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SavageCDN

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Everything posted by SavageCDN

  1. Zorro check this post by DAC author: http://forums.bistudio.com/showthread.php?173755-quot-X-Cam-quot-and-quot-DAC-quot-Project&p=2658438&viewfull=1#post2658438
  2. SavageCDN

    "X-Cam" and "DAC" Project

    Thanks a lot for your reply Silola I'll pass on the info
  3. Not without further info .... can you post up your RPT file or put it up on pastebin and link it here? We need to see what error is generated (most likely a missing dependency).
  4. The more placement modules you have in the mission the longer the loading times. CQB and Civilian modules also increase load time. Both seem to be 'worse' on Altis I assume due to the sheer number of possible locations, etc. I have a simple mission that only covers the NW sector of Altis (Oreo town area) and it still takes 3-4 minutes to init. Not sure about your trigger issue I've never experienced that before. If you want to speed up load times the only thing you can really do is decrease the number of placement modules and / or groups. Try instead of having a bunch of MP and 10 CP placement modules to condense them somehow into as few as possible (as serjames recommended). Also test the same setup on a different map like Koplic or Stratis you will see the difference.
  5. SavageCDN

    [Question] Updating Markers

    Check out the mission Jigsor uploaded to see how it's done... I don't have access to my gaming PC until the weekend so I can't do much more sorry.
  6. - I have seen units labelled as Garrison in the debug and they do seem to move to enter a nearby building - have not seen any units throw smoke even once - I tried to get units to re-arm by putting down a few ammo boxes nearby but they would not do it automagically - grenadier units are indeed much improved and their aim is decent too - groups are very good at flanking
  7. Thanks for clearing things up KeyCat and yeah Krem it would be a very worthwhile effort. I was able to get ALiVE and GL5 to work together (at least the basics) - GL5 takes over any spawned ALiVE groups including CQB guys. Need to observe some more to determine if there are problems but nothing obvious like an on-screen script error or such.
  8. For Fallujah? Can't recall exactly but probably 300m or less... never having more than 100-120 AI at any one time. If your connected players have crappy bandwidth this can also affect things.
  9. SavageCDN

    [Question] Updating Markers

    Check your RPT file for any errors or post a clean copy (after trying the script) to pastebin and I'll take a look. WINDOWS XP: %userprofile%\Local Settings\Application Data\ArmA 2 OA WINDOWS VISTA / 7: %userprofile%\AppData\Local\ArmA 2 OA Edit: or try this: http://forums.bistudio.com/showthread.php?149952-Attaching-markers-to-units-with-position-updates
  10. ^ correct max active profiles is for groups spawned by MP/CP placements and does not include CQB guys It should not have that drastic of an effect.. I've used 50% on high on Fallujah and while it certainly puts a strain it should not cut FPS in half. Are you spawning CQB guys on clients, server or HC?
  11. Just to add - Do not run @cba;@cba_a2;@cba_co;@cba_oa; all together. If you are using the beta version of OA then load just @CBA_CO. If you are not using the beta version of OA then you need to load @CBA; @CBA_A2; @CBA_OA
  12. SavageCDN

    [Question] Updating Markers

    Do you get any errors on-screen or in your RPT file? If you haven't already make sure you launch Arma with the -showScriptErrors parameter
  13. SavageCDN

    [Question] Updating Markers

    Hmm... a few issues with the script try this: Create a file called init.sqf and moveMarker.sqf (make sure files are not called init.sqf.txt - remove Hide file extensions in Windows). In the init.sqf paste this: if (isServer) then { call compile preprocessFileLineNumbers "moveMarker.sqf"; if (isNil "PlaneMarker") then {PlaneMarker = [];}; "PlaneMarker" addPublicVariableEventHandler { createMarker [((_this select 1) select 0), position ((_this select 1) select 1)]; "PlaneMarker" setMarkerShape "ELLIPSE"; "PlaneMarker" setMarkerSize [1, 1]; "PlaneMarker" setMarkerShape "ICON"; "PlaneMarker" setMarkerType "DOT"; "PlaneMarker" setMarkerColor "ColorRed"; "PlaneMarker" setMarkerText "MHQ"; call attach_plane_mkr; }; }; In the moveMarker.sqf paste this: attach_plane_mkr = { [] spawn { while {alive myPlane} do { "PlaneMarker" setmarkerpos getposATL myPlane; sleep 1; }; }; }; (make sure your plane is called myPlane in editor) (make sure your marker is called PlaneMarker in editor)
  14. It's great as long as you are using the right AI addons that completely change their behaviour. bCombat, ASR_AI, GL5, MCC with GAIA, soon DAC... there are lots out there. I'd recommend trying bCombat to start. http://forums.bistudio.com/showthread.php?175400-AI-Compilation-List-of-Addons-Mods-Scripts-amp-Misc
  15. Good points Chris... I would argue that since Group Link has been 'carried forward' since OPF (by a different author each time until snkman with GL3/4) the intention is to continue this trend
  16. SavageCDN

    [Question] Updating Markers

    Np.. I just copy/pasted :p
  17. SavageCDN

    [Question] Updating Markers

    Welcome to ArmaLand!! Read this for more info re: scripting/missoin making: http://www.armaholic.com/page.php?id=4847 Create a file called init.sqf and moveMarker.sqf (make sure files are not called init.sqf.txt - remove Hide file extensions in Windows). In the init.sqf paste this: if (isServer) then { call compile preprocessFileLineNumbers "MoveTruckMarker.sqf"; if (isNil "TruckMarker") then {TruckMarker = [];}; "TruckMarker" addPublicVariableEventHandler { createMarker [((_this select 1) select 0), position ((_this select 1) select 1)]; "TruckMarker" setMarkerShape "ELLIPSE"; "TruckMarker" setMarkerSize [1, 1]; "TruckMarker" setMarkerShape "ICON"; "TruckMarker" setMarkerType "DOT"; "TruckMarker" setMarkerColor "ColorRed"; "TruckMarker" setMarkerText "MHQ"; call attach_truck_mkr; }; }; In the markerMove.sqf paste this: attach_truck_mkr = { [] spawn { while {alive MyTruck} do { "TruckMarker" setmarkerpos getposATL MyTruck; sleep 1; }; }; }; (make sure your truck is called myTruck in editor) Profit!!
  18. Login to the server using chat: #login <password> To restart: #missions Server FPS: #monitor 3
  19. SavageCDN

    "X-Cam" and "DAC" Project

    Zorrobyte has released an updated version of Group Link 4 for Arma 3: http://forums.bistudio.com/showthread.php?175475-Group-Link-5-Core-(AI-Enhancement) My question here is.. for Arma 2 GL4 and DAC got along quite nicely including sharing some information between AI. Do you think this would be possible for DAC for Arma 3? What would be involved to get this done? Thanks!
  20. Great to hear!! DAC and GL4 shared a 'global variable' according to the DAC manual.. beyond that I am unsure. IIRC it covered sharing enemy info between DAC and GL4 groups. I can try and find out more info from the DAC author if you are interested.
  21. Thanks for pushing this out... just FYI your wiki link is 404. Also do you plan on releasing a script version in addition to the mod version? edit: also... DAC for A3 is on it's way... one of the great features of GL4 and DAC 3 was that they worked together and even shared enemy info, etc. Do you think this will be possible for GL5?
  22. Check this as well: http://forums.bistudio.com/showthread.php?175475-Group-Link-5-Core-(AI-Enhancement)
  23. Search for Escape from Chernarus
  24. http://feedback.arma3.com/view.php?id=9374
  25. SavageCDN

    LF Basic.cfg Knowledge

    Most stuff is the same between A2 and A3 with regards to server hosting/setup.
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