naizarak
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Everything posted by naizarak
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can you guys elaborate on how AI-held radios function? are they initialized on the server, or do they remain "blank" until touched by a player? basically is there a way of adding radios to AI that are unusable by players?
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ZBE_Cache AI & Vehicle caching script/addon
naizarak replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
aren't those parameters for empty vehicles? i was referring to caching AI within occupied vehicles -
ZBE_Cache AI & Vehicle caching script/addon
naizarak replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
not sure if this has been suggested yet, but it'd be nice if there were multiple cache ranges for different vehicle types. something to cache infantry at 500m, for example, but cache vehicles at 1000 and aircraft at 2000. alternatively maybe there could be a variable assigned to each unit that would overwrite the default cache range. -
sounds like you're using the stock CPU heatsink. never use the stock heatsink. also never disable thermal safety features
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why do i get low fps? amd fx 8350, amd r9 270x
naizarak replied to crabs's topic in ARMA 3 - TROUBLESHOOTING
because arma is heavily CPU bound and amd cpus are generally crap for gaming -
RHS Escalation (AFRF and USAF)
naizarak replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hi, how can i adjust bm21 firing modes to make it work with the doArtilleryFire command?- 16577 replies
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ZBE_Cache AI & Vehicle caching script/addon
naizarak replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
do these cache types only apply to empty vehicles? -
ZBE_Cache AI & Vehicle caching script/addon
naizarak replied to zorrobyte's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hi, can someone explain what the carcachedistance, aircachedistance, and boatcachedistance parameters control exactly? -
hmm that's somewhat counter-intuitive. would make more sense to have the field names as "label148", "label117", "label152", etc. also am i correct in assuming the 343 doesn't support labels because it doesn't have a digital display? thanks.
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can't seem to get the 117 or 152 to display custom channel labels. 148 works fine though. do those radios not support it yet?
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interesting. so how would you, for example, configure 2 different sets of radios added to crates on a server, so that 1 set in 1 crate has 1 preset, and the other set has a different one. looking through the documentation i didn't see any functions allowing for direct configuration of individual radios i also noticed a bug in binding direct modifier keys(such as alt or ctrl) to a radio-talk key. it causes the key to "stick" and hotmic during broadcasts in teamspeak
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are radio presets assigned to players or radios themselves? if i pick up a radio from a crate, will my settings apply to it, or will it remain at it's default config? likewise if i pick up another player's radio(say from the other team running a different preset with different frequencies), will the radio retain its original config? also just to check, are there any function that have to be run from the server? or are all configs run client-side?
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Placed Unit Warps on JIP
naizarak replied to salty6924's topic in ARMA 3 - MISSION EDITING & SCRIPTING
run the init on server only -
heh i could tell this guy was a massive tool from the very first time i saw one of his vids
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Are you complaining about Arma 3? You need to watch this video.
naizarak replied to ajsarge's topic in ARMA 3 - GENERAL
funny video coming from a guy who works for BI and whose youtube channel is basically PR for arma, even though public arma is absolutely nothing like what he depicts in his videos. so yeah, people do have a right to be pissed at BI if arma doesn't meet their expectation especially based on his videos -
dx12 is supposed to feature significant CPU performance enhancements. would make sense for BI to be interested considering arma's performance problems
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SIX Config Browser - Editing resource - ARMA 3 Alpha available
naizarak replied to sickboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yeah i can't change the game version either -
Multiple Clients with Dedicated server for testing missions
naizarak replied to delta99's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yeah i use it to test MP missions on lan(since it's all done from 1 computer anyways). not sure if this would work for a remote server. as far as i know there's no separate "LAN" mode. a publicly joinable game is just a lan server with open ports. to search for lan games, use the "remote" button and enter the host computer's local IP (192.168.xxxx) and the port(2302 by default). if im not mistaken local clients should be routed via lan automatically even if you join via the public games browser -
AI Group locality issues in vehicles
naizarak posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I have a problem I've been trying to figure out for a while but have given up on. Maybe someone here can explain it to me. I have a simple script where AI units will automatically join the driver's group when entering a vehicle. As such players can "pass-off" AI units between each other. However there appears to be a locality issue with group ownership in multiplayer. The server and players recognize the driver's group as the group of the AI. However, the driver still sees the AI as belonging to their old group before ownership transfer. This doesn't make sense to me as all executed commands have global effect, and everyone but the driver correctly recognize the AI's new group. Effectively the AI is stuck in limbo as the driver thinks it belongs to its old group, whereas everyone else thinks it belongs to the driver. Sample mission demonstrating the problem: here Vehicle Init: if (isServer) then { this addEventHandler ["GetIn", { _this call fnc_civIn; }]; }; fnc_civIn: [(_this select 2)] joinSilent (group driver (_this select 0)); For reference, fnc_civIn is compiled in a preInit file on the server only. -
AI Group locality issues in vehicles
naizarak replied to naizarak's topic in ARMA 3 - MISSION EDITING & SCRIPTING
well for anyone interested, i was able to fix the problem by spawning the function and preceding the "join" command with a 3 sec sleep. apparently there's some internal process that conflicts with the join command, so you just have to wait for it to end first. this isn't ideal as execution times vary between computers, but a 3 sec wait should be more than enough -
Suggestion about AI for future ArmA games
naizarak replied to rawalanche's topic in ARMA 3 - GENERAL
im willing to bet a hundred bucks that arma AI is a literal clusterf*ck of code accumulated over the years and BI couldn't untangle their own mess even if they wanted to -
Multiple Clients with Dedicated server for testing missions
naizarak replied to delta99's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes it's possible, i use this all the time to test my missions add this to your server .cfg file kickduplicate = 0; loopback = true; please stop spreading disinfo -
FLIR for Little Bird Copilot
naizarak replied to audiocustoms's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
the flir pod was disabled at some point. before that it could be enabled via a simple script, but it was non-functioning and purely cosmetic. so basically there's no way to get it now without modding i suppose(but at that point you'd be making a new vehicle anyways). hope that answers your question -
is there a reason ch.7 on the 148 has a frequency of 32 while ch.6 is 318.75 and ch.8 is 321.25? im not familiar with the radio but it seems like the decimal display is bugged looking through the "PROGRAM" submenu also displays preset channels with the decimal after 2 digits(i.e. 32.125 instead of 321.25) also leading to another general question: the 148, 152, and 177 seem to use the same frequencies, so are they all compatible? what's the difference between the 3 of them besides transmitting power?
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yes you can have mods installed anywhere