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sarogahtyp

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Everything posted by sarogahtyp

  1. Its not a problem to spawn/despawn 1000 vehicles local on server within some seconds before any player has joined. What? 1000 times the classname as key and the mass as data stored in a hashmap. There is no problem with memory usage and not with the access time.
  2. Referring to this topic: the most efficient way seems to use createSimpleObject (EDIT: createVehicleLocal because getMass does not work on simple objects). with the local parameter set true and using a position underneath the ground.
  3. Just depends! Considering the effort required to determine the weight of a vehicle, I don't think it makes sense to display it. Or to put it in the words of my 15-year-old son: no player in arma is interested in the weight of a vehicle.
  4. https://community.bistudio.com/wiki/HashMap
  5. Also i would look for a formula which uses config entries like armor and hit point values and maybe some other values plus a factor to get similar values as getmass provides. That would avoid your "hack"
  6. The reason for not telling you the time is that i dont know which timezone on which planet in which system you need. Also I dont know if i actually have the knowledge bout the time in that specific timezone. For the scripts of the vehicle viewer you described above I have no bettet solution yet except that i would not do the "hack" when the viewer chooses a vehicle but on mission start for all vehicles and store it...
  7. ... to avoid such "hacks" if possible somehow. upto now you did not show any line of code which would need such ugly "hack" to complete its "mission".
  8. If I would try to learn a script language of a game and its difficulties then I would try to respect the work of the devs and the work of the wiki authors and the experience of the helping people as well. I would not say all the time that I would do everything better. Cause I would know that there may reasons for all of the things which I may not understand fully...
  9. You need the mass to just have it and to show someone that you are the one who knows vehicles masses? Or why do you need to know it?
  10. again. I recommend to try to solve the problem completly without the use of mass...
  11. My personal feeling is that the devs tried to simulate everything without the use of weights. I had my own experience with that while i tried to predict the flight path of rockets without any information bout their mass. You should not ask why there is no reliable mass entry but ask how you can solve ur problem without the use of mass.
  12. afaik there is no support for CfgGroups and CfgFactionClasses in description.ext when using Vanilla Arma. This seems to be a feature of the ALiVE addon. So you should ask in the ALiVE forum for a solution if you don't get an answer here.
  13. The biki entry for BIS_fnc_respawnTickets is well described there. What is your specific question on this? [yourDesiredGroup, 5] call BIS_fnc_respawnTickets; this should add 5 extra respawn tickets to yourDesiredGroup...
  14. sarogahtyp

    Help Scripting a Whitelist

    you have to keep working on the reasons of the sig mismatches. there is no way to prevent players from such a kick if sig checking is enabled.
  15. sarogahtyp

    Help Scripting a Whitelist

    AFAIK there is no simple way using server config files to achieve a whitelist. Here is what I told another guy on this:
  16. Sarogahtyps Simple Shortest Paths - SSSP V-1.0 the simplest way to find your path 😉 Actually there is the Dijkstra algorithm and the A* algorithm available. Both are able to get a shortest path through a "2D"-map and A* is always faster than Dijkstra on this. How much faster A* is depends on the size of the given situation. As more nodes and connections the given situation has as more A*'si advantage comes in play. Dijkstra's advantage is that it should find the true shortest path always while A* just finds one short Path. Also Dijkstra is much better able to solve the shortest path problem in a house with multiple floors (3D-problem). A* can solve this as well but it's often slower there and finds much longer shortest paths in that situation. A* will solve this through a multiple floor handler which is currently not implemented for it. sqf implementation of Dijkstra algorithm: Usage: First you should read the script header. The script supports 2 different formats of node/connection lists. the first syntax of parameter 3. and 4. is needed if you don't like to precalculate the distances/weights for all connections. In this case you will deliver the node positions as well and the script calculates the distances itself. The alternative syntax for parameter 3. and 4. has no positions but those distances instead. I recommend to implement the script to armas function library by registering it via description.ext file. But it will work with or without a manually done compiling as well. The following lines executes the script twice and writes the solution to .rpt-file via diag_log command. One time the precompiled script is spawned the second time it gets called (works only if environment is scheduled). Yes, you can use execVM as well. It has the same usage as the spawned function: The output for the situation shown in picture above is: 1:56:25 "Nodes after spawn" 1:56:25 [0,2,3] 1:56:25 " " 1:56:25 "Nodes after call" 1:56:25 [0,2,3] 1:56:25 " " Yeah, correct solution ... it works 😄 sqf implementation of A*-algorithm A* - Dijkstra runtime comparsion videos Planned features: - A* algorithm improvement to solve 3D problems (multiple floors) - Travelling Salesman algorithms Known issues: -Dijkstra is currently not getting always the true shortest path due to a bug in implementation Changelog v 2.0 (Download: Scripts Zip - Mission) - added implementation for A*-algorithm - minor performance optimizations on Dijkstra - added demo mission which is able to compare both algorithms v 1.1 (Download SQF) -performance optimizations - 65-70% less readability / 30-35% better performance v 1.0 (Download: SQF - Mission) - initial release
  17. @mrcurry many many many thanks to you for this glorius advise! I used a very similar heuristic now and it works like charm with multiple layers. Thanks again. 🙂 fyi, I use this now: h-distance = (posi distance2D endpos) * (1 + heightDiff)² I guess Ill test your other advice as well sometimes.
  18. Update Changelog v 2.1 (Download: Mission) Advise: You should modify initServer.sqf to test both algorithms with various problems and with different modes! Dijkstra - fixed some major bugs - now it will deliver best possible solution always A-Star - fixed a similar bug as in dijkstra - added 2 new mode switches. You can now choose between: multilayer on: algorithm will find a good solution ( 0%-20% longer than best) and runtime is mostly much faster than dijkstra but a few times a little slower. multilayer off: algorithm finds nearly always the best solution on a plane and is alsways much faster than dijkstra fast'n dirty on(/off): will use squared distances and will find a good solution (0-30% longer than dijkstra) - this mode uses warp drive 😉 ) usually 10 times faster than dijkstra
  19. translation is "File download blocked". Possibly a censorship problem?
  20. sarogahtyp

    Where can I download bonus map pdf?

    this is where I have the bonus folder with some stuff in it: Drive:\Steam\steamapps\common\Arma 3\Bonus Edit: It's filled with 2.5 GB of data. soundtracks, maps and a tactical guide
  21. sarogahtyp

    Door animation on vanilla CH-67 helicopter

    Yes you can see those information in the config class of the desired object. For that you can use edens config browser. The easiest way to get there is to install @7erra's Editing Extensions (it will NOT add dependencies to your missions!): https://steamcommunity.com/sharedfiles/filedetails/?id=1387934106 Then after you have opened your mission in Eden just create your uh-80 and ch-67 and right click it. On the bottom of the now opened menu you ll find an entry to get the vehicle config entry in config browser (something like "find in config viewer..."). Click it! If the config has loaded and is open then on the left side the classname of the heli ("B_CTRG_Heli_Transport_01_sand_F" or similar) is marked already. double click it and the whole entry of the heli will open. Now you can see the sub entry "AnimationSources". Clicking there will you show the wanted names. But not all of those animation names will work. If I remember right then only the animations which have the property "source" set to "user" or "door" may work...
  22. sarogahtyp

    Truncated log messages

    just a hint. You will receive more feedback for your scripting questions if you open such topics here: https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
  23. sarogahtyp

    Door animation on vanilla CH-67 helicopter

    the reason for this could be different animation names for the two helicopter types or different animation methods. I would first check the configs of those helis for the animation names. Its a long time since I did check those things but if I did it right the there are this names: UH-870 Door_L Door_R CH-47 Door_L_source Door_R_source Door_rear_source
  24. sarogahtyp

    Truncated log messages

    referring to "Demonized"'s note here there is a 1044 character limit. if you have longer log messages to handle then just split it up.
  25. As I started this shortest paths thing there was no command like calculatePath and if you wanted to realize something like a navigation system then you needed a path finding algorithm. this is one use case but with the implementation of calculatePath it is obsolete because the engine solution is much faster. Now it is only good for gimmicks that have nothing to do with the usual vehicle or unit routing. This is a question for @madrussian and @johnnyboy because they worked on a solution for AIs behavior in buildings. but idk what they got in the end. my scripts are not thought for specific use cases or to improve AI-behavior. Its just pathfinding not more not less. but as I told above @madrussian and @johnnyboy were working on something like that...
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