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BL1P

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Everything posted by BL1P

  1. Ran some tests on my home server using a modified version of DarkWanderer`s spawning script. my home rig is weak based on most server specs :- test1 - 2 cores for Server 0.05 between each unit spawned 25 units in a batch 30sec between each batch 400 units max limit:- http://i.imgur.com/5UBp4QS.png (309 kB) test2 - 4 cores on Server 0.05 between each unit spawned 25 units in a batch 30sec between each batch 400 units max limit:- http://i.imgur.com/hWolJfu.jpg (308 kB) test3 - 4 cores on Server 0.1 between each unit spawned 25 units in a batch 60sec between each batch 400 units max limit:- http://i.imgur.com/yEjNhQK.jpg (328 kB) test4 - 2 cores for Server 2 cores for headless 0.05 between each unit spawned 25 units in a batch 30sec between each batch 400 units max limit:- http://i.imgur.com/y8yv6VT.jpg (336 kB) test5 - 4 cores for Server 4 cores for Headless 0.05 between each unit spawned 25 units in a batch 30sec between each batch 400 units max limit:- http://i.imgur.com/fm7kznB.jpg (317 kB) Notes on what I have noticed at 200 units server is still running at 50fps and 48-40cps once i pass the 200 units server will steadily decrease performance per unit placed until it bottoms out at 4-6fps and 4-6cps at around 400+ units. Increased times on the spawns has no reall effect on what happens to the fps it will still start dropping at 200 units and will still bottom out at 400+ and will not recover no matter how long its left (tested this by leaving it at 400 units for 1 hour and fps did not increase) scripts used :- description.ext enableSaving = [false, false]; onLoadName = "AI SERVER TEST"; joinUnassigned = false; class Params { class CREATETIME { title = "EACH UNIT CREATE TIME"; values[] = {200,100,50,10,5,1}; texts[] = {"2","1","0.5","0.1","0.05","0.01"}; default = 5; }; class BATCHTIME { title = "BATCH TIME"; values[] = {15,30,60,90,120,150,180,210,240,270,300}; texts[] = {"15s","30s","1m","1m30s","2m","2m30s","3m","3m30s","4m","4m30s","5m"}; default = 30; }; class AIPERBATCH { title = "AI CREATED PER BATCH"; values[] = {5,10,15,20,25,30,35,40,45,50}; texts[] = {5,10,15,20,25,30,35,40,45,50}; default = 25; }; class TOTALAI { title = "MAX AI CREATED"; values[] = {50,100,150,200,250,300,350,400,450,500}; texts[] = {50,100,150,200,250,300,350,400,450,500}; default = 400; }; class HEADLESS { title = "ENABLE HEADLESS MODE"; values[] = {1,0}; texts[] = {"Enabled","Disabled"}; default = 0; }; }; init.sqf if (isServer || !hasInterface) then { // Wait until player or Headless is initialized if (!isServer) then { waitUntil {!isNull player && isPlayer player}; }; //--- Sort the params for '_i' from 0 to (count (missionConfigFile >> "Params"))-1 do { _paramName = (configName ((missionConfigFile >> "Params") select _i)); _value = if (isMultiplayer) then {paramsArray select _i} else {getNumber (missionConfigFile >> "Params" >> _paramName >> "default")}; missionNamespace setVariable [_paramName, _value]; }; sleep 1; //--- check if headless param is on or off //HEADLESSON = false; if (HEADLESS == 1) then {HEADLESSON = true} else {HEADLESSON = false}; publicVariable "HEADLESSON"; //--- run on Headless if headless on if (HEADLESSON && !isServer && !hasinterface) then { //--- do some stuff _script = [] spawn { _i = 0; _aicount = 0; _timer = CREATETIME / 100; diag_log "===========AI HEADLESS TEST SETTINGS==========="; diag_log format ["**** HEADLESSON = %1",HEADLESSON]; diag_log format ["**** TIME PER UNIT = %1",_timer]; diag_log format ["**** AI PER BATCH = %1",AIPERBATCH]; diag_log format ["**** BATCH TIME = %1",BATCHTIME]; diag_log format ["**** MAX TOTAL AI = %1",TOTALAI]; diag_log "============================================="; _grp = createGroup west; while {true} do { sleep _timer; helper setPos [(getPos helper select 0)+0.3, (getPos helper select 1)+1,getPos helper select 2]; _unit = "B_recon_F" createUnit [getPos helper, _grp]; _i = _i + 1; _aicount = _aicount + 1; if (_i > (AIPERBATCH - 1)) then { _i = 0; _grp = createGroup west; sleep (BATCHTIME / 2); diag_log format ["** Fps = %1 ::: FpsMin = %2 ::: time = %3 ::: _aicount = %4",round diag_fps,round diag_fpsmin,round time,_aicount]; sleep (BATCHTIME / 2); }; if (_aicount >= TOTALAI) exitwith { diag_log format ["======== AI CREATION STOPPED @ %1 AI ========",_aicount]; while {true} do { diag_log format ["---- fps = %1 ::: fpsmin = %2 ::: loop %3sec ::: _aicount = %4",round diag_fps,round diag_fpsmin,(BATCHTIME / 2),_aicount]; sleep (BATCHTIME / 2); }; }; }; }; }; //--- run on server if headless off if (!HEADLESSON && isServer) then { //--- do some stuff _script = [] spawn { _i = 0; _aicount = 0; //_timer = (BATCHTIME / AIPERBATCH / 4); _timer = CREATETIME / 100; diag_log "===========AI SERVER TEST SETTINGS==========="; diag_log format ["**** HEADLESSON = %1",HEADLESSON]; diag_log format ["**** TIME PER UNIT = %1",_timer]; diag_log format ["**** AI PER BATCH = %1",AIPERBATCH]; diag_log format ["**** BATCH TIME = %1",BATCHTIME]; diag_log format ["**** MAX TOTAL AI = %1",TOTALAI]; diag_log "============================================="; _grp = createGroup west; while {true} do { sleep _timer; helper setPos [(getPos helper select 0)+0.3, (getPos helper select 1)+1,getPos helper select 2]; _unit = "B_recon_F" createUnit [getPos helper, _grp]; _i = _i + 1; _aicount = _aicount + 1; if (_i > (AIPERBATCH - 1)) then { _i = 0; _grp = createGroup west; sleep (BATCHTIME / 2); diag_log format ["** Fps = %1 ::: FpsMin = %2 ::: time = %3 ::: _aicount = %4",round diag_fps,round diag_fpsmin,round time,_aicount]; sleep (BATCHTIME / 2); }; if (_aicount >= TOTALAI) exitwith { diag_log format ["======== AI CREATION STOPPED @ %1 AI ========",_aicount]; while {true} do { diag_log format ["---- fps = %1 ::: fpsmin = %2 ::: loop %3sec ::: _aicount = %4",round diag_fps,round diag_fpsmin,(BATCHTIME / 2),_aicount]; sleep (BATCHTIME / 2); }; }; }; }; }; } else {diag_log "I am not the server OR the Headless";}; The mission / mission used :- Here are two mission using that script set for the tests I used AItest.Stratis.pbo AItest2.Stratis.pbo has a param that will stop creating units until the servers FPS is above the amount you specified in params quite fun to see how many units you can get your server to run with a 45fps limit on creation http://www.gamefront.com/files/24297360/Aitest_Missions.rar
  2. would this work if the leader was created via script and the code was placed on the leader via a script rather than in the editor ?
  3. Nar didn't forget was just hoping for the same. But lets trim it to what would be new and cool :) AI can hear players when using voice and radio, if they are close enough. Radios need power. and battery's have a life time that runs out. Easy adaption to a variable called _incapacitated that can be used with any script using an incapacitated medical revive script system. (so that a player cant call out on radio for help or alert players to enemy when hes incapacitated). Easy use of whisper and shout for none radio use. (not some button you press but a detection of your actual decibels produced over the mic). All these would be cool, BUT cooler still would be Acre2 on Friday !!
  4. I think you misunderstood about chat messages. I was talking about the ones you character says(sends as a group message) when he spots an enemy etc . They cant be disabled by mission makers. They can only be disabled client side or by an addon. But hey no worries m8 just a sugestion :)
  5. Some features that I hope will be in Acre2 are :- Retransmit Functions. Easy turn on off functions for incapacitated medical scripting. Power supply features with power loss due to batteries running out. The ability to mount radios in vehicles as well as vehicle based radios which any one in or around vehicle can hear. AIs ability to hear and react to radios and voices. Would be kind of cool if Acre2 auto disabled ingame VOIP, disabled radio subtitles and disabled player radio messages aswell. would save mission scripters from having to disable voip and trying to get around or disable Arma3s insane radio subtitles and radio voice messages which break the immersion.
  6. I faced a similar dilemma when I was buying my first Ebook reader. Should I get the well known, trusted and tested Kindle ? or this really Cool cheaper version from Russia that can do all the same things for 10th the price the online add claimed ? I got the cheap version and it broke down very soon after purchase. I now own a kindle. And ill soon be using ACRE2 :)
  7. I run a server from my home for testing I do not have a static IP would this be why steam browser doesn't work for me ?
  8. Hi CBA dudes. On the first page you say Current version: 1.0.6.212 RC1 On downloading it you get name = "Community Base Addons v1.06.140320"; When a client tries to use six they get told latest version is 1.0.6.212 Am I missing something or is there a version slip up going on ?
  9. Cool let me know how ya get on I would love to use this package in my mission but i could not get it to work when it moves AI onto Headless It always lost either UPS or UPSMON scripting on the AI. The package works really well with none scrpted AI but I wanted it for dynamic script created and script ran AI groups on Headless
  10. Same problem for me with my testing server it doesn't show on steam only on gamespy I launch server with this port in servers bat file :- -port=2302 I then have this as the server.cfg // Config file steamPort = 2300; steamQueryPort = 2301; hostName = "BL1PLAND STUDIOS"; password = "NOTTELLINGYOU"; passwordAdmin = "NOTTELLINGYOU"; reportingIP = "arma3pc.master.gamespy.com"; //logFile = "BL1PSERVER.LOG"; localClient[]={127.0.0.1}; motd[] = {}; motdInterval = 10; maxPlayers = 20; kickduplicate = 1; verifySignatures = 2; requiredSecureId = 2; voteMissionPlayers = 3; voteThreshold = 0.33; disableVoN = 1; vonCodecQuality = 10; persistent = 1; timeStampFormat = "short"; BattlEye = 1; doubleIdDetected = ""; onUserConnected = ""; onUserDisconnected = ""; onHackedData = ""; onDifferentData = ""; onUnsignedData = ""; regularCheck = ""; class Missions { class Mission_1 { template = "co20_[dR]_I_&_A_ACRE_HC_BL61_4_1.Altis"; difficulty = "mercenary"; }; }; Any help would be appreciated I feel that when gamespy stops this is going to cause all sorts of problems for all sorts of people. It would be nice if BIS gave us some more info on what we need to do to ensure that servers show up in the steam section of the ingame browser before gamespy stops altogether.
  11. BL1P

    We need worse weapon systems

    Funny you should mention that in a mission we play the AI medic back at base plays elevator music while hes healing you in the Hospital building :)
  12. BL1P

    We need worse weapon systems

    To remove thermals run this on all clients. _layer = 85125; while {true} do { if (currentVisionMode player == 2) then { _layer cutText ["FLIR Mode Requires Maintenance. Please Turn off Thermals.","BLACK",0]; waituntil {currentVisionMode player != 2}; _layer cutText ["", "PLAIN"]; }; sleep 1; }; Remove all lockable Missiles from the Chopper and planes Set server on Elite Run this on all clients to remove shift click on map waypoint bs onMapSingleClick "_shift"; Some hopefully helpful things to remove some of the more arcade elements bis left in
  13. doesn't work with UPSMON or UPS from the tests I ran. but admittedly I didn't get any help on the questions I asked so maybe someone else got it working ?
  14. stop typing shit... I watch this thread for info on when its released not if you can run some private version of the un-released pre-alpha shit ! :)
  15. Thanks for the clarification ViperMaul
  16. FIXED: CBA_A3 interferes with Arma3's weather sync values - ViperMaul Could you explain what it was doing in a little more detail ? PS. thanks for all the hard work in this must have mod
  17. BL1P

    New Player friendly hardcore servers?

    Hello. We at Dedicated Rejects play hardcore only. We tend to play Coop missions primarily. No 3rd. No Crosshair. Thermals disabled in Most missions. Class restricted weapons and Items. Class restricted Roles for vehicles. We use Acre and SThud mod in 99% of our missions. No Shift click on map its disabled in all vehicles aswell. Generally if BIS allow it to be turned of via script or settings we have turned it off if we think it improves game play :) oops and here is the link http://www.dedicatedrejects.com/
  18. BL1P

    UPSMON Updated to ArmaIII

    Hello. I was getting an error report to the server. saying _inheli was an undifined variable reporting for lines 272 and 284 in UPSMON_MOVEMENT I added this line :- _inheli = "Air" countType [vehicle (_npc)]>0; at line 576 in the UPSMON_SrchRetreatPos func with the _inboat and the _isdriver vars havent seen the error since and not sure if that was correct but thought you would like to know anyway.
  19. I have done some searching but haven't found anything. Does anyone have a script handy to replace any player placed map markers with the same marker and text but with a text prefix of name player in multiplayer senarios.
  20. Cool thanks Tajin Not exactly what we wanted but has very relevant code in it. Thanks for the link m8
  21. So as soon as you add -mod=@CBA_A3;@JayArmA3Lib;@ACRE its stops showing ? Is your folder structure for @acre correct ? is it @acre\addons NOT @acre\@acre\addons or something bizarre like that ? Does your server launch with just -mod=@CBA_A3 ok ? only things i can think to ask atm
  22. Yer thats correct egg I am after a dynamic system that grabs a players map placed marker and replaces it with the same marker and text but with a name prefix and possibly a time stamp. Example :- I place a marker on map that says (X) ENEMY SPOTTED or (X) ORIGINAL TEXT the script would replace that marker with (X)BL1P-09:00 - ENEMY SPOTTED or (X)BL1P-09:00 - ORIGINAL TEXT I think Fluit who is working with us on this mission has done it. Just need the script from him and if its good ill post here with the results :) Works well in two ways For people playing correctly it will mark relevant information with a the players name and time marked For free weekend pubber idiots you will be able to kick the fool who marked (X) BL1P IS A DICK on the map as his name will be in the prefix :) Disclaimer : I am a dick !
  23. Im 2047 hours listed on steam in Arma3 and I agree with everything you said. Turn speed is ridiculous and just panders to a console generation of 360 no scopers. Performance is increasing each update in tests I have ran and Mp play is getting better but the amounts of AI and players we are able to get into a mission on a dedi server still leaves a lot to be desired when compared to the results in arma2. I really like the look of the planed roadmap and hope that Bis will increase the level of difficulty required to play on the Veteran and Elite server difficulty settings and finally add in some of the restrictions people have been asking for since ofp. no autohover, no autolanding, no ability to alter gamma and brightness in MP, less hud, take on Choppers flight mechanics , No radio chat messages from an imaginnary AI for the player , No stupid cover me messages from the player by default, etc etc. Leave the 3rd view - hexagon marker - 360 spin - no sway mod - fatigue off - extended Armour on - regular difficulty guys as they are so that they can Look like their Heroes on youtube. But lets increase the difficulty of Veteran and Elite come on bis you know you can do it :P
  24. BL1P

    [Poll] Community Spotlights

    Yes sorry... Great interview looking forward to the next. My suggested interviewees NouberNou and Sickboy.
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