Jump to content

zooloo75

Member
  • Content Count

    1973
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by zooloo75

  1. ...what if... and I mean, WHAT IF... what if uniform makers create different variants of uniforms, with all the possible combinations of limbs missing. Then switch uniforms upon massive damage to a specific set of limbs. Likely a major task to those addon creators though, but that's what needs to be done if limb dismemberment is in such dire demand.
  2. You can decide that once I release the solution.The system is quite abstracted, to use it is very easy. Code readability is very straightforward as well.
  3. Of course, but relative to using traditional methods such as nearestObjects or allMissionObjects, my system is much faster.What I have right now is unfinished and will be a bit slower than it is now. It might be too early to do comparisons yet, but I think I'm at a good start for the requirements of the competition. So far seeing about <1 millisecond execution time with my system vs traditional methods which yield approximately 30ms+ with similar arguments. This may vary throughout the development of the system. Hopefully I can get it even faster. Execution time is tied to the executing machine, but algorithmic complexity is a major factor, and that's what I'm trying to improve upon to reduce the amount of time it takes to retrieve nearby static objects.
  4. zooloo75

    Whats wrong with the skies?

    This is due to the visual update. The map creators will have to update their config(s).
  5. zooloo75

    Thank you for this feature Bohemia.

    This feature works very well with my Wacom drawing tablet.
  6. With a 50 meter radius, my system can retrieve nearby mission objects within 0.0227ms. Still WIP, not filtering true distances yet, but it's an approximation right now.
  7. zooloo75

    Thank you for this feature Bohemia.

    They draw the coconuts at the top like they're supposed to, but they draw the palm tree upside down. They also draw A LOT of leaves. Come to think of it, I don't think any of them have ever seen a palm tree. Must be some art fad.
  8. zooloo75

    Thank you for this feature Bohemia.

    People keep drawing palm trees with two coconuts.
  9. zooloo75

    Mass 3D Editor?

    I've already suggested that (and perhaps others) in the ARMA 3 Addon Request Thread. Would be quite useful.
  10. Just a tip: simple is not the same as optimized. Let's strive for a solution that can perform efficiently on every frame. In those regards, let's test with a radius of 50. Thank you all for participating.
  11. As far as optimization goes, try to strive for a low algorithmic complexity. I've managed to create a system (still WIP) which achieves the goal in O(1) time. Complexity is O(n) now.
  12. zooloo75

    BloodLust (Version 2022.04.13)

    UPDATE New version available: http://files.bitdungeon.org/arma/@bloodlust_v2.4.zip Official BloodLust Webpage: http://bitdungeon.org/arma/bloodlust/ Note: The server and clients must run the addon. [6-10-2016] v2.4: Added parameter validation on BloodLust_CreateBloodSpray to prevent possible script error. Added vaporization effect to units which are killed from a high-speed fall. Added blood splatters for units hit by explosions. Added more blood splatter textures. Fixed cleanup functionality not executing. Added credits button to BloodLust Settings menu. Added large blood splatter model for vaporization damage.
  13. zooloo75

    What is faster? .hpp or sqf

    The misinformation is this thread is real. The premise of this thread alone leaves no room for factual discussion, it's like asking, "What's faster? A Ferrari or a typewriter?" Want "faster" code? Reduce the complexity of the algorithm and structure the data to fit the scenario. A slow algorithm is still going to be slow; there's no magic bullet. SQF code is still going to be interpreted, regardless of where you put it. Loading your code into memory will cut-out file IO -- doing this sooner or later has a negligible difference in a practical scenario.
  14. zooloo75

    BloodLust (Version 2022.04.13)

    I've added a large splatter in addition to the smaller ones in the next update. Thanks for the feedback :) I did increase the brightness of the blood for the new visual update, you may need to adjust your brightness and contrast ingame, as it looks right to me.
  15. zooloo75

    Tanoa discussion (Dev-Branch)

    Tactical entry confirmed.
  16. zooloo75

    BloodLust (Version 2022.04.13)

    Demo vid of the new "Splat" feature in the next update.
  17. zooloo75

    What is faster? .hpp or sqf

    for a scripting language for a scripting language for a scripting language for a scripting language for a scripting language? eat the chip
  18. You have reached your quota of positive votes for the day
  19. zooloo75

    What is faster? .hpp or sqf

    He was hilarious and spot on! Anywho, SQF is your best bet for scripting. If you're feeling edgy, you can try out Noubernou's Intercept and do everything in C++...
  20. zooloo75

    What is faster? .hpp or sqf

    Make sure to write your SQF code in GLSL so it runs on the graphics card. As you know, graphics cards are extremely fast and achieve parallel processing with ease. Use Photoshop to compile your script into a texture which can be used by a shader program on the GPU. Oh, and as Pufu states, you're going to need a red hammer for this.
  21. zooloo75

    What is faster? .hpp or sqf

    Honey badgers are the tools of the trade. I keep one beside me for good luck as I write my SQF code in Photoshop.
  22. I wanted to like your post, but I'm all out of likes. So... I like your post, do you like mine?
×