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Dorian Gray

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Everything posted by Dorian Gray

  1. Hi there. So I'm trying to use an alternative to the ambient animals module since I don't want animals spawning around players (that's what it does, right?) and use DAC to spawn objects (animals). I am able to spawn them..halfway into the terrain. I have tried to use values for (from the pdf manual): in my DAC_Config_Objects.sqf but they either won't work on animals or I'm not using correct values. I even try to call a script as he outlines: //------------------------------------------------------------------------------------------------- case 10: { _Object_Pool = [ [1,25], ["Cow01",1,0,0,0,0,"[_obj] execVM 'lift.sqf'"] ]; }; //------------------------------------------------------------------------------------------------- The values 1 and 25 inside the brackets I am using as a test for: lift.sqf: this setPosASL [position this select 0, position this select 1, 25]; I found that code example on the wiki. I can verify that the sqf is getting called and once again I'm trying to spawn the cows 25 meters in the air but no luck. Yeah, I'm a mediocre coder, and yeah, I have enough free time that I'm trying to make missions with hoaky things like this :p
  2. Dorian Gray

    CAA1 public release

    I apologize for the bump, but I have been unable to find a CAA1 download with the autumn plants since reinstalling my game (and wanting to reacquire custom content as well). I searched this thread, and the internet, and did not find them. I only found posts regarding avoiding use of the autumn plants.
  3. I am running DAC on an Art of War Central server, and before I go on, the reason that I am starting a thread in the multiplayer section instead of continuing with my problem(s) in the DAC thread is that it would be rude, and, I recently confirmed with my friend that our DAC mission loads in a few minutes on our little local dedicated servers, compared to the current record of ~20 minutes on my AoWC server. To be clear, I am not "blaming" DAC; there is most definitely some general setting(s) or a combination of settings that I am missing server-side. I have tried many, many things already, such as adding in the bandwidth settings in the config file, and the whole cpuCount, exThreads, and maxmem in the batch file. Through all my tests, my ping was absolutely fine (20-30). One thing I wonder, is if DAC behaves differently on a standalone server to begin with, compared to our local dedicated servers which rely on the entire game install. If it matters, we are actually testing two different missions, on Lingor and Fallujah. So far Lingor is going up to 20 minutes as I said, and Fallujah about 7. If it comes to it, I can link to the missions.
  4. I've come across a few threads asking a similar question, but they died off. I wanted to be able to call a script using radio alpha, without being team leader, since I can't get the following to work correctly: I have been having trouble with addaction - on top of that, keeping the action in my unit's menu after being revived/respawning with Norrin's revive script, without a bot triggering the script for me. I make 4 player squad missions with my friend in which he plays team leader (we call him the traditional s1, just to keep it simple), and I am always s2, a FAC. We use the air support script by Draper in my unit. The reason this is relevant is, I am trying to give myself an action using an alternative method (other than in my unit's init field) - by studying the air support script. I call the action "New Weapon" because I am using ffur2007slx2_5's dynamic weapon generating script. At first I was spawning with a random weapon as desired by calling the script in my unit's init by doing as he instructed: DW=[this] execVM "WCRffsx_fnc_DW.sqf"; and right after that adding the "New Weapon" action with: this addAction ["New Weapon"", "WCRffsx_fnc_DW.sqf", 0 , 0, false]; That worked at mission start of course, but it took me quite a while to figure out the right (I thought it was right at the time) syntax to use in the NORRNCustomExec1= and NORRNCustomExec1=3 (call a script after being revived, and respawning at base, respectively, in case some of you aren't familiar with revive): "nul=[s2] execVM 'WCRffsx_fnc_DW.sqf'; [s2] exec 'restore_menu.sqs';"; In restore_menu.sqs, I simply have: s2 addAction ["New Weapon", "WCRffsx_fnc_DW.sqf", 0, 0 , false]; Another problem I have been having is multiple copies of the action in my menu; I think the most so far has been 5 "New Weapon"s in my menu. To get to what I have been studying in the air support script, I have found what I think is how he adds the index of the menu in the "exitMenu.sqf", actually: _man = _this select 1; _man removeAction as1; _man removeAction as2; _man removeAction as3; _man removeAction as4; _man removeAction as5; if(true)exitwith{as0 = _man addAction ["Air Support","airSup\addMenu.sqf",[], 10, false, false, "", "_target == s2"];}; Then there's what is called the "addMenu.sqf", which is called by "exitMenu.sqf": _man = _this select 1; _id = _this select 2; _man removeAction _id; if(jadam or lgb or cbuap or cbuat or cas or cbumine) then {as1 = _man addAction [localize "STR_MENUFXD","airSup\callFixed.sqf",[], 40, false, false, "", "_target == s2"];}; if(helo or trans) then {as2 = _man addAction [localize "STR_MENUHEL","airSup\callHelo.sqf",[], 30, false, false, "", "_target == s2"];}; as4 = _man addAction [localize "STR_MENUEXT","airSup\exitMenu.sqf",[], 10, false, false, "", "_target == s2"]; if(true)exitWith{}; Then "airSupInit" which has a ton of lines, but the important line I need from it I think is: [_man] execVM "airSup\MPrespwn.sqf"; "MPrespwn.sqf" finally being: _man = _this select 0; if(alive _man) then { as0 = s2 addAction [localize "STR_MENUASM","airSup\addMenu.sqf",[], 5, false, false, "", "_target == s2"]; }; waitUntil{!alive s2}; waitUntil{alive s2}; if(true)exitWith{[s2] execVM "airSup\MPrespwn.sqf"}; I realize that what I will need to do will involve 3 percent of this code, if I can just figure out the syntax, or if someone can help me. I am pretty new at scripting, but I am trying.
  5. First of all it's 6 AM and I haven't been to bed yet, but I'll try to be clear. Trying to make a custom death message script with the killed EH. Testing it in a placed unit for now. I know some of what I need to do, and would like to to do. Starting with the need, naturally: this addEventHandler ["killed", "hint format['%1 was killed by %2 with a %3',this name,player name,current weapon player]"] That's only theoretical code; I already know that some of that code works, some of it probably doesn't, and that example isn't the right syntax (I have been having horrible problems figuring out advanced BIS syntax, even with research), because I get errors. I can't remember for sure, but I think that the editor lets me place that code in the unit without a problem, but I get errors with it in game since I have -showscripterrors on. I think I remember something about "missing ]" I also bet that using "player name" and "current weapon player" isn't going to be accurate. currentweapon player also only gives the class name. I saw in another thread a method for adding paa files to hints, and it'd be great to do that in a death message. I know that DoD: Source and other games have "player1 (insert weapon picture here, like a machinegun) player2" instead of "player1 was killed by player2's machinegun". I know it's possible to use parsed formatted hints to getText for object display names and pictures. I'll ask again (asked the first time in another thread I started) if a script or addon already exists (made by someone who is actually advanced, so that I can give up) for what I want to do, and if it is in fact possible to return who killed what player along with the gun and picture in a hint. On to the UT2004 code: I already know how to get sounds into the game no problem, but I don't entirely know yet how I would implement that with code. Anyway /end ramble and taking a break to enjoy some Just Cause 2.
  6. Thanks for the correction. I had studied event handlers (without fully understanding them), so I have seen the "killed" one's description. It wasn't enough to just see the description though, as I'm a beginner :) Coding will never be my forte (I'm a guitar player for about 15 years now), but I like to experiment with it. What I really meant by syntax was the correct placement of characters such as ( and [ or when to use " or "" or ' around words once things get extremely nested. The currentweapon name will still be a class name instead of a display name right? look here. If it's not possible to return the picture of the gun, then like I said I won't pursue this. Again about the UT2004 code, I do know that I need to use condition statements, but I'm not sure how to get started.
  7. How do I do this like Silola does in DAC? I've been studying his scripts and I suspect it has to do with a sleep and line break but I still can't figure it out.
  8. Dorian Gray

    Civilian kill Counter

    I had been looking for an explanation on those; the BIKI didn't exactly suffice. Thanks.
  9. That doesn't achieve the desired "typewriter" effect that Silola uses because it doesn't use any sleeps. Also, I am familiar with format usage. I wanted to demonstrate my finding in its most basic form (without any formatting whatsoever).
  10. Dorian Gray

    Civilian kill Counter

    Shuko, I have built upon your code using the method from that thread I started, and of course it works beautifully on a listen server but I haven't a clue what to change at the bottom, or if I need to do something entirely different for a dedicated. By the way, I won't be surprised if I am using redundant code. Beginner, remember. deadmarinecount = 0; deadcivcount = 0; fnc_scoreboard = { _text = format["marines murdered: %1",deadmarinecount]; hint parsetext _text; _text = (_text + "<br/>" + format ["civilian casualties: %1",deadcivcount]); hint parsetext _text; }; if isserver then { { if (_x iskindof "USMC_Soldier_Base") then { _x addEventHandler ["killed", { deadmarinecount = deadmarinecount + 1; publicvariable "deadmarinecount"; if !isdedicated then { deadmarinecount call fnc_scoreboard; }; }]; }; } foreach allunits; }; if isserver then { { if (_x iskindof "Civilian") then { _x addEventHandler ["killed", { deadcivcount = deadcivcount + 1; publicvariable "deadcivcount"; if !isdedicated then { deadcivcount call fnc_scoreboard; }; }]; }; } foreach allunits; }; /* if !isdedicated then { "deadmarinecount" addpublicvariableeventhandler { ? }; "deadcivcount" addpublicvariableeventhandler { ? }; }; */
  11. Well is it possible to do something like list "test" 10 times without pasting the code over and over again?
  12. Okay this deserves a third post as I have figured it out after about 1K trials, studying Silola's code. It's quite embarrassing just how simple this looks, although it is an entirely stripped down version: _text = "test"; hintSilent parseText _text; sleep 0.2; _text = (_text + "<br/>" + "test"); hintSilent parseText _text; This simply outputs "test" twice with a line break as a single silent hint in the upper right. I would like to figure out how to make it increment automatically; I'm assuming that would be done with a cycle or cycle with step shown here. Who knows, maybe there's even yet a simpler way to do the above, as I am still a beginner. I am aware of how to do formatting, and I was thinking of making a custom death message script, complete with icons for what weapon a player was killed with. The death messages would not overlap; there would be a "death message history". AFAIK that hasn't been done, but if it has, good. That would take a lot of work ;)
  13. It looks like Silola hasn't been around since October, so I don't think he'll be coming around to help me out with this. ...sorry, didn't mean to double post, meant to edit, wasn't focusing.
  14. Dorian Gray

    Civilian kill Counter

    from DAC_Config_Creator: if(DAC_Code < 2) then { //===========================================| // StartScriptOnServer | //===========================================| //player sidechat "ServerStart" //[] execVM "myServerScript.sqf"; [] execVM "counter.sqf"; //onMapSingleClick "_fun = [_pos,_shift]execVM ""Action.sqf"""; //[[sec1,""]] execVM "DAC\Scripts\DAC_Init_Sector.sqf"; } Since it's four pages back, here is his very first code post (out of the ~10) that I am using for now.
  15. Dorian Gray

    Civilian kill Counter

    That's doing the trick, sort of. I found out how to execute what I am calling "counter.sqf" with your very first code post from page one, after a DAC group is spawned. There is a problem however, I need to figure out how to prevent the script from being run repeatedly as that is multiplying the counter. Making progress at least. Thanks. ---------- Post added at 08:21 AM ---------- Previous post was at 08:06 AM ---------- had to do quite a bit of digging but i figured out how to execute it only once, using DAC. the manual says nothing about the ability to execute other scripts along with DAC, just after a group is created and other things.
  16. Dorian Gray

    Civilian kill Counter

    Sorry, yet another question regarding this. Any way to keep track of DAC-spawned units? Thanks
  17. Dorian Gray

    Textures look terrible?

    I was referring to the telegraph lines pic. I have made some more findings today. First of all, settings I have switched to: along with AToC set to 6 in my config file. Then the nvidia CP: Actually the only setting I have recently changed in the CP is pre-rendered frames, but I figured I would share my settings anyway. Now, the pics: *EDIT I originally posted too many thumbnails, so here is my imageshack profile So, my "magic numbers" are 6 and 6, for AA and AToC, respectively. If anyone is having the speckles and frost issue, and just hasn't spoken up yet, experiment with different values of those two settings. Worked for me. Just to note once again though, in 76815, there was no AA limit. I did a ridiculous, but conclusive test in which I set AA to 8x in the game, and used "enhance the application setting" with 32x, and still no frosting. VIPER, regarding the oddtextures3.jpg and 4 file, AToC may be responsible for that, but you can turn that down or completely off to get rid of the splotchy effect. You posted as I was finishing up typing this, but as you can see I figured it out. Thanks though.
  18. Dorian Gray

    Textures look terrible?

    Are you also running the beta? The lines issue actually looks like what I was seeing in that osprey pic. I think I reproduced that in 76815 though. I think that's a more common issue; I haven't tested that in between the official and beta though yet. What draw distance do you use typically? Not saying your setting is causing the problem, just curious. The default high setting of 2400 doesn't help the problem, I notice. When I run the ArmA 2 benchmark at 2400, the textures on the houses and trees flicker quite a bit. I think 3600 alleviates it a little, but I can't remember for sure. Your specs shouldn't be a factor in this, in my experience so far.
  19. Dorian Gray

    Textures look terrible?

    I have searched the beta patch testing section, and this section, troubleshooting, for "anti aliasing". Came up pretty empty. I promise, I have done thorough testing with different anti aliasing levels, in both the official 76815, and the beta, 78967. I am absolutely positive that there is a grass and other foliage rendering issue in the beta. I can only describe it as "speckles and frosting". This is a different issue than my above post, in which I displayed an "outline" effect. This is the original ArmA 2 benchmark, in Combined Operations, as the OA one does not have much in the way of grass in it: The above is with 2x AA, or the normal setting. Now here's 8x: As you can see, that's pretty extreme, and ugly. I have most definitely tried different video memory settings, from normal down to default in the drop-down. I have even tried restarting my game every time I would change the memory setting. Everything renders absolutely fine in the official patch. It is not my card overheating, as I have a GTX 480 with roughly 1.5 GB of memory. I wasn't pushing the HDR or post processing at all; those combined with 8x AA is a bit taxing, but they were set at normal. It's not an issue of running low on VRAM. I am not trying to cause trouble, and I hope that someone can confirm this because it has been going on for nearly a couple months. One more thing, this is not unique to the grass or trees in the benchmark; I have seen this on any island. ---------- Post added at 09:21 PM ---------- Previous post was at 09:18 PM ---------- Almost forgot, I have been going back and forth between the official and beta Nvidia drivers too, issue remains.
  20. Any way to bind #login or even dual bind, like UP=""#login *****" | #monitor 2"";
  21. Dorian Gray

    admin key binds?

    You're right about that, just I've typed in both of those commands over 1000 times each recently due to this issue. That has since been resolved, but another reason I was asking is because UT2004 (which came out in 2003) was extremely flexible in that respect. Was just curious, is all.
  22. I would like to thank everyone for their support in this matter. I have indeed isolated the problem; it's good and bad news. As I stated in my first post, I was never blaming DAC in the first place, but now I have something to blame, and that is Art of War Central. This is not a "bash", more of a warning - their current system simply does not work "out of the box". I come from leasing many UT2004 servers, which I understand, are entirely different animals, but they always worked just fine (at least the company I used) after adding custom content (maps, mutators, TC mods). There was never a severe drop in performance after adding content. Over a five year period I had about 10 UT2004 servers, with again, excellent performance, so perhaps that sparked some ignorance in me - assuming that moving on to ArmA 2 would as pleasant an experience ... However, I have since switched to JestServers, with absolutely no issues running the DAC Lingor mission in question. To go in order: JestServers actually contains an option in their command line builder to use exThreads, and I set it to 7 right off the bat, before the very first reboot with my custom mod string. Does anyone know if DAC actually needs that? It is common knowledge that an optimal value is chosen automatically. I spent 10 bucks more to get an 8 core processor instead of 4 like I did with AoWC. Whether 8 vs 4 is significantly better for ArmA 2 and/or DAC, I also do not know. Thank you very much for the tip on using #monitor. I had seen that wiki page but happened to overlook that section. However, in this case we were both wrong. From the biki: That's why I referred to the settings as optional. Initially the DAC Lingor mission would devastate the AoWC server down to 10-15 fps, without adding in any bandwidth settings. After I tried several settings, I was still lucky if I could break 30. With JestServers, I did not need to add anything and the server was running at 45 fps on average. DAC finished in under 5 minutes, exactly as intended. This server is also in New York. From my griping in the DAC thread: I had linked AoWC to that page and they said that they could not install it because "it was looking for the whole game, which we do not have". So the most I could do was have them install that hotfix. I almost forgot, JestServers supports the betas. Once again, thanks for the support, heed my warning, and hopefully my testimonial.
  23. New York. I'll get back to you shortly regarding the sample and #monitor.
  24. Once again, I have been to that page already, and I currently do not have any bandwidth settings whatsoever in my cfg, because they weren't making a difference: language="English"; adapter=-1; 3D_Performance=46875; Resolution_Bpp=32; Those lines are generated by default, as the biki says, and I'm sure that the bandwidth settings are optional, as they aren't there in the first place. I have no way of knowing how the server is performing without DAC other than my ping, unless you have other ideas?
  25. I'd have to disagree about the DAC setup, since as I said it takes 3 minutes on my machine (which is not meant to host a real server), and 20 on the AoWC server. I'm still interested to know if DAC treats a standalone server differently. My post from the DAC thread that you linked to is precisely what I already tried.
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