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About phronk

  • Rank
    Master Gunnery Sergeant


  • Interests
    Gaming, drawing, designing, and more gaming. :D
  • Occupation
    ArmA 3

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  • Biography
    I have a YouTube channel with quick instructional ArmA 3 videos for aspiring mission builders!
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  • Location
    : USA, New York
  • Interests
    ArmA 3: mission building / scripting.
  1. It is because I use remoteExec on all clients instead of only those that are within range, like a moron. I'll fix the code and update the script eventually. I'm just caught up with other things at the moment.
  2. Just an update on the script -- I've removed it from Steam Workshop; the script is completely pointless and 95% of the people trying to use it cannot follow the instructions anyway. I will add it to Steam Workshop again if Bohemia Interactive adds the script command I requested over a year ago. Until then, the script is easily exploited in missions with more than 2 players. You can still download it via Google Drive if you really want to use it.
  3. Yeah I kinda stopped with the ACE compatibility (at least for now). It should work fine with ACE; it checks if the server/players have ACE running and won't run certain scripts if ACE is running. As far as VCOM, if you add the VCOM scripts, do not run the mod version -- VCOM will run twice (or more) if the mod AND script are both used.
  4. Useful commands for optimizing performance. Will not solve all of your problems, but will grant you a head start in learning how to optimize settings for clients: https://community.bistudio.com/wiki/setViewDistance https://community.bistudio.com/wiki/setObjectViewDistance https://community.bistudio.com/wiki/setShadowDistance https://community.bistudio.com/wiki/setTerrainGrid https://community.bistudio.com/wiki/enableCaustics https://community.bistudio.com/wiki/enableEnvironment There are many other ways to optimize your mission(s) and scripts, but it can be situational. If you want to learn code optimization tips, this is a great resource: https://community.bistudio.com/wiki/Code_Optimisation
  5. Try this: {addSwitchableUnit _x}forEach _rifleman1v;
  6. Parking Planes in hangars

    You can try to do a hacky workaround: Once the plane is landed and off the runway, spawn an invisible agent on the position of the plane and attach the plane to the agent. Then order the agent to walk the desired path and into the hangar. Probably easier said than done, since AI pathing on airfields are pretty bad, but I'm sure it's doable.
  7. Try this: _allPrisoner=[]; {if(side _x==EAST)then{_allPrisoner pushBack _x;};}forEach allPlayers; _allPrisoner; https://community.bistudio.com/wiki/pushBack
  8. isServer will work for both client-hosts and dedicated hosts, so it isn't necessary as far as I know. In other words, I want the script to work if the script is used in a single-player, local hosted, or dedicated hosted mission.
  9. I had no idea my script is the most popular thing on Steam Workshop, that's pretty fucking cool. Just wait until the next update, whenever that'll be. (Massive performance and efficiency boosts, plus more furniture/variations)
  10. IMPORTANT: I've recoded the way the code works completely and have effectively optimized the scripts performance dramatically. My FPS would stutter, micro stutter, and hang at 4 FPS in Kavala with other players around. Now I've optimized it to run at 50 to 90 FPS (On my end) with no noticeable stuttering. There is one issue though... The reason why I started to make this script was for a project I'm working on and it goes far beyond just furniture. It's becoming more work for me to make the furniture scripts open to everyone, while also having a version for my other project. Don't worry, I'm not working on some gay "life" mission or mod. But the reason why I'm making this post is to notify everyone that I am strongly considering ceasing the public development of this script -- at least for a long while, so I can focus on my other project and make it more of a surprise when I officially announce it. For the record, the project I'm working on will be something I actually want to pitch to BIS as a DLC, since that's apparently a thing now. I don't expect this to fall onto you guys as good news, but it's news to keep you all informed and in the loop of what's going on. TL;DR: Optimized the script to run much faster and more efficiently, but will not be doing any more public updates for a while.
  11. It'd be great to have AI pathing in these buildings, but I don't think OPX likes getting involved with all that shit. I'm assuming it's complicated to setup. I'd love to setup pathing/navmeshes in all of the houses that he released for the cancelled Al-Kut map. With that said, to those who are newer to scripting, you can place AI and make them stationary/standing up by adding this code to the unit's init box: this setUnitPos"UP"; this disableAI"PATH"; this setUnitBehaviour"AWARE";
  12. @johnnyboy Thanks, so far I've optimized the script to run at a low of 30~ FPS in Kavala (on my PC), up from 4 FPS. I still have more to do though. @Ben@ArmsHttps://www.PayPal.me/Phronk Donations are a big motivator, but otherwise I don't require help; I also have a bunch of testers from Task Force Ronin (TFR).
  13. @Muecke Thanks, I'll try to create a separate mod version in the future, but I'm still focused on improving the code and expanding it. @Drongo69 I appreciate that, glad you're enjoying it. Just so everyone is aware, I tested my furniture script in Kavala in Altis with the newest version and it resulted in horrible FPS -- I dropped down to 4 FPS (Spawning 7305+ objects in 487 houses). This has encouraged me to begin totally rewriting how the furniture spawns for the absolute best performance. It runs fine in small-to-medium sized towns, but Kavala overwhelms the script. This will be "fixed" or at least improved in the next version.
  14. Download Link (Google Drive) Download Link (Steam Workshop) Download Link (Armaholic) Version: 0.6 Size: 180 KB ADDITIONS: • Added: New furniture layout for Land_i_Addon_03_V1_F • Added: New furniture layout for Land_Slum_House01_F • Added: New furniture layout for Land_Slum_House02_F • Added: New furniture layout for Land_Slum_House03_F • Added: New furniture layout for Land_Shed_02_F • Added: New furniture layout for Land_House_Big_01_F • Added: New setting in 'CFG.sqf' to toggle "Optimization Mode" • Added: Playable unit to player's group in demo mission for MP testing ADJUSTMENTS: • Tweaked: Invisible helipads on each building have a "PF" variable set on them • Tweaked: Enabled simulation for invisible helipads on each building FIXES: • Fixed: Furniture wouldn't rotate on dedicated servers • Fixed: Only 2 of the 7 supported Tanoa houses would actually spawn furniture • Fixed: Invisible helipads not spawned by furniture script could get deleted • Fixed: Sofa objects were mixed up in Land_i_House_Small_02_V1_F • Fixed: Missing bucket object script error, in h1_4.sqf • Fixed: Tanoa furniture script h1_1 incorrectly defined _H variable • Fixed: Some floating furniture OPTIMIZATIONS: • Optimized: Reduced sleep delays to 0.2 seconds, down from 1 second • Optimized: Removed _blanket variable which selectRandom'd array KNOWN BUGS: • Bug free! __________________________________________________________________________ The feedback you guys have given is appreciated and more will come as a result of it, such as persistent furniture layouts. Enjoy!