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super-truite

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About super-truite

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  1. super-truite

    Left Behind

  2. super-truite

    Left Behind

    some tests for the WW2 missions (scripts: https://drive.google.com/file/d/1XxqsYfQGkXjPF4auLQgFeFwMJmX2mO0p/view?usp=sharing)
  3. super-truite

    Left Behind

    updated both versions: Fixed a bug leading to infinite waves in cities/outposts
  4. super-truite

    Enemy occupation system (eos)

    OK, in the end, it works for me with 1.98, not with 2.01a
  5. super-truite

    Enemy occupation system (eos)

    hmm this gets more and more confusing, all the links I find have missing files (fnc_functions.hpp or eos_launch.sqf missing). And if I "scrap" previous versions to get a full v2.01a with no missing files, I get this bug where the units spawn again if they are killed, leading to endless battles... Is there a clean version somewhere ? scratch that, for some reason it was not downloading properly but the files are complete after several trails. Still get those never ending spawns with 2.01a though. I was thinking that EOS would cache what's left of a zone and only spawn what was not killed?
  6. super-truite

    Left Behind

    Update: some balance fixes + bug fixes for dedicated server New WW2 version (not compatible with dedicated servers) : https://steamcommunity.com/sharedfiles/filedetails/?id=2771789335
  7. super-truite

    Enemy occupation system (eos)

    not sure if I am using the right version, but the units are spawning again if I stay too long in the marker zone (even if I kill them all). Version is v2.01a and I am using this : [_markersStaticInf,[2,1,50],[0,0,0],[0,0],[0],[0],[0,0],[0,1,600,LB_VAR_ENNEMY_SIDE,TRUE,true]] call eos_core_launch; Any idea ?
  8. super-truite

    Left Behind

    Hello, after a while away from Arma I decided to get back and put to good use some scripts that were meant for a sequel of Armageddon for those who know the mode. I present you Left Behind! This is an Escape like mission on the Malden Island. There is a lot of variety in the enemy reactions and each playthrough should be different. It can be played in COOP. In this case, you and your team need to escape. When playing PvP, up to 4 players can play OPFOR. In this case, their role is to eliminate all the BLUFOR team before they reach their extract point. When playing OPFOR, you get non lethal drones and indications from the AI to find the BLUFOR fugitives. Please check the dependencies to play. you need RHS and CUP ( Units, Weapons and Vehicles). You can play in Solo if you create a local server, but the mission is tough even if you keep the AIs. Authors: Super-truite, sebj84, Anthariel https://steamcommunity.com/sharedfiles/filedetails/?id=2740600390
  9. Again, this is a fairly 'quick and dirty' caching system that fit a really specific need (it is a by product of something we develop), but we thought it would be nice to release it because it could provide a simple starting point for other use cases. We made some effort to document and organize it as intuitively as possible (for once 😅)
  10. 1. just began to look into it. Since we do no need it a priori for what we develop, I do not know if we will have the time to do it though. 2. Players are already excluded, any units that spawn via script is by default excluded from the grid caching (you need to do a _unit setVariable ["UseGrid", True] for it to be registered). By default, all the units on the map at start, except players, are registered for caching. You can use this setVariable ["UseGrid", False]; in the init field of some units to exclude it.
  11. @[BL] Hannibal yes this might overlap with some of alive functionnalities. As @anthariel stated, we guess there are other caching system in already existing mods/missions, but we wanted our own that fits our needs. The goal is to be able to place a lot of AI units in the editor and let the system cache them if there are far from the players with an option to get a persistent state of the units if needed. Most caching systems I came across (one was called EOS I think) were spawning units via scripts in markers area, which did not fit our need for custom (tedious 😅 ) AI placement.
  12. super-truite

    Annoying with vanishing particles

    yes, random particle disappearing seems to be fixed! Particles still disappear when getting close to them though (the bigger the particle, the farther the disappearing distance) After further investigations, it seems to be with custom particles only, so probably a mistake on my end ... Not sure of what is going on though. edit: The problem was on my end. My custom particles were rescaled in the p3d for some reason (there should be 1m^2 for those having similar issues) ... everything seems back to normal
  13. super-truite

    Annoying with vanishing particles

    I don't remember exactly, but I think that with particle settings set to " high", the limit is somewhere near 15K particles (you can check the particle limit with the arma3 diag.exe in dev branch https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe ). you can push the limit a bit further by defining your own "Ultra" config option for particles with a mod: class CfgVideoOptions { class Particles { class High; class Low; class Normal; class Ultra: High { particlesHardLimit = 20000; particlesSoftLimit = 19000; text = "Ultra"; }; }; }; I did not test if you can go really much further than 20K particles since 64bits exe but I did not see any changelog regarding this, so I guess the limit did not change.
  14. super-truite

    [WIP] Armageddon - a PVP game mode

    we are a bit stuck atm by rendering issues with particles in Arma 3. In order to make this problem more visible for the devs, it would be nice of the people interested by ArmAGeddon to suscribe to this feedback tracker ticket: https://feedback.bistudio.com/T119284 more info in this topic : https://forums.bistudio.com/forums/topic/202663-annoying-with-vanishing-particles/ Thanks in advance!
  15. For the mod Armageddon I am really handicaped by this particle rendering issue. Even if there are improvments with 32bits and diag_x64 executables, the particle system is not completely fixed. One bug for which there is no improvment when switching from the regular exe to the diag_64 one is the disappearance of large 2D particles when the camera come close to the Billboards. I am working on a pyroclastic flow and you see clearly this issue in the following videos: regular (64 bits exe) https://www.youtube.com/watch?v=hN3lvudCvoU&feature=youtu.be diag_x64.exe https://www.youtube.com/watch?v=N_RI-5NlM4M&feature=youtu.be
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