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b00tsy

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Posts posted by b00tsy


  1. Thanks,

    the description.ext errors looks like nothing, it's not missing the ";" anywhere and it does not have 28 lines of code either, no idea why line 28 is mentioned in the log. The last error is some code from a trigger that works fine in the mission and did not cause problems in other missions. Will remove the triggers just in case and see if that solves it.

    Yeah the mission runs fine in the beginning, but after clearing 1 or 2 towns the memory usage suddenly jumps up to 1.6Gb and higher even.

    Edit: seems (so far as i've tested it) that indeed the trigger to delete bodies is the cause of the leak. The leak was gone when I removed the triggers... So thats good news :)


  2. Well I tried, but my PC cant handle running a server and playing on it too :)

    Dwarden made a ticket of it though! ticket

    The mission map download link can be found there too in case you like to hunt for the cause of the leak, I can't find it. So far as I can tell after searching for the cause it is not the added scripts in the mission nore any triggers.


  3. Any chance of an update - even a minor one - before the w/end?

    No pressure - just lots of eagerness. :)

    Would love to mate, but currently the mission is causing a unexplained memory leak for some reason, It has been reported to the BI devs, hope they will find the cause of it. Till then it is basically unplayable unfortunately :(

    Meanwhile you can of course play my other mission Call to Glory (the original), althought thats more a SP mission due to the large filesize :)


  4. i made CIT ticket for this, yet i suspect it's flawed script used in this mission

    UPSMON had issues in past ...

    http://dev-heaven.net/issues/13667

    also see how easy is to create tickets on CIT, took me like 150s

    Thank you Dwarden, I really do not know anymore if it is script related or not. I do know the problem was also there without the UPSMON patrol script. That script was the last thing I added hoping that would solve the leak. Before I used spawning AI from triggers with the BIS_func_TaskPatrol.


  5. tried it with latest public beta?

    I am running a beta patch that I download last week, thats the latest right? Version 1.54.73.116

    Edit: I see now it is not the latest patch. Will try the mission with the latest patch installed.

    ---------- Post added at 01:17 PM ---------- Previous post was at 11:58 AM ----------

    It's the same deal with the lates beta patch. After clearing the first town the memory usage was around 850Mb, killing some AI at the second town it got to over 1Gb again, including black screen freezes. So is it something wrong I did scriptingwise or is it a game issue then?

    ---------- Post added at 03:16 PM ---------- Previous post was at 01:17 PM ----------

    Recorded the memory leak in action: video

    It is really weird, a couple of times clearing the first townit was no problem, had memory usage of 500Mb and then the leak started at the 2nd town. And other times it start pretty fast and it starts after killing the AI in the first town. I am starting to wonder if it is scripting related at all as it is so random the memory leak appears.


  6. Hiya,

    I am working on a nice mission for a week now and in general it is a really 'could be great' mission if it werent for a persistent memory leak. Now I am sure it is caused because of my noobish scripting, but I can't find what exactly is causing it. I tried to find the problem by just removing stuff and see if that fixes it, but after several days of trying I still havent found it.

    So the mission contains of towns that needs to be cleared (Dom style). I first had all spawning AI activated by triggers, thought that maybe was the problem so I replaced it with normal AI on the map, but that did not solve the problem either.

    The mission is very heavy on AI atm, but that should not be the cause of the memory leak. The mission starts out fine and ArmAOA.exe is using around 450Mb memory, but when I take out the AI in the first town the memory usage jumps up very fast. In no time it is using 1Gb memory and I had a couple of times that it went to 1.5Gb. So something is really messed up.

    As I can not find the cause of it I am wondering if an experienced scripter would like to have a look at my mission and hopefully solve this issue. Of course you will be credited in the mission end title for the help :)

    Mission map here

    In the mission I placed the simple support module to clear the AI fast with arti strikes, for easy testing.


  7. BOOTsy mate. I love this mission and it works great on SP. We just can't get it to run smoothly on MP though. It may just be our server. Have you heard of any problems from other servers running your mission or is it just us that have a problem?

    Glad you like it man :)

    Other then the amount of active AI in the beginning of the mission the only thing that could give a problem is maybe the custom sounds, not sure. A lot of the sounds are 1Mb in size, but in SP it causes no problems.

    You can edit the misssion easily to take out the sounds. In the editor remove the two triggers on the left side of the map and 1 at the insert point (.ogg file), remove the sound map and then save the mission. It is worth a try :)


  8. Voted for more Islands: would like a big takistan like map that also contains caves/accessable mine, bridges, creeks/streams... well more diversity in general.

    Voted for improved editor: I would like to see more easy to use modules included that now needs external scripting.

    More objects and placable buildings and compounds, placable rocks and trees, build in terrain editor (flatten/raise land,) No [?] symbols for placable objects/buildings anymore as they are hard to position due to the offset. Offset is a general annoyance when placing objects on the map. If it looks like a sandbag wall is perfectly lined up on the map, it looks different in game and are not perfectly lined up. Result is that you have to check a zillion times in the preview to see if it is properly placed.

    Build in feature to create groups/units that auto spawn on trigger conditions. So groups/units that are placed on the map, but stay ghosted/inactive until it is triggered to activate. That way you can still use the init box of the units too. I am having serious issues to get all that spawning to work and then also have the spawned units to perform actions. It would be so much easyer if you could just place the units that need to spawn at a certain moment/position/condition and even can use the init line of the units.

    Customizable units in the editor. I would like to see a blank soldier where you can add custom gear to it with nice and simple drop down menu's.

    Well more of that stuff.

    Voted unit improvement: All the units now have a different skin, lots you can choose from, but you can't change the unit shape. The units are all the same size and all the same thinkness. Would be nice if it was possible to adjust your characters size,muscles, body fat. It would be more real if you play online and you see more diveresity in character shape. I doubt though that the OP was referring to this kind of improvement :)

    Ohh and I want claymores in OA!

    Edit: with bridges I ment bridges that you can blow up too. Would be great for missions to set as objective to blow up a bridge that is heavy defended by enemies. Would be a nice target for choppers and jets too.


  9. @B00tsy

    Typical basic usage would be like this: (init line of group leader)

    nul=[this,"Alpha","MIN:",3,"MAX:",6] execVM "scripts\UPSMON.sqf"

    Thus giving you a minimum of 3 groups and a max of 6. All identical to the original group. One thing worth noting, in the past this did not work with groups that include or are comprised of vehicles. (dunno if it's been updated to work or not recently)

    Regards,

    Gnome

    Thanks a lot :)

    ---------- Post added at 12:00 AM ---------- Previous post was Yesterday at 11:56 PM ----------

    I have noticed serious FPS loss on ACE 1.5 Operation Arrowhead with UPSMON from armaholic, I guess you should fix some features for better cooperation with Arrowhead, Monsada.

    I tested the script a bit with about +200 AI walking around and I do not seem to lag more with the script, the only lag is the large amount of AI. Used it with AO vanilla.


  10. Wow this is a really great script! One thing I can't figure out so far (searched in this thread) is how the group cloning works. If I understand it right it should create cloned groups that also patrol around right?

    Anyone care to enlighten me how I could get that working? :)

    "min:n/max:n = Create a random number (between min and max) of 'clones'." is mentioned at the begin of the script.

    In the scripted i've changed this:

    _mincopies = ["MIN:",2,_UCthis] call KRON_UPSgetArg;
    _maxcopies = ["MAX:",6,_UCthis] call KRON_UPSgetArg;

    Now how do I activate it?


  11. When we got to Feruz Abad, about 20+ armour spawned, 6 or 8 shilkas, 6 or 8 BMP's etc

    We got 10 or 12 at every cleared town

    Try Tophe's random patrol script, not sure if it works with Arrowhead

    http://www.armaholic.com/page.php?id=6078

    We just added huge ammocrates at the start, get our modded version off our server, its the default mission, ip in my signature

    Hmm thats definitely not right, there should only be around 6 opfor armor in a town at most and limited rewarded vehicles. Guess that explains the memory leak :) Weird thing is that for me the correct amount vehicles spawns when i get in range. Will dig into the problem and try to fix that. And thanks for the link, will try if it works for AO.

    ---------- Post added at 09:58 AM ---------- Previous post was at 09:49 AM ----------

    I think it was around 15 humvees per town and about 20 support trucks :)

    We had easily 100 vehicles after 3 towns.

    Regards the enemy vehicles there wasnt too many just half of them spawned upside down (have you given them a height to spawn at?)

    If you download the mission from our server ^^ it has Toadlifes weapon repsawn and Tophes ammobox filler scripts working in it.

    Omg, the spawning vehicles is really messed up lol. It is strange, because the spawn trigger is set to activate only once. No doubt I did something wrong with the code then, an other fix on my to do list :)

    Not sure if the ammo box filler is really needed as everytown gets fresh weapon crates, but weapon respawn is very handy to have.

    ---------- Post added at 09:59 AM ---------- Previous post was at 09:58 AM ----------

    Mirrored on Strategy Informer: http://www.strateg.....l

    I use armaholic thnx >_<


  12. Ferus Abad wasn't bugged after all, Max messaged me on Steam saying that there were 4 infantry at sw of town, next bunch of vehicles to destroy towns with are m6 linebackers.

    Excellent mission, and runs beautifully for a beta, but needs a few changes IMO:

    -better ammo boxes, (we modded the mission to give all combined ops weapons at the start)

    -respawn with weapons, this was annoying, we modded it

    -tanks spawning on top of each other

    -stupid AI, as Kdjac says they need a patrol or house script

    -too many vechicles given as rewards, this is like being spoilt, some missions play better when You are the underdog, maybe change it to 2 or 3 as reward

    Our modded version is default on our server if You wanna grab it

    Heya, It definitely sounds like there is something wrong with the rewarded vehicles as you only should recieve 1 or 2 at most per objective (besides support vehicles), will have a look at it.

    Weapon respawn is noted, hope I can implement that in the mission. I will adjust all the opfor AI and reduce the amount of armor they use. :)

    Well I am glad that atleast all the triggers and markers etc, are setup properly without any errors and the mission runs smooth in that sense.

    Would like to know more though about lagging the server with spawning vehicles, that is not intended obvoiusly. :) When I was testing it yesterday in the editor I did notice a pretty high memory usage from Armaoa.exe, while it suposed to be a low lag mission with all the spawning AI that is only created when bluefor troops are near the objectives.


  13. Its a tough mission. I like how quick the AI is acting. I'd personally like to play in the dark.

    The mission is supposed to be a bit hardcore, although playing it with 16 people you can no doubt clear the towns in a jiffy :) The final version will have a day/night version.

    ---------- Post added at 07:13 AM ---------- Previous post was at 07:09 AM ----------

    We'll be hosting this mission on our dedi server for the evenings fun, there should be a good few of us on. Server is in Dublin with good pings to anywhere in Europe. All are welcome to join in.

    http://www.hlsw.org/gameserver/217.78.4.73:2302/ARMA2

    Ahh, could not make it online yesterday evening. Thanks for trying it out :)

    ---------- Post added at 07:26 AM ---------- Previous post was at 07:13 AM ----------

    Played this tonight after a few minutes we edited it to include Weapon respawn and an ammo box filler.

    Good mission has potential to be very good.

    Some issues:

    Tanks spawning on their side for every 6 tanks in a town 6 were on their side.

    Way more vehicles then needed (each time we cleared a town we got way too many vehicles causing our dedicated server to lag).

    Enemy Ai a bit stupid.

    Ferus Abad doesnt seem to finish, we gave up looking for the last guy.

    Good points.

    Plays well with 2 or 10 people.

    Different tactics needed for each town.

    Suggestions:

    Stick in a patrol script so the enemies are not just standing around. Preferably a house one, they rarely used the houses as cover.

    Fix the ammo box and weapon respawn :)

    We will play it again morrow (drunk) on the server pog post above.

    Hey thanks for the feedback. I thought I place enough opfor armor in the towns, because my experience with Domination type missions is that every one tends to grab AT launchers. Maybe I have overdone it a bit with the opfor armor. Will adjust that.

    What do you mean with getting way to many vehicles after clearing an ao? After clearing an ao you should be rewarded with 1 or 2 vehicles at most. Did you get more vehicles?

    Yeah the AI needs work, some opfor groups are indeed pretty stupid due to the lack of a patrol script. Have been messing with the BIS_TaskPatrol function, but it refuses to work on spawned units so far. I will see if I can find a nice patrol script that I can use.

    Good idea about the weapons respawn. You mind giving me the code or a link to the code for weapon respawn? I havent atempted yet to get that to work, but it would be nice to add that to the mission indeed.

    Thnx Again :)


  14. Call to Glory: Dominance 1.1

    Co16

    OA

    ctg44.jpg

    Yay, I have finished the mission :) (more updates will come though)

    Thanks to everyone that gave me feedback on the beta versions that was really helpful, also thanks to the BIS community for all the scripting advice. I have listened to the suggestions and added the stuff that was asked for :) I have also added more AO's and secondaries for a longer gameplay. No doubt some more things could be improved so feedback is still welcome.

    The mission:

    In general the mission works the same as CTG and Dom where you have to capture towns and complete secondary objectives (side missions).

    You start at a forward base where you only have basic transport available and some weapon crates. After clearing the first ao a parajump flag will become available at the base and all towns you capture. For clearing a town and completing secondary objectives you will be rewarded with armor and support vehicles.

    The basic transport vehicles will always respawn at the base when it is left abandoned or when it gets destroyed. Awarded vehicles will not respawn, so you will need to repair it when it gets damaged. You can repair damaged opfor armor and you can use those too to finish the mission. Awarded vehicles will be created at the captured towns and at the secondary objectives so you will not have to go back to the base and drive all the way back to the action. The only time you will be at the base is when you get killed. Also ammo crates will be created at every town you capture.

    Even on regular difficulty the AI should be pretty nasty and accurate without being able to call for air or artillery support. Even in between objectives there will be enemy choppers guarding the roads and hill sides. You will find static defence hidden between bushes and on the roofs of houses and enemy men taking cover in houses. All AO's and secondary objectives varies in difficulty, some are easier to capure/complete then others.

    Features:

    - flagpole parajump

    - respawn

    - garbage collecting (clearing dead bodies)

    - rewards

    - permanent friendly map markers

    - local rearm and support points

    - scripted AI patrol

    - ammo box refill (base)

    - weapons respawn (save gear)

    - Customized ammo box at respawn point

    - wound healing (3 times - only available when you can't walk anymore)

    - more on the way :)

    Known issues that still needs to be fixed:

    - More reward vehicles are spawned then intended.

    - Objective triggers are not deleted, resulting in a short dialog spam when you login during the game.

    - bluefor infantry static map markers do not delete when a player gets killed.

    Download Dominance 1.1

    Armaholic mirror:

    - Call to Glory: Dominance Co-16 (1.1)


  15. So I am using this code to delete dead opfor troops, but it wont work. I could have sworn that I got it to work the first time I used this code some time ago. Now whatever I try it wont for some reason.

    Placed as a trigger activated by bluefor, repeated.

    init: this

    On act:

    { if !alive _x then { deletevehicle _x } } foreach (nearestObjects [player, ["Man"], 200])


  16. Looks like that did the trick, thanks man.

    Most civilians seem to prefer the indoors though.

    Experiencing the same. I stoped using the module as it adds lag without a good result (visible civils). I just place triggers on the map now that spawns civils outside of buildings when bluefor comes in range and a trigger to delete them when bluefor is gone. They only do not move around much this way, need to figure out how to add scripted waypoints with markers.


  17. hi BOOtsy,

    thx very much for this mission, "paint it black" by the Stones fits good in there !

    one thing: I know my rig isn't uptodate, so frames crawl below 20ties and often drop down to 11 ... I think there's very much AI around, because this is my experience that makes my rig wanna surrender ;-) in official campaign (OA) I had (except of Zarg. City) about 30-40 FPS. Is this mission so intense in HW-demanding, at what FPS are you playing ? Lowering VD doesn't raise my framerate and lowering details, AA and stuff doesn't change anything, too. Hmmm, I know this from Harvest Red @Chernarus, but with OA/Takistan I'm used to get FPS around 35 +/- (see above).

    Heya, no problem :)

    You are right that the mission is heavy on AI units. At this moment I can not script externally yet that the units go in the buildings and patrol around the village so all troops are placed with waypoints to go in the buildings and to patrol around. In the beginning of the mission there are probably 100 to 120 AI active, but once you cleared a couple of towns it will be okay.

    I always have a crappy frame rate, but in this mission I have around 15 fps... wth a 256 Mb Gcard and 3Gb ram, 2Ghz.... In a lighter mission I may get 5 fps more, but thats it. So I do not notice a dramatic difference or anything playing this mission :)

    I have figured out though how to spawn groups and vehicles and stuff, only still trying to get a scripted patrol working. Once I got that down I will definitely update this mission.

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