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BL1P

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Everything posted by BL1P

  1. bought Iron front but cant get the mod to work. Guess Ill wait till its easier to get working
  2. I would like to play this game at its hardest without the aid of map markers, 3rd person and all the other beginner crap. Please BIS give us the option to filter out 3rd person and all other server options that a server can alter. Its annoying to spend so long looking though the server list not knowing if the server your going to join will be Extended Armour, 3rd person, map markers, extended hud, etc etc. Either give us the filters or restrict it to two types but please please fix it soon. Edit : Could an admin change otions to options in the title please :)
  3. Does it allow you to filter servers by the settings within each difficulty ? If so cool thank you. If not here is the problem :- For example all difficulty settings can have 3rd on or off except elite which has 3rd locked as off. The thing is unless a server is running Elite mode you will not know if 3rd is on or off. And most servers who turn off 3rd don't run Elite but prefer to run a lower difficulty with 3rd disabled. Same goes for almost every iteration of setting within the difficulty's. Its not finding a servers difficulty that's the problem its what configuration of settings a server is running on that specific difficulty. I don't mind that servers run with 3rd on or any of the other settings. I would just prefer a simpler way of finding the server style I prefer to play on other than joining each one to find out.
  4. BL1P

    Zeus and RTS:

    English do speak not you then
  5. BL1P

    [SP/MP] BeCTI

    Do you mean ? 1. The amount of AI in a players team, 2. The amount of AI Team leaders or 3. The AI Team Leaders amount of AI squad members ? 1 = Alter this in Init_CommonConstants.sqf CTI_PLAYERS_GROUPSIZE = 2 = Remove the amount of AI team leaders you wish from the editor. 3 = alter this in Init_CommonConstants.sqf CTI_AI_TEAMS_GROUPSIZE = Hope that helps
  6. BL1P

    A storm is coming (Arma 3 Zeus DLC)

    I think they have created a new model the Tea Cup. You put tea in it and then add milk, when you stir it it looks like a storm in a tea cup. You know I am right so what did I win ?
  7. BL1P

    [SP/MP] BeCTI

    Have the devs of alive released how they did the Virtual unit system ? Also think on this one In the edit I did of Bennys I removed all player controlled AI and all AI teams. The only time it created AI is when a player was close to a town. Even so that was enuf to reduce server fps to unplayable if 2 or 3 large towns got activated at once. For me the Alive system would not be any different to what is currently going on. The server would still be overloaded once the players got in range of the towns. I can see how it might help for the original version where AI teams where not close to any players. PS. I consider unplayable less than 20 server fps. Maybe unplayable is the wrong word lets call it laggy as hell :)
  8. BL1P

    [SP/MP] BeCTI

    You can alter these two values in ComonConstants CTI_BASE_WORKERS_WANDER_RANGE = ##; CTI_BASE_WORKERS_WANDER_RANGE_MAX = ##; Sets how far they wander from base when inactive. Kinda keeps them closer to the base if needed
  9. BL1P

    [SP/MP] BeCTI

    I haven't done much testing with the HC mainly because I use my own server at home to test my scripts and stuff. And I wont pay out for a second game just to use the HC to test if it works or not. I wish I did have a HC to test though as there are a few things I would like to test :)
  10. BL1P

    [SP/MP] BeCTI

    I think but am not sure that it goes like this Unit type = classname Presence = how many Probability = the chance the code picks this Doesn't look like you need the {} Example ["GUER_VEHICLES_HEAVY", 1, 45] Broken down [ "GUER_VEHICLES_HEAVY", //---<UNIT TYPE> 1, //---<PRESENCE> 45 //---<PROBABILITY> ] Where 45 is a 45% chance and 100 or nothing are the 100% chance for example ( ["GUER_VEHICLES_HEAVY", 1] and ["GUER_VEHICLES_HEAVY", 1, 100] ) I think :)
  11. BL1P

    [SP/MP] BeCTI

    @SpanishSurfer 1. yes 2. using just vehicles will not reduce the amount of AI it will just create the same amount of AI but in vehicles but yes how you explained it is how its done. This is the part you want to edit to alter where they spawn ( I think ) Server_SpawnTownResistance.sqf _groups = []; _positions = []; { diag_log _x; _position = [getPos _town, 25, CTI_TOWNS_RESISTANCE_SPAWN_RANGE] call CTI_CO_FNC_GetRandomPosition; _position = [_position, 50] call CTI_CO_FNC_GetEmptyPosition; [_positions, _position] call CTI_CO_FNC_ArrayPush; _group = createGroup resistance; [_groups, _group] call CTI_CO_FNC_ArrayPush; } forEach _teams; Could be wrong probably am But hope it helps :)
  12. BL1P

    [SP/MP] BeCTI

    I would have to agree with grumpy old man on this. We have found that our server performance starts to drop dramatically once the servers AI amount reaches 150 and will bottom out at >200. ( we don't use client AI for 2 reasons. 1 it lags more and 2 we prefer it players only ). Note. I consider server performance to be bad at 20 fps and bottomed out at 10 or less. and would only call it good at >40. To combat that I edited the scripts so that they reduce how many resistance are created once the server gets around the 150 mark. Also we use Zertys great territorial scripts so that only 4 res towns can be activated at once. I haven't done anything with Occupation AI in my scripts as we mainly play it as a coop :) But the scripts look the same and I see no reason it could not be done with occupation as well. (unsure how zerty handles occupation created AI inside his territorial scripts I imagine its not restricted as the resistance AI is to 4 towns.) Another way would be to use the servers fps to determine how many AI are created as well as the AI counter. Although the Server fps way is very hard to catch as it will go from at 100 AI with server fps at 40 then creates 60 AI at one more town and now its at 20 fps and drops soon as the AI start to use tactics in a fight. The server our group uses is a very good dedicated box but alas Arma3 is not the only game played on the box. So our testing is below par to anyone who is using a Dedicated box just for Arma3 (not a rented Arma3 server a Dedicated Box ! ) Core i7 4770, 32 GB of RAM, and 2x 320 GB SSDs in a RAID-0 config. (yer I know sweet right :) ) I think something is wrong somewhere in Arma3 at the moment, as I do not remember these problems with CTI back in OFP on servers with a lot less power. although back then I was less active in the server side of things. In Arma2 I was more active with the server performance and mission creation and numbers of AI where a problem but you could probably more than double the numbers to get the same low server performance. (at the end of Arma2 1.62) I also agree with SpanishSurfer on the Headless Client it reduces rather than increases the servers performance even if you use affinity to set the cores the Server and Headless are assigned. Rather than each mission maker writing code for the Headless could not BIS who understand this alot better than us guys add the headless code into the core engine so all we need to do is turn the headless on and assign it a core or two ? I think that would make things a lot easier to test as it would be one set of code being tested rather than one for each mission. My conclusion would be that until BIS do something drastic with the servers handling of the the AI or the headless clients handling of AI. If you want lag free games set a limit on how may AI are created and do not create any AI above that amount. A param can be made that does this along side a script that checks AI amounts, with not too much trouble and each server admin can decide how many they feel their server can handle. Not so good for Single play style but if its pvp the main game should be player versus player anyway right ? with AI as an after thought ? Really like this discussion hope we figure some shit out or at least help the devs improve performance somehow. And when Benny comes back hes got some feedback to read through :) BL1P.
  13. BL1P

    Override difficulty settings

    But you can detect certain difficulty settings Then send a message and or end the mission. http://community.bistudio.com/wiki/difficultyEnabled
  14. BL1P

    [SP/MP] BeCTI

    Which AI ? Enemy AI or AI teams or Player AI I cant remember what Zerty is using code wise that I did probably the AI skill function ? Anyway for the best performance and the game style I liked in the edit I made for our server. All player AI was removed and AI teams where off This made server performance Very good in general Although because of that I did add new types of Enemy AI The server we where using could NOT cope if 4 towns where activated at once specially if 2 or more where value =>400 ( generally if the AI count reached 200+ which is why I added scripts to mine which would start reducing the amount of AI created if the servers AI count reached 150 ) That was with all Player AI off and AI teams off I consider a server not coping if server fps drops below 20 for more than 1 minute Some will argue that its still playable thats true but its shit compared to 40+fps So yes basically what Kremator said :) If your server has enough players regularly IMHO you don't need Player AI or AI Teams. It does make it really hard to play like that and quite a few didn't like that Hardcore style but I don't give a #### :P.
  15. BL1P

    [SP/MP] BeCTI

    Bennys or someone elses ? Anyway sometimes the leader of the group will not be able to find his path normally because hes stuck near an object or something. (it may look like he can move to you but the AI sees something that has fucked with his mind) Try killing the leader and see if that fixes him. Appart from that unsure and could well be a BIS path-finding problem for the AI.
  16. BL1P

    [SP/MP] BeCTI

    Which version ?
  17. BL1P

    [SP/MP] BeCTI

    So your doing { _value = round(_value / 4) }; _value = _value * 2; example town = 100 -- ratio = 2 100 = 100 / 4 (25) 25 = 25 * 2 (50) when you could just do { _value = round(_value / 2) }; couldn't you ? Edit oh i see after the if and re value the value got it :)
  18. BL1P

    [SP/MP] BeCTI

    1 dunno 2 in Client\Functions\Client_OnTownCapture.sqf if (time - _last_capture <= CTI_TOWNS_CAPTURE_BOUNTY_DELAY) then { _value = round(_value / 4) }; try altering the / 4 ? Otherwise dunno :)
  19. BL1P

    [SP/MP] BeCTI

    Have you tried this :- \Common\Config\Artillery Artillery.sqf _c = []; //--- Classname _m = []; //--- Magazines _b = []; //--- Burst _r = []; //--- Ranges _c = _c + ["B_Mortar_01_F"]; _m = _m + [["8Rnd_82mm_Mo_shells", "8Rnd_82mm_Mo_Smoke_white", "8Rnd_82mm_Mo_Flare_white", "8Rnd_82mm_Mo_LG"]]; _b = _b + [[1, 2, 4, 8]]; _r = _r + [[[100,2500], [100,3000], [100,3500], [100,4000]]]; haven't tested it as I have arty disabled but change the _r = _r values to what you want ? might work
  20. BL1P

    [SP/MP] BeCTI

    Ill be happy to help m8. add me on steam BL1P Then ill get you into a ts3 and we can talk through it ? My steam Icon is jesus giving the finger :)
  21. BL1P

    [SP/MP] BeCTI

    So you un-pboed the the mission edited it and then re-pboed it with a different version number ? Then placed that pbo in your servers or games ArmA3\MPMissions ?
  22. BL1P

    [SP/MP] BeCTI

    Place it in the MPMissions folder
  23. BL1P

    [SP/MP] BeCTI

    Glad it helped :) Happy New Year
  24. BL1P

    [SP/MP] BeCTI

    @HotteHotte _i = _i + [["LMG_Mk200_MRCO_F"]]; _u = _u + [0]; _p = _p + [40]; _i = _i + [["LMG_Mk200_pointer_F"]]; _u = _u + [0]; _p = _p + [40]; _i = _i + [["LMG_mas_Mk48_F"]]; _u = _u + [0]; _p = _p + [201]; _i = _i + [["LMG_mas_Mk48_F_t"]]; _u = _u + [0]; _p = _p + [201]; try _i = _i + ["LMG_mas_Mk48_F_t"]; you had double [ which might be your problem m8 Hmm edit time :) It looks like the [[ entries signify the different types of a base type of weapon an example is :- _i = _i + ["arifle_TRG21_GL_F"];//--- base type _u = _u + [0]; _p = _p + [25]; _i = _i + [["arifle_TRG21_GL_ACO_pointer_F"]];//--- can be sold back to the barracks ? _u = _u + [0]; _p = _p + [25]; So for your additions you add the gun you want to show up as just the base gun and have the base gun plus attachments in the [[""]] Example _i = _i + ["LMG_mas_Mk48_F"]; //--- base type _u = _u + [0]; _p = _p + [201]; _i = _i + [["LMG_mas_Mk48_F_t"]]; //--- base type plus extra bit _u = _u + [0]; _p = _p + [201]; Hope that helps BL1P ps. you dont need to create a [[""]]; for every possible combination of base gun plus attachment only for the ones that have class-names for them (I think) I am pritty sure its to prevent errors when selling back to the barracks ? Benny could answer this so much better :)
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