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Dorian Gray

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Posts posted by Dorian Gray


  1. 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.


  2. 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.


  3. 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).


  4. 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.


  5. 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.

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