Dorian Gray
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Posts posted by Dorian Gray
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Scratch that!
This is what has been delaying DAC!
Client: Object 3:14 (type Type_268) not found.
My RPT has been getting flooded by that line, plus occasionally a line simply named "Behaviour" is among it.
After running "War Welcome", with no mods, it is still going on.
Anyone ever seen that before?
I have opened a ticket on Art of War Central. Wish me luck.
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I added this into the cfg file recently because it was suggested on the biki:
MinBandwidth = 320000; MaxBandwidth = 10000000000; MaxMsgSend = 256; MaxSizeGuaranteed = 1024; MaxSizeNonguaranteed = 64; MinErrorToSend = 0.005; MaxCustomFileSize = 1600000;
Could that be causing further issues?
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My friend and I were discussing leading two squads of our own anyway, so I just ended up placing a trigger off to the side and calling your script with Radio Alpha. You can't really call this a drawback, but in less my friend wants to be mean and change my weapon for me, he can call the script with the radio too. Thank you for your replies.
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Check your Exthreads value. Sounds like it is screwing up here Dorian Gray. It should NOT take that long for any DAC mission.I run Zeus AI and DAC together on my dedi and I get loading times of AT MOST 30 secs.
My apologies for the delay; some things came up for me.
Okay this was my rental server's "start.bat" when I first got it (the default one):
arma2oaserver.exe -config=server.cfg -port=2302 -ip=64.34.171.212 -profiles=C:\Program Files\Bohemia Interactive\ArmA 2 Operation Arrowhead\ -name=server -maxplayers=24
Then I added exThreads in at the end:
arma2oaserver.exe -config=server.cfg -port=2302 -ip=64.34.171.212 -profiles=C:\Program Files\Bohemia Interactive\ArmA 2 Operation Arrowhead\ -name=server -maxplayers=24 -exThreads=7
That appeared to speed up DAC, or, I was just imagining it. I have also tried adding it at the beginning:
arma2oaserver.exe -exThreads=7 -config=server.cfg -port=2302 -ip=64.34.171.212 -profiles=C:\Program Files\Bohemia Interactive\ArmA 2 Operation Arrowhead\ -name=server -maxplayers=24
Are both of those valid?
Currently I have a different DAC mission that initializes in less than 5 minutes on my local server (it does in fact have many waypoints, it's a huge custom island), but still hasn't initialized after 30 minutes on the rental server.
Kremator, after you suggested adjusting/adding in -exThreads, I believe that after that, I tried my first attempt (-exThreads at the end), which like I said appeared to work (or it was my imagination).
Also, is it Exthreads (like Kremator types it), exThreads , or ExThreads? In this thread, developers Dwarden and Suma type it as exThreads.
Finally, my server version is 1.57.76818, if that is relevant.
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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.
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How do you generate Takistani unit types instead of Russians?Check out page 7 of the readme.
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http://www.freeimagehosting.net/uploads/1d1f6b13bf.jpg > 100kb
This would be the problem? Granted that is JTD smoke, I've been having this issue with BIS smoke as well. I have a GTX 480. I also see an outline of my unit when in third person.
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Allow me to explain further. The exact same mission, played on my little machine, took about 3 minutes, and my rented server in New York (from Art of War Central) took 2973.25 seconds.
I was not comparing ZeusAI and DAC. That post was unrelated; what I was getting at was that they are not compatible.
I read the ReadMe, of course ...
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I just got a real, dedicated server in New York, and DAC took 2973.25 seconds to initialize in a mission! This is far from right, because it took about 3 minutes on my local dedicated (I don't mean non-dedicated/listen server).
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Do not use Zeus with DAC. I've been testing out my friend's Fallujah mission with him, and DAC takes 10 minutes or so to initialize, compared to ~85 seconds without it.
Unrelated, but we are having a horrible time reproducing his mission on a dedicated server in regards to working DAC zones. It works great on a listen server, which means little. We have just about the right amount of enemies spawning/reducing, then we load up a dedicated server and Fallujah is a "ghost island" (we only encounter maybe 10 miscellaneous units).
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Great script, although I am having an issue when it is initialized in my player. I am unable to fire my gun until I cycle through firemodes/grenades etc.. I can tell that the game still accepts my mouse button input though, because when I happen to switch to grenades, I automatically throw them.
After trying it out for quite a while, I am not getting ammo for nearly 10 guns.
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I am brand new to editing and scripting, and I won't deny that I will possibly use the wrong terminology here and there in this thread or that I'm going about this all wrong, but I have been trying to do my "homework" (esp. search the forums first).
Why do I lose sync once I drive/fly/etc. away and return? At first I thought it was an engine limitation but I have seen talk of "crossfaded" music from two game logics. I know there is no shortage of threads discussing how to do this in mono. I believe I began with splitting a song into two different ogg files (left and right channel) and as an initial test used radio alpha to set off a trigger containing:
left_speaker say "wakeLchan"; right_speaker say "wakeRchan"
I even tried using alpha to set off two separate triggers, each containing the above separate say commands.
I also tried calling a simple script in each loudspeakers' init field that would play the song instantly at mission start, but still, apparently once I reach a certain range and return to the loudspeakers, the two files are at least a second apart. That's before a repeat of the song, too.
Worse still, if my game loses focus (playing in a window currently) and I restore it, the song has warped position.
Dynamic-AI-Creator (DAC) V3.0 released
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted · Edited by Dorian Gray
off topic
Xeno, can you confirm whether 1.57.76903 is the latest Windows server version? I may be able to have them install it. I had linked them to the beta page, but they said that the installer was "looking for the whole game".
Yes, it is. Sorry to go off topic.