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Everything posted by tortuosit
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Stop whining anybody and 16-post-OP. You can do your milsim stuff. No problem for me BIS trying something else. Plus we get new terrain and assets. ArmA 3 is at end of life, so deal with it. We cannot expect them to suddenly change underlying mechanics, or writing a complete new AI etc.
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100% GPU in Weferlingen forests, no matter what...
tortuosit posted a topic in ARMA 3 - TROUBLESHOOTING
Hi guys, I observe extreme GPU consumption in Weferlingen forest (Global Mobilization DLC). Maybe it's happening also in other forests, but I never noticed. -> GPU stays at 100% -> Framerates are OK In other areas, GPU always has the chance to idle, but not here in the forests. The problem is, the GPU fan goes insane and basically this prevents me having fun. GPU temp. goes up to 70°C. I tested all Graphics settings, none was able to really help. Any ideas? It's a Radeon RX580 with 8GB RAM, I'd say it's somewhere between GTX970 and 1080 as for performance. Thx -
Workshop problem because not enough space for SSD
tortuosit replied to SenBonSaKuraZ's topic in ARMA 3 - QUESTIONS & ANSWERS
Also it's useful to learn how to do NTFS links for maximum flexibility. I do the traditional ArmA command line call via batch files (with "-mod=@mod1;@mod2") and as for workshop mods, I NTFS link them into the ArmA dir. -
Player starts injection animation every 15 seconds
tortuosit posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hi, I could do divide and conquer on all used mods and scripts, but first I ask here, maybe someone experienced the same... My player character stops, sits down, starts to do an injection animation every 15 seconds - this starts at some point into mission. I guess after the first shootout. It does not heal the character though ("damage player" value remains the same). I use an auto healing script in SP which heals depending on how the player rests. But this does no animations. Only "player setdamage x". Anybody seen this? Basically I spawn many units and have them controlled with GAIA/MCC and VCom AI and start playing starting from the Editor. -
Code optimization, multiple threads of waituntil and spawn
tortuosit replied to Vandeanson's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Interesting thread, I like this stuff. - I often use quite a few "[] spawn {}" with "while {alive player}" loops. In order to avoid them starting their business after the sleep almost at the same time, I use like "private _sleep = 10 + random 10;" and the "sleep _sleep" inside the loop. - Avoid regular/intensive assignments, use variables - Small sleeps between unit spawns Currently I am testing dynamic caching distance for MCCs GAIA, not sure if it is a good idea, because some AI scripts do not like units suddenly ...disappearing/simulation off... and start spamming script errors. Basically the script regularly checks fps (here average over 5 seconds): _fps = 0; for "_i" from 1 to 10 do {_fps = _fps + diag_fps; sleep 0.5}; _fps = 0.1*_fps; ...and changes the GAIA caching distance (GAIA_CACHE_STAGE_1 - 100) accordingly with some MIN and MAX of course. Which may also cost FPS at the moment after execution. https://pastebin.com/S3RicpJ1 - Technically, it works. But have not done much testing yet. I am interested in what you think about it. If dynamic engine side caching may be a good idea? I.e., dynamic use of setDynamicSimulationDistance? -
Hey guys... [] execvm "code1.sqf"; [] execvm "code2.sqf"; I start this from inside the debug console. Let's say code1.sqf is not an endless loop, ie. does terminate. How can I call the scripts in a way that code2.sqf starts AFTER code1.sqf has been finished? In a gosub/return kind of way? I'm not at my rig but I guess a preprocessor would not work in a debug console.. Thx.
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Linear execution, how?
tortuosit replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I never did. So basically, is it about registering my own functions into ArmA for... easier... use? -
Linear execution, how?
tortuosit replied to tortuosit's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks that clears things up perfectly. My old brain should have remembered waituntil/scriptdone, because I regularly use it 😄 2nd solution is quite beautiful. I wish I could use "#define ccp call compile preprocessFileLineNumbers" in a debug console or logic, for saving space inside the ArmA UI, but hey. -
Global Mobilization - To higher price to pay
tortuosit replied to JosephArcher2's topic in ARMA 3 - CREATOR DLC
It has a lot of content - still EUR 20 is a "hard pill to swallow". I bought it. -
Arma 3 Creator DLC: Global Mobilization - Cold War Germany
tortuosit replied to mondkalb's topic in ARMA 3 - CREATOR DLC
I bought it for the assets and terrain and so far I like the terrain quite much. On daytime with not so many cloud, there's spring/summer feelings. It's lush, colors are spot on. I'm saying that with only 2h of experience with it. Will maybe play the campaign, but I'm more of a tinkerer. Thanks for the teams hard work! -
ai mod [Release] Vcom AI 3 - Dangerous AI
tortuosit replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for looking into it. The permanent toggle between columns and wedge is the problem, not that it always issues the same commands. I think. To me it looks like the wedge fallback, which always applies if no other formations are set, is a problem. @ the people who use it with GAIA: My impression is, if a group gets into a firefight and the firefight is done, it will not receive GAIA commands any more... Not sure yet. Because the group I was member of first got their MOVE (they are set to move to a zone) commands to like kilometers away, after a firefight they just walk around in the area of firefight. -
I don't see any hints we'll see that in the Armaverse. The whole creator DLC thing is not a problem for me.
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ai mod [Release] Vcom AI 3 - Dangerous AI
tortuosit replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@genesis92x I am in a VCOM + GAIA controlled group and it is VCOM (and not GAIA) which too often commands to "Form wedge" and "Form column" - Maybe you add a timecheck to not make it happen too often? When we move along a road, the commander asks to change formation every 5 seconds. The units actually do not change anything visible btw. It's related to @VcomAI\addons\vcomai\Vcom\Functions\VCM_Functions\fn_FrmChnge.sqf To have it more silent, I've put a "if (0.8 > random 1) exitwith {};" into it. Since the variable is local and not needed otherwise, can't you just write down the return value? true instead of _VCOM_CHANGEDFORMATION = true; _VCOM_CHANGEDFORMATION -
ai mod [Release] Vcom AI 3 - Dangerous AI
tortuosit replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thx - Seen it, but silencing them all is too much for me. -
@Haleks, can you do something about formation commands? I use AI mods which every few seconds command me to form wedge/form column... It is no problem for me not to receive such commands... Thx.
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ai mod [Release] Vcom AI 3 - Dangerous AI
tortuosit replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's working for me for the first time. Must say, it is awesome to see how now my soldiers attacked, searched for bushes, after they supposedly cleared the area they at first moved very carefully. Awesome. Also the enemy, did not just stand there and wait for subsequent bullets... Good fun. Question: I am using it together with MCC/GAIA. I am often in a group led by AI. Your mod or GAIA do continously command me to "Form wedge"/"Form column" like every 5 seconds. I do not need such reports. Anyone knowing of a possibility/mod to filter those commands? I just don't want to hear formation related stuff. EDIT: I already use @Discipline from Haleks and also asked him if he can do something. https://forums.bohemia.net/forums/topic/175734-discipline/?page=2 -
Dynamic camouflage - how best to run intermittently
tortuosit replied to The Real Bunc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Erm well, sounds right, I think on complex stuff everybody is on his own 🙂 Of course a) as few comparisons as possible and b) use (native) functions as few as possible, put their output into variables and prefer to do comparisons with the variables then. I can share with you my construction of creating looped scripts, which can then be later overridden or killed. So, if you re-call them, the prior instance will be killed. With a "stop" or "false" argument it is killed without being replaced by a new instance. This is called with an execVM and I prefix lots of my endless looped spawned code with it: if (!isNil "tort_myScript") then { if (!scriptDone tort_myscript) then { terminate tort_myscript; waitUntil {scriptDone tort_myscript}; }; }; if (tolower(str(_this#0)) find "stop" >= 0) exitWith {systemchat "tort_myScript has been terminated"}; if (tolower(str(_this#0)) find "false" >= 0) exitWith {systemchat "tort_myScript has been terminated"}; tort_myScript = _this spawn { DAT ENDLESS LOOP CODE; }; -
helicopter transport module Hermes Airlift Services Mod
tortuosit replied to Gunter Severloh's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would be awesome. Look into Alive, it has this IIRC. -
Sullen Skies, Ambient Animals, Animals Module-Extended
tortuosit replied to EO's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does your mod change wind speed?- 278 replies
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- sullen skies
- ambient birds
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(and 1 more)
Tagged with:
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Speechless on how fast you create quality terrains.
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Dynamic camouflage - how best to run intermittently
tortuosit replied to The Real Bunc's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You typically run stuff inside a while loop (which checks eg "alive player") and use a sleep inside of it. Scripters often use those timed loops. It basically only is important in terms of performance WHAT you do inside it, how intensive the check is... Outside, you spawn or execvm it and get a handle in return. And otherwise sleep() wouldnt be allowed ("scheduled environment") . With the handle, if desired you are able to terminate it. Yes,events are a clean way if they exist. Look in wiki, I've got not many experience with them. I think in my weather scripts you can see how it can be done. E. g. look into tort_rain.sqf. I have enabled my scripted loops to be killed/restarted from outside. In some script I am checking an array of all units every 10s, and on new units I change their skill attributes. I'd say I do not see FPS change then. If you think something is more intensive, like spawning units, do micro sleeps between any single action. -
helicopter transport Hermes Airlift Services Script
tortuosit replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes. That's clear, it just seems, when the player is under GAIA control (he receives waypoints, for me it can make gameplay more interesting because someone else tells me what to do :D) - in this case GAIA seems to control the HAS chopper. You may test it please, add the following line to debug console. Player is not far from the chopper. After this line has been added, I get a "wait" instruction close at my position and the chopper will start coming to me. (group player) setVariable ["GAIA_ZONE_INTEND",["1","MOVE"], false]; I'm thinking about implementing other ways to make gameplay interesting because of this problem. Maybe GAIA just reporting in a "systemchat" kind of way. It's because I like some recommendations by an artificial commander on what to do... -
helicopter transport Hermes Airlift Services Script
tortuosit replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I see, so the single click serves only as a kind of "OK button press" and has no meaning for routing. -
helicopter transport Hermes Airlift Services Script
tortuosit replied to Gunter Severloh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
IDK, it seemed to happen after I teleported. Then while I still was under his position, chopper did not see me. I also do not understand: The chopper does not fly to map click position (did one single left click) - it always directly approaches player, no matter where he is. -
singleplayer [APEX SP] Descent Trajectory
tortuosit replied to Rydygier's topic in ARMA 3 - USER MISSIONS
Have not noticed your mission yet. Just entered and thought "WTF is this"?! 🙂