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Everything posted by SavageCDN
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Group Link 5 Core (AI Enhancement)
SavageCDN replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
Thanks a lot for your reply Silola I'll pass on the info
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pmc_51km_desert dedicated server
SavageCDN replied to wuestenkamm's topic in ARMA 2 & OA - Servers & Administration
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). -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
[Question] Updating Markers
SavageCDN replied to unacknowledged's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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. -
Group Link 5 Core (AI Enhancement)
SavageCDN replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
- 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 -
Group Link 5 Core (AI Enhancement)
SavageCDN replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
[Question] Updating Markers
SavageCDN replied to unacknowledged's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
^ 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? -
pmc_51km_desert dedicated server
SavageCDN replied to wuestenkamm's topic in ARMA 2 & OA - Servers & Administration
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 -
[Question] Updating Markers
SavageCDN replied to unacknowledged's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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 -
[Question] Updating Markers
SavageCDN replied to unacknowledged's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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) -
Mission Dependency on AI == AWFUL User Experience
SavageCDN replied to ssimmons's topic in ARMA 3 - OFFICIAL MISSIONS
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 -
Group Link 5 Core (AI Enhancement)
SavageCDN replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
[Question] Updating Markers
SavageCDN replied to unacknowledged's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Np.. I just copy/pasted :p -
[Question] Updating Markers
SavageCDN replied to unacknowledged's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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!! -
Tutorial: Installation & Configuration of ArmA3 Dedicated Server
SavageCDN replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Login to the server using chat: #login <password> To restart: #missions Server FPS: #monitor 3 -
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!
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Group Link 5 Core (AI Enhancement)
SavageCDN replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Group Link 5 Core (AI Enhancement)
SavageCDN replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
ai compilation AI Compilation List of Addons/Mods/Scripts & Threads for Arma 3
SavageCDN replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check this as well: http://forums.bistudio.com/showthread.php?175475-Group-Link-5-Core-(AI-Enhancement)- 301 replies
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- compilation
- ai addons & mods
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Looking for some big/dynamic mods
SavageCDN replied to Coflash's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Search for Escape from Chernarus -
Help with an issue, trying to host.
SavageCDN replied to Th4d's topic in ARMA 3 - SERVERS & ADMINISTRATION
http://feedback.arma3.com/view.php?id=9374 -
Most stuff is the same between A2 and A3 with regards to server hosting/setup.