Calazur
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Posts posted by Calazur
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Hello,
Thanks for this awesome PBO, for who make @arma2net, and everyone who contributed with it all. We are having a lot of fun and good time.
I would like to confirm with you that I can not use tags like -=BRA=- in the name, my "db" "fields" can not handle that, and in the end, who use tag cannot be recover weapons only, when someone use the symbols "-=" the name in field in DB related to that player is blank, empty. I configured my DB as "latin1". Please let me know if there´s something Im doing wrong in my DB or the arma connector, model db, system.fqm or anything can not handle that.
Thanks again
Calabresi
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After the last update 20/07/12 we are not able to hit with javellin, Im not able to lock in ground set also, Im zooming and changing termal.Also, everyone that launch a javellin is receiving 25 points for nothing. The projectile just go high and disappear, if you set direct hit, it goes straight and disappear unless you turn down a little enough to launch at the ground. After dropping the javelin to the ground and aiming with CLU, it bring me the original OA CLU, not the ACE one that has colored warning lights and direct-ground set.
Some reports from my group say the Stinger cant lock, I did not test by myself.
We are using ArmA OA latest BETA, in server and all clients, latest CBA and ACE from 20/07/12 with MANDO_MISSELES, latest also. GLT all but jas39, ACRE, fallujah, Jayarma2lib_new, klu_glt_misselebox_ace, mar_2maw, mar_pilot, MMA, MMA_XEH, rkt_f15, rkt_f4, sthud, ACEX, ACEX_SM, ACEX_USNavy.
There is a typo on a report box when you examining or healing with wounds, cant remember witch execution, I think its a report when examining.
One script error is displaying when I use ACE self interaction to release tourniquet.
Well, thanks, let me know if Im doing something wrong.
W.Calabresi
So, I done some gameplay and test, I was wrong with Stinger as reported to me, but by my tests its working fine, some more problems are there, all the mando system but javelin is working with ACE. There are some script errors that I could not copy or SS, being not time able to help much related with take morphine and ep, its working anyway effectively. Not only javelin is giving free points, but AGM114K and L with Supercobra and Apache.
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Not yet, Ill try after this weekend, I tought I could use mando with. The mando system is weasome, I dont know how I, We, will live without it if its failing to work with ACE, but if thats the case, well...will let you know soon, maybe will try in my machine before the server.
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After the last update 20/07/12 we are not able to hit with javellin, Im not able to lock in ground set also, Im zooming and changing termal.
Also, everyone that launch a javellin is receiving 25 points for nothing. The projectile just go high and disappear, if you set direct hit, it goes straight and disappear unless you turn down a little enough to launch at the ground. After dropping the javelin to the ground and aiming with CLU, it bring me the original OA CLU, not the ACE one that has colored warning lights and direct-ground set.
Some reports from my group say the Stinger cant lock, I did not test by myself.
We are using ArmA OA latest BETA, in server and all clients, latest CBA and ACE from 20/07/12 with MANDO_MISSELES, latest also. GLT all but jas39, ACRE, fallujah, Jayarma2lib_new, klu_glt_misselebox_ace, mar_2maw, mar_pilot, MMA, MMA_XEH, rkt_f15, rkt_f4, sthud, ACEX, ACEX_SM, ACEX_USNavy.
There is a typo on a report box when you examining or healing with wounds, cant remember witch execution, I think its a report when examining.
One script error is displaying when I use ACE self interaction to release tourniquet.
Well, thanks, let me know if Im doing something wrong.
W.Calabresi
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Same exactly problem. Even tryed to find the supposed file for the fix, no vail.
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It's more than tweaking the Celery stuff, or editing them.Celery's stuff is loop intensive, and works fantastic for a scripted, linear mission that spawns/despawns at triggers with groups more or less in the same localization.
It fails when it has to deal with dispersed targets (players) with zeds randomly spawned over wide areas (4+ sq km, or a 2x2 map)
You can fix it by:
1) Dumping the Celery scripts and going to a location or player based trigger spawn that makes it a localized spawn/despawn. This gets rid of all the non-triggered zombies but might provoke spawn lag if too many people are up.
2) Dumping the Celery scripts and rethinking new applications of the BIS FNC group spawn command, with zeds as a parameter. This pushes the cpu thinking back into the purer game logic-thinking rather than leveraging script work arounds.
3) Dumping the Celery scripts and going simplistic 'move to nearest' and 'inflict damage after animation within 2m' script with a sound attachment. This streamlines all the other stuff.
4) Dumping the Celery scripts server-side and go to a client-side performance demand like Undead mod. Worst choice. What drew me to DZS was that it is all server side, and you lose a percentage of interest (particularly from new players) by having them go through the complicated BIS process of implementing mods. (My plug: they should change this to downloading the mod if not on local at time of connection, like other FPS do for maps and mods - then the server searches for availability, crc's it for cheats, and says yes/no for joining the server).
What sticks out? Dumping the Celery scripts. Now do not misunderstand my opinions: Celery did a bang-up innovative and talented scripting for what it was - a controlled deployment of zeds with either a very local aggression area or less than six players that generally stick together on a smaller map. Thats not what the unwashed masses want. They want continuous, aggressive zeds with a large online participation - the more zeds and more online players the better.
What his scripts cannot do is spawn 200 zeds that loop through 30 players locations in the cpu time allotted, on a 12kmx12km playing ield (144km Chenarus, Takistan, or even a 9x9 Zargabad 81km) with everything else that happens on the map (recalc of player positions, bullets flying, smoke and fire, effects and repositions of moveable objects). You really cannot force this big square peg into a small round hole.
Plus, nows the time to make the big change to some kind of simple scripting that will migrate well to Arma3, which will more or less have the same issues with probably a greater graphics demand. Get the fix in now, and make it work without glitch so you can put it up as fast as possible for A3. Great work, Craig - keep the faith on this. whiskey
Agree big time
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does anyone else gets this problem where other players lose connection after 10+ minutes of playing while you host? not dedicated btw.tried this mission 2 weeks ago. now im on holiday and will be coming back home soon to try host this again.
AND im using the OLDER v0.95 . meaning i downloaded this before craig added a hotfix regarding the mission not working in a dedi server. dont seem like the problem but im just gonna put it in here hehe.
if i remember right. the parameters were..
arma 2 FREE v1.10
CHERNARUS
20 zombies
small and medium vehicle amount (still had players losing connection on small)
spawn everywhere more in towns ( i got a feeling that this is the problem as craig mentioned about this param causing lag)
debug mode on
fast time on
spawn at random towns
respawn with random weapoms
i've looked at the whole thread and no one has mentioned this. my guess it could be because of zombies and vehicles respawning and causing huge lag. it could also be because of my duo core laptop. underpowered for the game but i still manage to get good fps in lowest settings.
the fast time didnt work for me.
we dont respawn with a random weapon.
and the time desync happens when i set the starting time to 18:00 and with fog off. (so i wont lag like crazy :P)
and we all respawn at the exact same spot, north of chernogorsk, everytime eventhough i set it to random towns. is it meant to be like this?
i watched a v90 video on youtube and one of them died and mentioned they respawned at a town. maybe they had spawn together on, but i tried that and we all still respawned at the same place, north of chernogorsk.
wonder if theres anyone with ARMA FREE or ARMA 2 who has played this mission before.
once i get home i'll try puttin 10 zombies, spawn everywhere and small amount of vehicles. and try to see if debug mode actually makes a difference other than markers on the map.
if that failed then i guess its my laptop :(
OH YES. there should be a param to disallow NVGs at start and can only be found through dead zombies and ammoboxes.
Exactly same problem as you, just that mine is dedicated and arma 2 free .11, I lowered the params that probably shock the server and managed to play 15-20 min max. not more than that with around 10 to 15 players, start socking it to a total server hang and sometimes crash. All that with 0.95, tried the 0.90 and its little worst, and the start time is always midnight, whatever time I set in parameters.
Thanks Craig/bobtom for this awesome mission, looking forward for the fix and future updates, let me know if I can help with my little knowledge and hosting.
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Now I know I´m not the only one and that is not possible to fly ArmA like ToH, let´s see if "ArmA III" will do.
Anyway, I´m using mouse to sensitive and comfortable flying like pickups and dropping and radio controls to fly hard and evasive, yet, the trust is on keyboard and rudder also, so I don't need to change my left hand all the time to manage rudder and trust, its not even good, but what can we do.
Hopping for BIS to fix and make evolution on that.
Thanks,
Wilson Calabresi
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I wish arma helicopters behave like Take on Heli, but some players would not like or able to fly, so an option to helos to behave as ToH would be nice.
Thanks,
Wilson Calabresi
Multi-Session Operations v4.5 released
in ARMA 2 & OA - USER MISSIONS
Posted · Edited by Calazur
quoting
Hey HH,
thanks for the reply, and we found that in "initplayers" in line around 160 that as you told the = will interrupt as if there were another "tfield" being inserted again, but only the first caracter from "-=" get inserted, so everybody with the tag are registered with only "-".
We could not treat that also. We removed our tag, at least who want their char running properly in game removed that. If we find something to solve I will let you know.
Thanks again,
Calabresi