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Posts posted by SavageCDN

  1. PelleJones reported some FPS drop, most likely caused by the embedded TPWLOS.

    So if you are expecting more the 20 players and a lot of close AI, I recommend to disable for now.

    Just wanted to give you a status report on our use of the dedi-only COOP version last Saturday.

    Mission was on Cinder City

    16 human players

    Approx 10 AI groups (4-5 units per) with another dozen or so single AI units.

    AI groups were using either UPSMON or Zorilya's Garrison Script

    Single AI units were using Tophe's HousePatrol script

    ASR_AI running server-side only

    ACE and ACRE (always :cool:)

    Embedded tpwcas_dsc script with these params changed:

    tpwcas_ir = 20;
    tpwcas_maxdist = 600;

    Embedded LOS enabled with these params changed:

    tpwlos_maxdist = 50;
    tpwlos_mindist = 15;

    This was indeed a close-quarters mission with some house clearing and almost all engagements < 200m. If I were to guess I would say a max of 5-6 AI units firing at any one time (so not an all out war or anything with TONS of firing).

    Happy to report absolutely no lag experienced from any players and server FPS was good (never below 28). A HUGE difference especially when it comes to LOS - with both (non-dedi) script versions running in the same mission it completely kills the framerate. As soon as LOS is disabled it is fine.

    One problem I did notice however was with LOS script - it seems that it works great for the first time an AI unit 'encounters' a human player.. but if I come back a minute later on the same AI unit it's like he's forgotten how to look around again.. .in fact one time I stood beside the guy looking out the window.. even fired a few rounds at his feet.. which then prompted him to turn and shoot at me :p

    Anyway great results and thanks once again!!

  2. So if you are expecting more the 20 players and a lot of close AI, I recommend to disable for now.

    Bugger - just noticed there isn't a disable option in the TPWCAS_DSC (Dedicated Server) PBO version yet...

    Thought I already added it in this version.

    Will be there for sure in next release.

    For now, as a workaround in case you experience low FPS, you my want to set the following parameters in userconfig file (tpwcas_dsc.hpp):


    tpwlos_maxdist = 50;


    tpwlos_mindist = 25;

    Thanks for your reply.. we are in fact doing 20 players in close quarters (Cinder_City map).. in my testing on non-dedi I had to remove LOS as it was causing a lot of stutters, etc. If I cannot disable this in the dedi version I'll wait for the update... thanks for the info :)

  3. Right, I'll give it a shot once I can track down the demo missions etc. Thanks all!

    My advice is to read the manual all the way through.. it's a lot to go over but with the demo missions you'll be able to figure it out. The DAC thread here has some good info as well and there is a custom DAC configs thread somewhere too :)

    Also.. while ACE comes with DAC I personally tend to use the script version as it is much easier to change the default configs.. but that's just me :p

  4. Hi!

    I've been using DAC for a while now, suddenly the AI only gets assigned one WP and stops at that one WP.

    I've tried different factions, behaviour. Disabled mods you name it...

    Has anybody else encountered this? And if so how did you solve it?

    Haven't run into this problem before.. make sure in your zone that there are at least 4-5 waypoints generated (ie: dont set it to just 2 wp)


    One : How do I set the DAC zone to turn off when not in use, and re-generate when units re-enter the zone?

    How I currently have that set up.

    (Center refers to the game logic placed at the same grid as the trigger)

    Condition : Player distance Z1_Center < 4000
    OnAct : fun = ["z1",[1,1,0],[11,4,100,20],[],[ ],[3,2,50,0,100,999],[0,11,1,11,1]] spawn DAC_Zone;[Z1] call DAC_activate
    OnDea : [Z1] call DAC_Deactivate

    I think you should lose the activation line at the end:

    OnAct : fun = ["z1",[1,1,0],[11,4,100,20],[],[ ],[3,2,50,0,100,999],[0,11,1,11,1]] spawn DAC_Zone;

    There is no need to create the zone de-activated then immediately re-activate it unless I am missing something?

    Also you should use a separate repeating trigger for the unit detection and put [Z1] call DAC_activate in the OnAct field.. [Z1] call DAC_deactivate in the deactivation field

    **Actually I'm pretty sure that when DAC deactivates an already activated zone it will create new units instead of bringing back the existing ones.. ie: you have 11 groups spawning in.. you kill 4 groups then the zone deactivates due to leaving area.. then unit re-enters zone DAC will re-create the 11 groups instead of 7

    I don't have the manual in front of me but I'm pretty sure this is how it works.

  5. Thanks for this!!

    Thanks guys, have a fun. I had big fun with creating this. :)

    One thing I forgot to mention: Intro should to start from black screen, but sometimes blackness is loading with some delay, and initially we see normal 3D view first. I do not know yet, how to avoid that and how to reliable ensure black screen at the beginning (anyone know?), but generally is very helpful to have chernarus map already preloaded (set as default map for main menu, or open this map in editor first...).

    I get the same issue.. how are you calling the loading screen? In init.sqf? I've tried that as well as creating a trigger with time > 0.1 in the editor which calls 'loadscreen.sqf' (as you cannot use waitUntil in init.sqf).. but neither seem to give me a black screen immediately.. there is sometimes a very short delay and other times a good 5-6 seconds before black screen.....