fx2k
Member-
Content Count
47 -
Joined
-
Last visited
-
Medals
-
Medals
Community Reputation
1 NeutralAbout fx2k
-
Rank
Lance Corporal
Contact Methods
-
Steam url id
FX_2K
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
I use this method at the moment too and was excited to see the new compositions, until I realised...I don't know a way to spawn them on the fly :( I would love a way to do so.
-
:) I will also add that I'm new(ish) to scripting in Arma, just going off my experiences so far and thought it may help. I'm not saying its the answer to all problems, just that it helped me with making my scripts work for Altis. Obviously it depends on what you are searching for, like I said.. using just "House" will return (off the top of my head) high voltage wires, poles, underwater coral etc etc, basically a shed load of objects that should be classified differently IMO and that I am not interested in. Refining the list as best as you can has to help, but only if there is a more appropriate class to search for.
- 1481 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
I dont disagree, however the question I responded to did not mention filling houses, just freezing on Altis. I use nearestObjects myself, but with limited range.. I also specify building class names rather than just "House" since I noticed the number of objects being returned from just 'house' was excessive and including objects that well.. are not houses / buildings.
- 1481 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
Altis has a lot more 'objects' per 100m than stratis does and of course is larger.. this results in a lot more processing time and larger arrays being returned, not to mention causing a balloon in memory usage which in turn freezes the engine until it completes, which for me was originally about 30 seconds or so. Im no expert on the subject though, this is just what I observed. Since refining my scripts which used NearestObjects, I have managed to achieve the same results with non of the huge performance loss. I still use NearestObjects here and there, but only with short ranges, i.e 100.
- 1481 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
Try lowering the search range, or using NearEntitites instead @bottom of : http://community.bistudio.com/wiki/Code_Optimisation
- 1481 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
Whilst not quite the same, I began suffering with motion sickness, some games like Half-Life I simply cannot play LOL. Not many games affect me in this way though luckily, but there is still the odd one here or there. Aside from head bob, 95% of the time, adjusting the FOV to a more comfortable setting works for me, since these days games are set at 65ish aka ('sofa -> TV') settings instead 90+ ish for ('chair -> monitor right in your face') I wonder why Arma 3 doesn't have a FOV slider yet has the settings for it in the config file? Anyway, worth a shot. Also, a video explaining FOV : Edit: just found this which may help http://www.armaholic.com/page.php?id=21179
-
A-143 is stuck (it only flies on All in Arma)
fx2k replied to corporal_lib[br]'s topic in ARMA 3 - TROUBLESHOOTING
A few others with related issues here too :( http://forums.bistudio.com/showthread.php?163288-Planes-and-uavs-not-moving -
A-143 is stuck (it only flies on All in Arma)
fx2k replied to corporal_lib[br]'s topic in ARMA 3 - TROUBLESHOOTING
For what its worth, I spawn via simple createVehicle and noticed that it is initially stuck. After mashing Q W S X and C a few times, off it goes. I haven't tried spawning it at a different height yet since I have only just noticed the issue, but maybe that's all it needs? I'm not using any mods atm either. -
1-2 FPS on Altis and 60 fps on stratis.
fx2k replied to SpacemanSpiff's topic in ARMA 3 - TROUBLESHOOTING
I posted this in another thread, but I guess this thread is more appropriate. Seems like this is the problem for me at least, maybe it is something to do with the "House" class being used for god knows how many objects, but maybe not... For me, using a nearest* command in mission scripts kills the game for about 30 seconds (and my mission uses it quite a bit, so basically kills the game forcing me to end the process. Different story on Stratis though, where it plays perfectly fine and has been throughout the beta period. . When the nearest commands are used and the game freezes up the CPU usage is at 10% (never more) and Memory usage goes to around 2.2GB for the arma process. Even without an empty mission, running a "nearest x" via the debug window causes the same issue. So I commented out all the nearest commands in my scripts and the mission runs reasonably well at least from a brief test, I will do some more in-depth ones this evening. -
Seems like this is the case, maybe it is something to do with the "House" class being used for god knows how many objects, but maybe not... For me, using a nearest* command kills the game for about 30 seconds (and my mission uses it quite a bit) perfect on Stratis though. When the nearest commands are used and the game freezes up the CPU usage is at 10% (never more) and Memory usage goes to around 2.2GB for the arma process. So I commented out all the nearest commands and the mission runs reasonably well. I7 3970x, 16Gb ram, Windows 8 x64, Nvidia GTX 690, Intel 520 ssd
-
Need Help With Support Module
fx2k replied to daniellee44's topic in ARMA 3 - MISSION EDITING & SCRIPTING
A quick way would be to Add the support modules to the map but don't sync the requester with the player. In the trigger for capturing Air Station Mike, add this to the OnAct field player synchronizeObjectsAdd [nameofSupportRequestor]; Changing nameofSupportRequestor to whatever name you used for the logic object in the editor. -
Im not doubting, just offering what I have for comparisons sake and perhaps some suggestions. Also, for what its worth, multiGPU mode being enabled is causing some issues such as flickering mirrors / mini displays etc. Maybe its a driver issue, maybe its a bis issue? Do you have the latest Nvidia beta driver?
-
Have you tried it on V. High instead of Ultra? Also, the clouds seem to have more of an impact than the rest, at least so far from my short tests :P
-
I have a GTX690 running at 2560x1600 with all settings on V. High, visibility at 2900 and objects around 1500. I'm getting around 50-80fps depending on where, whats going on etc, although not thoroughly tested everywhere yet, so it may vary but overall I am pleased with the performance / view distance. BTW, the difference between V. High settings and Ultra IMO is barely noticeable. Just because the setting exists, doesn't mean you have to do everything in your power to enable it. What's the spec of the rest of your hardware? Its not just about GPU alone.