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BL1P

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Everything posted by BL1P

  1. BL1P

    Warfare BE

    Firstly thanks for the reply's !! 1. Would making the AI create on the client rather than on the Server or HC system be a better solution for server performance ? or a Param at least ? With a system to detect player disconnected and place the control of the AI onto a close player or if not back onto the server ? 2. I was suggesting that if you upgrade control to lvl3 for example, you can then get a message if the opposite team upgrades a factory ( an espionage upgrade lets say ).
  2. BL1P

    Warfare BE

    @Benny some more suggestions :) Have the towns show the value of the town in relation to the occupation town value, on the map. so if a town is worth 50 per turn at the current level of occupation have the flag marker show text 50 etcetc. Make BUFOR blue, OPFOR red and INDEPENDANT Green .... more logical. Have town flags show a textured BECTI red or blue flag when taken. Have them show BECTI Green flag when resistance. Get someone to make the flags for you plenty of guys here who would I guess. Civilians in towns ? or is that too much without a civilian module (massive penalty if civilian killed cash or prison. Will stop people who shell towns with no thought.) ? Worker TK penalty not based on cash. IE 2 worker TKs = prison. Also Player\AI TKs = prison... 2 is too much. Warning if base defense AI are killed. but no auto manning if killed. Notification if the town is cleared (IE if the resistance get deleted because (time active is > than time. if i remember right ?) then a notification to the players who are taking the town only. Atm unless Com is AI I don't think players get the hold message ?? could be wrong or its like that if AI teams is off ? Level Upgrade on Command Center lets you know if the enemy upgrade a factory.
  3. BL1P

    Warfare BE

    Benny has a system where you could turn of notifications on votes in A2 Warfare using that system again would alow you to ignore trolls who spam vote com or vote surnder (surnder being bl1pish for surrender.)
  4. BL1P

    Warfare BE

    Some people may have respawn at AI turned off
  5. BL1P

    Warfare BE

    Yer I doubt Benny would add the Class system as its not very friendly. But my edition will have it cause I don't give a f##k :) Atm I have my classes with weapon restrictions IE. sniper only for sniper weapons AT on for titan etcetc And vehicle restrictions as MBT for crewman and Attack choppers for pilots. all can use quad upto apc all can use transport choppers just as an example of how it is for me atm :) And its just a personal version for me and some m8s. who dislike 3rd and lonewolf and stuff like that :) Benny is the GOD.
  6. BL1P

    Warfare BE

    @ Benny Will you be implementing a Cost for re-spawning with the same loadout along with the ability to re-spawn with same loadout ? Will you be adding roaming Resistance Armour and or infantry groups ? Will you be adding Headless Client compatibility and or Client side AI spawning ? ( the use of client side AI spawning worked very well in MSO ) How are you doing on the revive module ? I have a working revive now in place in the edit I am doing and you are welcome to use this obviously. I am using an updated FAR_revive which was slightly broken but I have fixed it and altered it to work inside BECTI with the help of Hellstorm77 and Fluit. It now uses a GUI button for Suicide and does a check if player is medic or not and if player has firstaidkit or medickit. None medics can only revive if they have a FirstaidKit and they only get a 50/50 chance of success. Medics get a medical revive if they are carrying a medkit which is a 100% chance of revive but if they only have a firstaidkit they get a 50/50 chance. No medkit and no firstaidkit does not give the option to revive to both medic and none medics alike. If you would like it I can pack the module for you. It still needs some testing with its possible param settings. My work around for making players who disconnect during bleedout is a bit messy but I am sure you could make a more elegant solution to that problem. I did this :- Init_Client.sqf first 5 lines. //--- bl1p reset player to counter the effects of diconnect while in revive bleedout. player setcaptive false; player enableSimulation true; player switchMove ""; //--- bl1p end All my work is messy but im sure you could make it Benny Good :p I also have a working Fillhouse with AI system that spawns in and out with the BECTI resistance spawn on towns. I got this working with the help of the author of this http://www.armaholic.com/page.php?id=19832 He helped alot getting the Fillhouse AI to join the BECTI groups on creation along with making the FIllhouse create a group size based on the value of the town. The current Fillhouse AI spawn in houses upto a radius of 95mts from flagpole, I increased the towns detection range to 100mts to alow the AI in houses to recapture at that range. They are set to donotmove so they hold positions at windows doors etc. The fillhouse AI isnt tied into a param at the moment but would not be difficult to do. Once again you would be welcome to use this. Possible down side to this is that it adds anywhere upto 40+ AI per town based on the town value, which added to the BECTI resistance may cause server performance issues. I have obtained permission from the author of that script set and am allowed to use alter it where needed. As are you, I asked for you :) Fluit and myself created a function for the AI random skills If you would like that ? (Fluit mainly :) ) PS. wow at your todo.txt its looking good :) PPS. I also have a working Class system for players gear and a Working restrictions system on Class based weapons. This also has a working Class system for Pilots, Copilots, Drivers, Gunners, Commanders of the high end vehicles. Extra bit as the wall of text isnt big enuf yet. I don't plan on ever releasing this edit of your work but people may take it from the MPcache hope thats ok ? Obviously you can have the files if you wish !
  7. BL1P

    playSound3D issue

    You goto love the examples on the http://community.bistudio.com/wiki/playSound3D :)
  8. 25-35(40) fps in MP on a good server. 1-5(10) fps in MP on a crap server. system in signature. If the servers fps drops below 25 its not good and all clients will start to suffer fps loss. #monitor That has been my experience while testing mission and server setups.
  9. BL1P

    Trouble finding a smooth server

    -showScriptErrors in ya param line
  10. BL1P

    Trouble finding a smooth server

    Grunts right MP is all about the mission and the server. Turn on script errors and if the server your on is using a mission that is not optimised correctly the errors will usually show. At the moment every knob jocky and his mum is running an Arma3 server on his pay per slot dual zx81 server which is also running BF3, minecraft, DayZ, TS3, and bobs porn ftp.
  11. BL1P

    Warfare BE

    Im a noob and I cant fly :)
  12. BL1P

    Warfare BE

    I would suggest not playing on servers that use 3rd or are on recruit mode. Only play on servers that use 3rd off seems the noobs really like 3rd go figure !!! Lots less noobs playing on no 3rd servers
  13. BL1P

    Warfare BE

    EDIT: this is more than likely a bug i introduced my self when implementing a revive system so please ignore. @Benny Bug... when we disconect and then rejoin the server after its been running for a while we can only get to the reviving mission intel... screen. This is from the .rpt 2013/09/21, 18:30:37 "[CTI (INFORMATION)] [frameno:8.14968e+006 | ticktime:163252 | fps:49.3827] [FILE: Server\Functions\Server_OnPlayerDisconnected.sqf] Player [bL1P] [##############] has left the current session" 2013/09/21, 18:30:37 Client: Remote object 94:0 not found 2013/09/21, 18:30:45 "[CTI (INFORMATION)] [frameno:8.15007e+006 | ticktime:163260 | fps:49.5356] [FILE: Server\Functions\Server_TrashObject.sqf] An object of type [i_soldier_F] with seed [8.21649e+006] has been removed after [120] seconds" 2013/09/21, 18:30:45 "[CTI (INFORMATION)] [frameno:8.15007e+006 | ticktime:163260 | fps:50] [FILE: Server\Functions\Server_TrashObject.sqf] An object of type [i_soldier_F] with seed [8.21644e+006] has been removed after [120] seconds" 2013/09/21, 18:30:45 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] 2013/09/21, 18:30:54 "[CTI (INFORMATION)] [frameno:8.15053e+006 | ticktime:163269 | fps:49.5356] [FILE: Server\Functions\Server_TrashObject.sqf] Begining the trashing process of object [i_engineer_F] [R Alpha 2-3:3] with a delay of [120] with seed [8.22327e+006]." 2013/09/21, 18:30:58 "[CTI (INFORMATION)] [frameno:8.15072e+006 | ticktime:163273 | fps:50.3145] [FILE: Server\Functions\Server_OnPlayerConnected.sqf] Player [bL1P] [##############] has joined the current session" 2013/09/21, 18:30:58 "[CTI (INFORMATION)] [frameno:8.15075e+006 | ticktime:163274 | fps:49.6894] [FILE: Server\Functions\Server_OnPlayerConnected.sqf] Player [bL1P] [##############] information were updated. Joined side is [WEST], Teamswap? [false]" 2013/09/21, 18:31:00 "[CTI (INFORMATION)] [frameno:8.15082e+006 | ticktime:163275 | fps:49.6894] [FILE: Server\Functions\Server_TrashObject.sqf] An object of type [i_Soldier_SL_F] with seed [8.21719e+006] has been removed after [120] seconds" 2013/09/21, 18:31:15 "[CTI (INFORMATION)] [frameno:8.15157e+006 | ticktime:163290 | fps:50] [FILE: Server\Functions\Server_TrashObject.sqf] An object of type [i_soldier_F] with seed [8.21794e+006] has been removed after [120] seconds" 2013/09/21, 18:31:15 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d] It seems like its not running the [FUNCTION: CTI_PVF_Request_Join] Player [bL1P] [##############] can join? -> [true]. Any ideas ?
  14. BL1P

    Warfare BE

    @ Benny bugs... The upgrade levels for Equipment isn't working. The mhq protection against idiots also acts as a nifty little heal MHQ trick. Sugestion.... Add roaming resistance vehicle and Infantry patrols that retake towns tied to a param on how many patrols and types please... :)
  15. BL1P

    Warfare BE

    @ Benny A3 BECTI 0.96 Loving it ...... FOB = brilliant, limited to 2 Fantastic, Commander acceptance Perfect ! Base area limits I saw in the constants aswell I think, thats Great. Automated base defenses with a limit on amount Supercalifragalistic. Works really well with no ai teams turned on. Seems to be running smoother on the server aswell. Have you thought about map markers restricted to if you have a Command center and range of map markers increased with an upgrade of the Control Center. PS. the fatigue param doesn't work after a respawn. ---------- Post added at 11:40 PM ---------- Previous post was at 09:58 PM ---------- Anyone else noticed that resistance guns sometimes make no sounds except the bullet impacts ? In BeCTI ?
  16. Seen this also its very annoying !!!!!!!! ( extra exclamation marks for emphasis ) !!!!!!
  17. I do know someone who crashed to desktop and the server returned the steam ticket fail null error when it happened. I was admin on the dedi and in ts with the guy it happened to.
  18. If this is the case. Then its working well :)
  19. Stable only for us. VON is on. @ codec 10 Using tophes server launcher. I would say 70% who join get kicked with the steam ticket fail Null. They don't even get on the server for us they just connecting then the error and disconnected. If a players game crashes while on the server we get the same error.
  20. We are getting this happen alot on our server. Thing is it hasn't happened to anyone I can talk to in TS :(
  21. I am going to take it as the OP meant the majority of performance problems are in MP. This looks like a more constructive thread than the other rants about how BIS have done me wrong all over the forums. Been playing this series for over a decade now and I know just how much of a difference to fps MP gaming makes in arma. Its not like other main stream pow pow games. The performance of a server directly influences the clients performance fps wise. Shouldn't I guess... but Always has done as far as I can remember. For something that's as system intensive as Arma3 my guess is that you need a Dedicated box (NOT A per slot rental) just for Arma3. and NOT Arma3 and multiple other game instances. Probably if the server was doing 2 or 3 games but was correctly configured with set cpu affinity`s per game the problem would be less although once you try to run with 50+ players you are going to need to turn of some of the other games on the server. So all these new people coming in from Zombie land making Dedicated servers on their old zx81 in mums basement and hoping to get 40v40 missions going are causing alot of problems out in the Arma world. (slight exaggeration :) ) So for me I gona say its about the server more than anything else atm. You will notice that the big Arma community's who have a dedicated following and a server dedicated to Arma ONLY are complaining less than the Zombie kids who have no Idea about the server and client performance relationship in Arma. Good solution would be to try playing with a large community on a NONE per slot pay server that's dedicated to Arma3. Although the politics of those community's might drive you crazy.
  22. BL1P

    Bennys warfare

    Yer we all know that if you release a mission as soon as its on servers it will be edited and numerous edits will appear on different servers. But submitting an edit to SteamWorks ... wtf !
  23. BL1P

    Bennys warfare

    It might just be that if you submit a mission to Steamworks you cant change the author or something ? I dunno... I just know that looking at steam it looks like other people made the mission which is wrong :(
  24. BL1P

    Bennys warfare

    He does require the Author remains him. On steam your version of the test mission is classed as author YOU not HIM. By: then your name and also CREATED BY: then your name all on steam workshop page.
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