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naizarak

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Everything posted by naizarak

  1. naizarak

    RHS Escalation (AFRF and USAF)

    very nice mod that was sorely needed in arma 3. based on what i've seen in the make arma contest i think this project easily deserves a top 3 finish. however i did notice a few problems from a quick editor session(vanilla arma + rhs) -bmd's and bmp's would get stuck in water and not move -vehicle turrets would sometimes freeze and stop moving -russian tank FCS keybinds outlined in the wiki didn't work for appropriate tanks, such as "g" for reset computer and "b" for manual input(im using default keybinds) -commander machine guns on russian tanks seem unusable -mouse input sensitivity for aircraft is extremely low
  2. naizarak

    Chopper Pilot PROS

    1. keyboard+mouse works well enough with the arma engine. trackIR is a big plus, a lot more useful than a joystick 2. third person is obviously better, but it's considered "easy mode". besides if you get too used to it, you'll have trouble in 1st person servers 3. auto hover never
  3. naizarak

    SAM/Anti Missile systems question.

    your ideas don't fit into arma because it's not recreating warfare on a strategic scale - fyi the s400 has a claimed range of 400km. how would it even fit into gameplay?
  4. naizarak

    Tips on flying a helicopter?

    arma flight is extremely arcady, given the right control setup basically go for the bf controls. w/s for collective/thrust, a/d for rudder, mouse for tilt and banking. never use autohover unless you actually need to hover in one place.
  5. lol why hasn't this troll been banned yet
  6. I'll just ask what everyone else is thinking. How is this any different from ACE?
  7. naizarak

    DirectX 10 Support

    If I'm not mistaken arma 3 supports dx10. Anybody know how to force it instead of dx11?
  8. awesome release, and thanks for the easy-to-read code. nice to see how people have been modifying little birds all this time just wondering, is there a list of all available animations somewhere? is it in the config files? also do you know if it's possible to interact with the flir camera in any way, besides having to implement a custom PiP feed? thanks.
  9. if you're planning on maxing arma with a single 7970 then all i have to say is "good luck"
  10. i wanna say it's your CPU, phenoms are outdated. i switched from mine a few years ago to an intel and it was a night/day difference.
  11. there's two MPMission folders the one in your documents folder is for the editor the one in the steam folder is for in-game use make sure you're using the right one
  12. naizarak

    How Strong Will The PVP Scene Be?

    You're dead wrong on all points. I'd suggest actually playing in an organized tvt before making silly assumptions.
  13. naizarak

    How Strong Will The PVP Scene Be?

    well based on arma 2, public pvp will be non-existant(unless you consider wasteland and dayz). but private clans have always run pvp's so that would be your best bet.
  14. assuming you're talking about unit names, you can do something like if (player == "John Schmoe") then {spawn vehicle code here}; you can then spawn vehicles dynamically using the createVehicle command https://community.bistudio.com/wiki/createVehicle
  15. naizarak

    RPG Effectiveness

    yeah but what happened to the crew? it'd be a miracle if the front passenger and driver weren't sprayed by a jet of molten hot copper
  16. Thanks for the reply. I've tried connecting to the server via my laptop's local IP address, but my computer wasn't able to find any games. Just out of curiosity, isn't the arma 3 server hosting the game over the internet? I thought you could only connect to LAN games if the host were running the lobby over LAN as well.
  17. Just fails to connect to my server when hosting off the same network, all other servers work fine. I'll try to open a wider range of ports but I doubt that's the issue. Truth be told I'm just trying to setup a dedicated server so I have a way of testing multiplayer missions. Would it be possible to somehow run the server on my local network and not the internet, sort of how the in-game hosting tool lets you select between your LAN and the internet when creating a new game?
  18. I'm running a laptop with arma 3 configured to run as server and a desktop running the arma 3 game, connecting to this server with both devices running on the same home network I have the laptop running steam in offline mode, with my profile online on the desktop. I can see my server in the server browser, but ping registers as 2500, and I can never connect - always get the "Connecting failed" error. Both computers can ping each other successfully over the network, and I have all proper ports forwarded. Interestingly if I run the arma server and client simultaneously on the desktop PC, I can see the server with a ping of 2500, but I can connect without problems. Does anybody have any ideas as to what's causing this? Thanks. Update: I tried hosting the game from within Arma 3 on the laptop, but I still received the "Connecting failed" error on my desktop. Hosting the game on LAN didn't work either as my desktop couldn't find the game. Additionally I've tried connecting the laptop through ethernet and wifi but neither worked. All these issues have me thinking there's a problem with the router config?
  19. any networking gurus know what the problem might be: if i run a dedicated server off my home network, and try to connect from a computer on the same network, the connection fails if i host the server on the same computer from a different network(neighbor's wifi, yes i have permission), i can connect from my network fine at first i thought it was a problem with the ports, so i set the server to run with -port=2402, and i forwarded 2402-2405 in my router, but it didn't work.
  20. I've been having trouble understanding the way code is executed in multiplayer, and how locality works in general. I was under the impression that all scripts are automatically run on the server, and then passed down to clients. But apparently all connected players execute the same code simultaneously? For example, the BIWiki used the createVehicle script as an example. Apparently each player in the game would call this script, and instead of having a single vehicle, you'd have num_players vehicles. So in this case you'd need to check to see if the calling player is the server, before running the script. And this is where I'm mixed up - if a server calls a script, then is the result cloned for all clients? If a client calls a script, is the result local only to the client, and not everyone else in the game? If a server calls createVehicle "truck", then will everyone in the game see that truck? If it's called by a single client instead, will it only be visible to that client? Going from there, if code is run concurrently for all players, how is everything synchronized? And regarding scripts/functions, am I correct in thinking that functions are essentially scripts that just return data? Is "execVM" basically a script's equivalent of "spawn" for functions? Can scripts be created via "call"? I've tried searching the BIWiki and other community sources for info, but it's difficult to piece everything together. Doesn't help that I can't really test anything in an MP environment because Steam doesn't support running multiple Arma instances. I feel that I need to get these fundamentals ironed out in my mind before I go even deeper with scripting. Thanks in advance, I'd really appreciate some feedback.
  21. Loyalguard you're a godsend. You have no idea what it's like to receive an oriented, thorough response after sifting through the ambiguous community pages. So now I think I have it visualized in my mind, but I just have a couple of follow-up questions to make sure: 1)Is it possible to call a global function on a local data set? If so then how are the results broadcast to other clients? 2)Is it somehow possible to create real in-game objects/actions locally? Is there any scenario where a player-action/object-creation occurs locally for 1 player and not shared with other clients? If so then how is this represented in game?(I'm assuming it's impossible but I want to make sure). 3)As you mentioned certain functions are local - is there a way to broadcast their results and essentially convert them into global functions? The previous posters discussed the "Multiplayer framework", and the "BIS_fnc_MP" function. I actually looked at the fnc_MP function in the Arma 3 function viewer, and to me it appeared as a basic macro. Is it really that simple? Is this where publicVariable is used? 4)What's the difference between "addEventHandler" and "addMPEventHandler"? Big thanks once again.
  22. Thanks for the help guys but I'm still a little lost. I've looked through BIWiki, DevHeaven, and OPFEC, but I haven't found any definitive sources of information regarding multiplayer locality. Is there a single reliable source of info out there? Or should I just proceed through trial-and-error experimentation?
  23. naizarak

    ARMA 3 PvP - Eazy does it

    >turned on vid >heard song >noped out of there in 2secs
  24. yeah it shouldn't make a difference. you're running the same code at the same time just from different places.
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