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gabberxxl

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Posts posted by gabberxxl


  1. Hey there,

    I am trying to implement a caching script similar to ZBE_HCCache to free up some resources on my custom beCTI mission. It is working as intended so far, when any unit gets in range to any enemy unit it will be reenabled via

    _x enableSimulation true;

    on all machines (server, hc1, hc2, hcX and so on), BUT in the enemy check all aircraft are somehow being ignored. They do not get their simulation reenabled other than on the client they are local to.

    Here is the code:
     

    {
    	_y = _x;
    	
    	_count_enemies = count ((_y nearEntities [["CAManBase", "Air", "Car", "Motorcycle", "Tank", "Ship"], CTI_GRAPHICS_VD_MAX/2]) select {side _x != side _y && side _x != civilian});
    	
    	
    	if ((_count_enemies > 0) || (local _y) || (isPlayer _y))  then {
    		if (_y != (vehicle _y)) then {
    			if !(simulationEnabled _y) then {
    				(vehicle _y) enableSimulation true;
    				_y enableSimulation true;
    			};
    		} else {
    			if !(simulationEnabled _y) then {
    				_y enableSimulation true;
    			};
    		};
    	} else {
    		if (_y != (vehicle _y)) then {
    			if (simulationEnabled _y) then {
    				(vehicle _y) enableSimulation false;
    				_y enableSimulation false;
    			};
    		} else {
    			if (simulationEnabled _y) then {
    				_y enableSimulation false;
    			};
    		};
    	};
    } forEach allUnits;
    
    _cachedUnits = (count allUnits - ({simulationEnabled _x} count allUnits));
    _cachedVehicles = (count vehicles - ({simulationEnabled _x} count vehicles));
    diag_log format["All/Cached Units %1/%2::All/Cached Vehicles %3/%4",count allUnits, _cachedUnits, count vehicles, _cachedVehicles];
    _time = time + 5;

    Do I need to create an exception for all "AIR", or am I missing sth? I thought nearEntities creates a 3D sphere with given range? Oh and feel free to criticize my code above, it runs in an FSM with several checks to make sure it all runs on server/hc side. Performance is key! (Ignore the diag_log, it's just a check for personal use, will be removed later)


  2. I am trying to add the virtual garage to my mission, but I am unable to limit the vehicle selection.

    this addaction [ "<t color='#0000FF'>CustomGarage</t>",{
    BIS_fnc_garage_data = [
    	[
    		'\a3\soft_f\mrap_01\mrap_01_unarmed_f',
    		[ ( configFile >> 'cfgVehicles' >> 'B_MRAP_01_F' ) ]
    	]
    ];
    _pos = [ player, 30, getDir player ] call BIS_fnc_relPos;
    BIS_fnc_garage_center = createVehicle [ "Land_HelipadEmpty_F", _pos, [], 0, "CAN_COLLIDE" ];
    ["Open",true] call BIS_fnc_garage;
    h = [] spawn {
    	waitUntil { isNull ( uinamespace getvariable ["BIS_fnc_arsenal_cam",objnull] ) };
    	BIS_fnc_garage_data = nil;
    };
    }, [], 1, true, true, "", "isNull cursortarget"];

    This is the code so far, but even if I edit the "BIS_fnc_garage_data" there are still all vehicles available. I want to limit the access to the vehicles by type: Wheeled, Tracked, Rotary, Fixed Wing and Naval and static. Later in the process I want to limit it to the players side. Any help would be appreciated


  3. Unfortunately the mission is still now working as described. I am using your mods version linked here https://drive.google.com/file/d/1o9bRhd2TyjGud0X6ENqHt6Ma4A9xuiAM/view?usp=sharing and the mission file linked here https://drive.google.com/file/d/1343tTm1uRRgHp28hjtZiLVSqqRbLm1DF/view

    This is the error that gets spammed every second in the *.rpt file

     

    21:34:29 Error in expression < = { !((_x # 0) isKindOf "man") } count _9008;
    _9012 = (count _9008) - _9010;
    _9>
    21:34:29   Error position: <_9008;
    _9012 = (count _9008) - _9010;
    _9>
    21:34:29   Error Undefined variable in expression: _9008
    21:34:29 File fow\server\groupFns.sqf..., line 757

     


  4. 9 hours ago, gc8 said:

    @gabberxxl I changed the mission so that it wont allow running two different versions. Not that I know for sure if this is the problem but at least that can be ruled out.

     

    Also fixed player not getting reward on doing missions and few other small things but haven't yet proceed to fix rest of the bugs because they maybe because of something not matching with versions

     

    Link to new mod file: https://drive.google.com/file/d/1rE3PfUyq-bMA7wOA6p7WolJurAdvY6o9/view?usp=sharing

     

    Nice, I will upload it to my server and test it on the weekend again!

    • Thanks 1

  5. 8 hours ago, gc8 said:

    could you have loaded the fow mod twice with different versions or something? maybe server/client version miss match?

     

    They are exactly the same, uploaded the files to the server via FTP.

     

    8 hours ago, gc8 said:

    Also when you were not able to buy gear were you still able to buy vehicles/men?

     

    No.

     

    8 hours ago, gc8 said:

    And when the player started on island did his side have any bases?

     

    Yes.

     


  6. 21:34:44 Error in expression < = { !((_x # 0) isKindOf "man") } count _8983;
    _8987 = (count _8983) - _8985;
    _8>
    21:34:44   Error position: <_8983;
    _8987 = (count _8983) - _8985;
    _8>
    21:34:44   Error Undefined variable in expression: _8983
    21:34:44 File fow\server\groupFns.sqf..., line 754

    Sometimes the server starts and posts this error in the *.rpt. When this happens, the game cannot be played at all.

    • Thanks 1

  7. 1 minute ago, gc8 said:

    @gabberxxl wow I did not know there were so many issues. thank you so much reporting! Will start fixing those bugs... but couple of questions. Which side you played in? Which mod you played with (Apex,RHS,etc)? Did the "CNQ Error: invalid item in shop" error not print the item name? thx again. will look into this

     

    No problem. I have a server up and running now, will test some more the next days. I was playing on BLUFOR, no mods, all vanilla. The item name was not shown.

    I really like what you did so far! Keep it up! Oh and expect the suggestion list to grow even further 😉

    • Thanks 1

  8. I did a playtest with a friend using mod version "0.9.13 RC1" and using your latest mission version. We wrote down anything we noticed and added some suggestions.

     

    ISSUES:

    • Insane performance drops, server FPS drop from solid 45-48 to 2 and stays there. Default settings, nothing has been changed
    • Players joining the mission in progress are on the island in the upper north and cannot do anything
    • Gear menu not available sometimes, no indication why
    • Heli landing pad gets placed on rough terrain -> AI lands, heli tilts and explodes causing mayhem
    • Units disappear in the unit menu, although close to the player
    • AI killing enemies does not reward any $
    • West gear not available: "CNQ Error: invalid item in shop"
    • Unable to interact with captives, they get added to the player group and thats it.
    • 1sec lag when new task is created
    • Unable to capture town. Massive AI presence and player waiting for 15 minutes at flag and nothing happened
    • Vehicle maintenance does not repair damage to fuel tank, tested with Prawler and HEMMTT
    • Income says players get 750$, per what? Played for 1.5 hours and havent gotten any income
    • No reward for "Download data task"

    SUGGESTIONS:

    • If all gear available option is set, allow players to choose gear via ingame arsenal (BIS_fnc_arsenal https://community.bistudio.com/wiki/BIS_fnc_arsenal) , add functionality to AI too, via action menu
    • Use BIS_fnc_advHint https://community.bistudio.com/wiki/BIS_fnc_advHint to display any info popup, allows users to hide and display last info via "H" key
    • Provide more detail to tasks, see above, cannot complete tasks when eg captives wont do anything and players cannot interact with them at all
    • Give info about units or vehicles bought, when and where they have been built
    • Add player and vehicle health indicators

  9. 22 hours ago, x3kj said:

    Precisely, because before you can inherit from a subclass (e.g. Turrets:Turrets) you need to declare it as well in the external class reference.

     

    And how do I do it correctly? Like this?

     

    	class B_SAM_System_01_F { // External class reference
    		class Turrets:Turrets {
    			class MainTurret;
    		};
    	};

     

     

     


  10. I tried to modify the existing B_SAM_System_01_F to be able to shoot Titan-AT rockets (for testing purpose, of course)

    This is the cfg I wrote:

    	class B_SAM_System_01_F; // External class reference
    
    	class O_SAM_System_01_F : B_SAM_System_01_F {
    		crew = "O_UAV_AI";
    		typicalCargo[] = {"O_UAV_AI"};
    		side = 0;
    		displayName = "3K95 Kinzhal";
    		faction = OPF_F;
    	};
    	
    	
    	class B_AT_System_01_F : B_SAM_System_01_F {
    		displayName = "Mk49 Velos";
    		class AnimationSources {
    			class Missiles_revolving {
    				source = "revolving";
    				weapon = "missiles_titan_static";
    			};
    		};
    		class Turrets:Turrets {
    			class MainTurret:MainTurret{
    				magazines[] = {"1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles"};
    				weapons[] = {"missiles_titan_static"};
    			};
    		};
    	};

     

    The upper part, the OPFOR variant of the SAM turret works flawlessly. But the lower part that modifies the SAM to shoot AT Rockets doesn't work at all. This is the Error im getting:

     

    23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.primaryGunner'.
    23:38:03 Warning Message: '/' is not a value
    23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.Turrets'.
    23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.primaryObserver'.
    23:38:03 Warning Message: '/' is not a value
    23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.Turrets'.

    It seems to fail to load the base class child B_SAM_System_01_F >> Turrets >> MainTurret.

    Any help would be appreciated!


  11. On 16.9.2017 at 9:54 AM, kremator said:

    Just stopped my dedi server after running it for 11 hours as half AI leaders had stopped moving (this is the Malden version). 

     

    This has been an issue with BECTI since almost 4 years

     

    On 20.4.2014 at 0:32 AM, gabberxxl said:

    Yeah AI does kill server performance in the long run, but I decreased the AI slots per team to six, so it takes a while longer to melt the server. I disbanded them, gave them new orders, changed their buy type to MRAP', Tanks etc, but nothing helped. They are just standing still at the base.

     

    On 21.4.2014 at 2:15 PM, gabberxxl said:

    Killed every single one of them, but nothing happened. They are just standing still and do nothing. :j:

     

    • Like 1

  12. I tried to modify the existing B_SAM_System_01_F to be able to shoot Titan-AT rockets (for testing purpose, of course)

    This is the cfg I wrote:

    	class B_SAM_System_01_F; // External class reference
    
    	class O_SAM_System_01_F : B_SAM_System_01_F {
    		crew = "O_UAV_AI";
    		typicalCargo[] = {"O_UAV_AI"};
    		side = 0;
    		displayName = "3K95 Kinzhal";
    		faction = OPF_F;
    	};
    	
    	
    	class B_AT_System_01_F : B_SAM_System_01_F {
    		displayName = "Mk49 Velos";
    		class AnimationSources {
    			class Missiles_revolving {
    				source = "revolving";
    				weapon = "missiles_titan_static";
    			};
    		};
    		class Turrets:Turrets {
    			class MainTurret:MainTurret{
    				magazines[] = {"1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles","1Rnd_GAT_missiles"};
    				weapons[] = {"missiles_titan_static"};
    			};
    		};
    	};

     

    The upper part, the OPFOR variant of the SAM turret works flawlessly. But the lower part that modifies the SAM to shoot AT Rockets doesn't work at all. This is the Error im getting:

     

    23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.primaryGunner'.
    23:38:03 Warning Message: '/' is not a value
    23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.Turrets'.
    23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.primaryObserver'.
    23:38:03 Warning Message: '/' is not a value
    23:38:03 Warning Message: No entry 'bin\config.bin/CfgVehicles/B_AT_System_01_F/Turrets/MainTurret.Turrets'.

    It seems to fail to load the base class child B_SAM_System_01_F >> Turrets >> MainTurret.

    Any help would be appreciated!

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