this update only the Server should create the lights and not all Clients. I've also reworked the positioning of the lights and changed the classnames of the IR Strobes. And i have tested it on a dedicated Server by myself, so right now i couldn't find any Problems or bugs in my test Mission.

    But there is at least one issue remaining, if two helipads are to Close to each other, the positions of the lights are messed up. Just place the helipads at least 2m or 3m away from each other.

    Thanks to all of you for testing and using the script.

    @PenguinInATuxedo:

    I will take a look at this and try to reproduce and fix it. Do you know if the mod only deletes visible AI or all kinds of objects? I think that the helipads also get deleted by the mod and then recreated with the same init if a Player is in closer range to it, causing multiple lights to spawn...


  7. I found another quick fix. In your init.sqf add:

    if (isServer) then { 
    null = [5, "scripts"] execVM "scripts\helipad_lights\helipad_light_auto.sqf";
    };

    This will prevent that every Client Triggers this script. I've tried it on a dedicated Server without the this and had the same Problems. After adding this to my init sqf, the choppers stayed in one Piece :D

    To the positioning issue, i'm still working on this one. It seems, that when you or any object are to Close to the helipad the positions get messed up. Maybe it is for safety reasons, that you can't create a vehicle to Close to Players, ais or other vehicles...

    First Post updated!

    @SpectreRSG:

    How do you create the choppers? Did you just place them in the Editor, or do you create them with a script?


  8. Good news everyone. I've been working on an update with many new features :

    - Auto creation of Lights for all helipads at mission start

    - Rotating lights is now possible (using SHK moveObject script, but waiting for the permission)

    - deleting lights is now possible

    - example mission and readme now available

    I'll post it soon.

    I would love to do this for airdrops as well.

    Could you please explain what you mean? You can create those lights on every position you want by placing an invisible helipad and calling the script with the name of the helipad.


  9. Yes that should be possible, but i can't create the IR strobes via createVehicle, it works with any other grenades but i doesn't work with any strobes.

    Edit: Found the solution, had the wrong classname :D, i'll make an update and post the files here.

    ---------- Post added at 17:51 ---------- Previous post was at 17:37 ----------

    I've updated the first post.

    Changes in v.2:

    bugs:

    - If vehicle is on the helipad the lights were not created correctly

    added:

    - showhint parameter is now optional

    - lightpoints created around the innerlights

    - added IR strobes as possible lights

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