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oktyabr

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Everything posted by oktyabr

  1. Can you scale up the size of the Chinook at all? http://forums.bistudio.com/showthread.php?173483-LIFTER-for-ArmA-3&p=2634654&viewfull=1#post2634654
  2. oktyabr

    Arma3 - AGGRESSORS

    A3 1.12 Stable, 1.5 CAF_AG (the middle eastern tribal guys are the ones I'm using), and my squad is getting the hell shot out of us, as usual. :D
  3. I was stuck in a very similar position as yours. I was using the ALiVE system to build a huge battle but it didn't provide the "ambush along the road" scenarios I really wanted. I messed with scripting something myself for days until someone finally pointed me towards BangaBob's Enemy Occupation System. Why reinvent the wheel if you don't have to? http://forums.bistudio.com/showthread.php?153100-Enemy-occupation-system-(eos)&highlight=EOS You can limit or customize the unit pools all you like... basically creating a system that will randomly place any units in any vehicle. Use a marker for your group(s) to spawn in, set the spawn distance a player must be from the marker to cause the spawn and presto! I believe EOS uses UPS or UPSMON to handle AI patrolling so they will do clever things like flanking, using cover, etc. Best part? The patrol(s) *cache* so they are only "in the game" when a player has activated them. Not that big a deal if it's a small mission with one AI patrol... but my mission uses over 40 of these spawning zones with a total of about 1200 AI. ;)
  4. oktyabr

    Spawn unit & at elevation.

    Check out the example at the bottom of the page: https://community.bistudio.com/wiki/createUnit_array
  5. From the IgiLoad thread, first post: So... good news and bad news. Good news is there are variables you can adjust to help moderate that time "lag" on newly spawned vehicles. Bad news is that the lower you set the number the more often the thread will be forced to check to see if any new vehicles have been added. I don't mind the delay, once you know it's there, and since your spawn time will probably not coincide exactly with the scheduled "check" you may find some vehicles enabled with several seconds of delay and others almost instantly. I'm sure it's not the ideal method to do this. I bet there is a way to still incorporate a call to igiload from within VVS and do away with the "spawn check" altogether, so igiload automatically (and instantly) initializes on a newly created vehicle *without* creating the overhead associated with a timed check. The check probably doesn't add that much strain to the server but when you are trying to squeeze all the performance out of a mission, every CPU cycle counts. :) Squeeze's tip on the "reveal" command might be useful too but we are really talking about stuff Igi should look into himself, rather than what you or I should do as mission designers. No pay necessary, although thank you for the offer. For one, I did not comply with all the terms (I didn't make your requested mission, I just told you what was wrong with the one you already had) and secondly, I'm just a nice guy. I'd rather do what I can to help those in need than anything that might foster the "pay for help" idea, which I really wouldn't want to see. Your "payment", should you choose to accept the terms, is to simply repay the same kindness three times over, to strangers on these forums (and only require that they do the same), perpetuating a "pay it forward" sort of model. Sooner or later you are going to know the answer to something that someone else does not. Freely give it. :)
  6. Thanks for the update! I'm very eager to give the improvements a whirl but wonder where I would find the "explosiveBullets" array that once existed in EPD\IED\Ied.sqf? I run some custom mods and have a careful selection of ammunition for this array. I understand you added this in this new version but is there not a way to manually override? Thanks!
  7. oktyabr

    Small Stutter/Lag Spike At Random Times.

    So I take it that that's a "yes" to my question? Control Panel\All Control Panel Items\Performance Information and Tools >>> "Re-run the assessment".
  8. oktyabr

    Small Stutter/Lag Spike At Random Times.

    Do you experience the same thing in single player, just A3, with no mods or addons? What are your graphic settings? I built my current computer for A2 and A3 actually plays smoother and with more FPS on it :)
  9. oktyabr

    Small Stutter/Lag Spike At Random Times.

    The majority of "spikes" like that, are usually caused by processes other than the game itself, either something you have running besides A3, or a bad script or mod combination. While I imagine an SSD might make a noticeable improvement it might also be a solution for a problem that doesn't really exist, like putting a bandage on your head because you broke your toe. :) The majority of A3 players do *not* use SSDs... I don't, and I've got an older machine than you do. Tips you should consider, whether you buy an SSD or not: 1) Update your antivirus and antimalware software and give your machine a "thorough" cleaning, overnight is when I choose to do it. While we are on about cleaning when is the last time you opened the case to see how much dust was inside? ;) 2) Make sure your windows, drivers, and software are all up to date. Verify your steam install of A3. 3) Shut off any background processes you don't really need when you are playing. A dozen browser tabs and a music player you aren't even listening to, for example. 4) Find a good process manager and monitor that can tell you what's REALLY going on in your machine. I personally use Process Lasso (google it) and it's "Gaming Mode" is excellent. 5) Optimize your system settings for best performance. 6) Optimize your Arma 3 settings for best performance! Plenty of tutorials around. 7) Finally pay attention to when these lag spikes happen. Suspect *any* mod or script you might have until you have completely discounted them (remove them, see if problem persists, add them back one at a time, test again). Arma 3 can be made to be playable on a surprising range of hardware. That said even a $10,000 super computer is going to have a problem now and then with everything turned up to "ultra", a ton of different scripts and mods running, and a couple hundred AI moving all over the place.
  10. And it's very pretty too! :D At first I thought I might have lost a couple FPS with this addon but now I think it's the A3 1.12 update. Not your fault though! Nice work!
  11. Remove the old igiload folder, install a new one. Start the mission, go to your "Cars" VVS and spawn a "transport" HEMTT. Climb inside it as driver and check the scroll mouse menu. If at first you don't see it I too noticed a bit of a delay on that first HEMTT. No idea why. Give it a few seconds though, it'll show up.
  12. Heh, I see you still haven't gotten everything working correctly? I still think it's a snarl somewhere between igiload and logistics. The A2 helis are fine with LIFTER but won't work with igiload until he gets around to including them and I think he's waiting on a new version of A2 helis to come out, with a larger version of the Chinook... since it's the only one capable of carrying cargo anyway. VVS will work with everything, including the A2 helis, if you use the method I provided. The rest of your mission idea would be easy to throw together but as I said in that other thread BTC and IgiLoad might be a problem getting to play nicely together. ---------- Post added at 11:39 PM ---------- Previous post was at 10:37 PM ---------- DING! DING! DING! DING! HEY!!!! I fixed your mission. :D You'll should be happy to hear that igiload AND btc are working together! You'll want to shoot yourself in the head when I tell you all it was, was... A bad igiload download ;) Seriously! I copied the igiload folder from a mission I *knew* that worked and replaced the one in your mission... overwriting did NOT help! Had to delete the one in your folder! TADA! Download another copy of igiLoad.
  13. oktyabr

    Group Manager

    This looks awesome! Is there any way to add "rename squad"? Thanks!
  14. Heya Ice! Looking VERY sharp! I hope you find time to return to it soon. :) But the main reason I'm posting is I think you were heading in the direction I'd like to be, with ranks, primarily your DWS system which is fast, simple and very elegant. Something similar with vehicles and a combination loadout system like the one in this thread, limited by rank, and you'd become my newest personal hero ;) Anyway, hope all is well.
  15. Just starting the game, clicking play > multiplayer > new server... a "listen server"? No persistence that I'm aware of. Thanks for the bracket tip! I'll give that a try. And I'm sure it's over my head at this stage of the game but if I have to do that for AI group members who I spawn in during the mission, how do AI that already in the game get the treatment? To be clear I'm very interested in the workings of getting AI of same side but different group to heal too :)
  16. I just found this now, almost by accident, while looking for other ideas on what to do with rank. I added the init line to an ammo box, added the exec in my init and copied over the contents of the description.ext to my own. I get the rank parameter at mission start and the addaction brings up the menu correctly but while it lets me click on available roles my loadout never changes. Nor does clicking on the equipment in the menu itself. Is this now broken due to some update (latest A3 stable 1.12) or is it fighting with VAS which I still have installed or??? EDIT: The test mission works so it must be something on my end.
  17. oktyabr

    SHK_pos

    I basically want to find a random location a minimum distance from any buildings or roads (500m) to place a 200m x 200m marker for helicopter crash locations, etc. Is there an easy way to do this?
  18. Any chance of getting you to fix the Clafghan errors with popups? One is the infamous "razmisc wall.p3d" which is apparently a wrong config in that particular addon (I don't know if there is a way to create a config override for such a thing or not), the other is that Clafghan utilizes a custom map intro that requires some A2 vehicles in it... or it errors. Would be nice just to replace that intro with something that didn't error. :)
  19. Heya! I've been experimenting with your latest push version and for some reason I can't get it to work with the AI that I spawn into my group *during the mission*. Or at least it doesn't seem to be working... I have an AI recruitment script that basically does this: _soldier = (group player) createUnit ["B_mas_usr_Soldier_AMM_F",(getmarkerpos "ammospawn"),[],0,"NONE"]; _soldier spawn AIS_Load; //_soldier call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf"); You can see I've tried to get the script to apply to the soldier, the way I once had working with Pyscho's version, but the AI never try to heal me and once they hit the ground they are dead... I experimented with it for hours last night and I have yet to get to drag, carry, or heal a fallen AI. Any ideas? I really wanted to try your version to see how the aforementioned "get AI from same side but not same group to heal" function was coming along but I can't get even get it to work on AI in my own group. It would also appear as if I need to do something special so the script works on the player after a respawn as well? Thanks in advance!
  20. No, that's a good point! Of course I sometimes forget that (for whatever reason) not everyone chooses to use PWS like I do. It uses delta patching where possible to update the mod rather than requiring you download the whole thing all over again ;) https://getsatisfaction.com/withsix/topics/what_are_differential_updates_delta_patching_and_why_is_it_special
  21. Thanks Grumpy! I must confess that I felt a bit guilty at the realization that I may have inadvertently persuaded you to add the "message" stuff to your script solely to work with my "recruitment" efforts! For that I apologize but I see the last line of your update seems to have repaired that. Didn't mean to cause you more work or to steer your development down a specific path. :) EDITED------- Many thanks again! I hope someone from BIS catches wind of this. Rank *should* be used for much more than just deciding who leads a group of AI...
  22. If it's a "small" addon is there a reason why you didn't just incorporate it into an A3MP update instead of a separate download?
  23. Nice! Must try immediately! :) I'm curious to see what this addon will bring to Clafghan that A3MP + Clafghan does not already? Thanks Alduric!
  24. Hoping you guys will get the cool town lights and stuff for CQB too? :D
  25. So far I'm getting my blufor and opfor infantry spawning fine and the support modules appear unaffected... I haven't been able to reliably check CQB yet but everything *seems* to be working fine?
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