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meatball

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Posts posted by meatball


  1. I've done a bunch of research, and unfortunately, I don't believe persistence or saving/loading is doable at this point.

    Anyone can easily setup persistence, but the way the missions are structured, at least one player needs to be alive at all times or the mission will be a failure. You can set the server to be persistent with the mission, but as soon as the last player disconnects, the mission will think everyone is dead, and the mission will end. Persistence does work with some missions b/c there's not a set end point if all the players are dead/disconnected, but in the Altis on Fire episodes, there's not really a way around that since the missions aren't built for infinite respawns, in all the mission storylines, the players are part of finite teams that have a set tasks to do.

    As for saving/loading, this would be the way to do it to get around the problem of the mission seeing the team as dead/wiped out on disconnect, but I haven't been able to find any way to allow players to 'save' a mission state, and then reload that mission state without using some sort of database mod/addon. Since the mission files are simply pbo's, there's no way to save files into that pbo so they can be loaded later, and there's no way that you can save/load an external file into the players missions directory with the current command set/engine. If there was, I'm pretty sure I could save out an array that has the list of objectives completed/failed and the teams location at the save point, and then have the mission 'load' that state on startup, but I just don't think it can be done with A3 at this point.

    Sorry folks, I'll keep my eyes open in case BI adds in new functionality that can do this, but if someone knows any current commands that can save/load files in a pbo or players mission directory, please let me know!


  2. Yeah, I've done a bunch of research, and unfortunately, I don't believe saving/loading is doable at this point. I haven't been able to find any way to allow players to 'save' a mission state, and then reload that mission state without using some sort of database mod/addon. Since the mission files are simply pbo's, there's no way to save files into that pbo so they can be loaded later, and there's no way that you can save/load an external file into the players missions directory with the current command set/engine. If there was, I'm pretty sure I could save out an array that has the list of objectives completed/failed and the teams location at the save point, and then have the mission 'load' that state on startup, but I just don't think it can be done with A3 at this point.


  3. Yeah, see in my case, a Save/Load feature would work best. Many of my missions have lot's of objectives/side missions to do, and it's hard to get them all done in one session. If players could save after playing for a few hours, and then reload and play a few more hours with their friends another day, that'd work well.

    Persistence I don't think really fits well since if the whole team gets wiped out, the missions should end and I don't really see how to handle persistence/leaving a server up after everyone drops with that type of scenario.


  4. EDIT #2: Yes, that change does really make a difference, fps have more than doubled! It is now playable, although I still don't have exceptionally high fps, but it's playable and in line with other not totally simple missions. Thanks!

    Glad it's working better. There's still instances where things may bog down on a slower machine as there could easily be 100-150 AI running around behind the scenes trying to find the players, but hopefully EoS eases that up a bit. If you do have the opportunity to run the mission on a dedicated server and maybe throw a headless client into the mix it can definitely run a lot better, but hopefully all the missions should be at least playable even on locally hosted games.

    Another idea of improvement: You could put a virtual arsenal on the supply crates on the starting islands, so people can kit out themselves as they wish (also with uniform addons etc.).

    When I built the first episode (which was actually Force Recon) I originally had Virtual Ammobox in it, but got a lot of feedback that folks didn't like it, so I pulled it. If someone really wants to add it, it's not that difficult to add themselves.

    Thanks for the feedback, keep the ideas and any bugs you find coming!


  5. New Version Update!

    Changelog

    v 1.06

    - All 3 Episodes: Increased the spawn rate of empty civilian cars in all episodes.

    - All 3 Episodes: Refreshed the AI Unit pools to include many newer units. AI troops and vehicles should be more varied.

    - All 3 Episodes: Tired of trying to run with the new Fatigue system? Added in a new parameter to Enable / Disable fatigue in all episodes. The default setting is 'Disabled' and it can be adjusted using the 'Parameters' button on the Role Selection screen.

    - Episode 2/Force Recon: Retooled the episode to use BangaBob's EoS system for AI spawning/caching, hopefully will ease some FPS issues folks are seeing due to AI load.

    - Episode 2/Force Recon: Added a new step off point "East" on the coast near Faronaki and added in scuba gear for anyone wishing to try a stealthy insertion.

    Please let me know if you run into any issues, no matter how small!

    Altis on Fire Contest Page

    Altis on Fire - Episode 1 "Fallout" - Steam Workshop

    Altis on Fire - Episode 2 "Force Recon" - Steam Workshop

    Altis on Fire - Episode 3 "Rock and a Hard Place" - Steam Workshop

    Altis on Fire Mission Pack - Armaholic


  6. Hey, thanks for the feedback! There's probably something to your comment for mission 2. I used the AI Spawn Script Pack in that mission, where in missions 1 & 3 I used EoS and EoS seems to be a bit better for frame rates and such. I've been thinking of trying to swap out the AI Spawn Script Pack and put in EoS in mission 2, but it's a _huge_ undertaking and would require a major rewrite. I may give it a shot and see if I can work something up before the deadline though.

    Definitely try mission 3 as well if you get a chance!

    Thanks again...


  7. Hey all, just wanted to throw a request out there. As the deadline for the contest nears, if you guys know of, or run into any bugs/problems with any of the missions, please post them up. I want to make AoF as polished as possible before the deadline in October!

    Also, if you've enjoyed any of the Altis on Fire missions and don't mind, it'd be great if you take few moments to upvote/support Altis on Fire on Contest Page, Steam Workshop and Armaholic. Any support you offer helps to get the word out to more folks about the missions. Thanks again!

    Altis on Fire Contest Page

    Altis on Fire - Episode 1 "Fallout" - Steam Workshop

    Altis on Fire - Episode 2 "Force Recon" - Steam Workshop

    Altis on Fire - Episode 3 "Rock and a Hard Place" - Steam Workshop

    Altis on Fire Mission Pack - Armaholic


  8. I love that fact that we can easily publish and 'subscribe' to A3 content through Steam Workshop, but to be honest, it's starting to become a mess. There's almost 10,000 items available for A3 right now, and it's nearly impossible to determine what's good and what's not. Many of the '5 star' entries are pretty buggy/bad, and there's probably a lot of really good entries out there with no or very few ratings that are impossible to find.

    There any way to do something with Steam Workshop so people can better find the gems and avoid the junk? There's gotta be a better way to do it...


  9. Alright, for all you coding masters out there, I have a challenge for you. I'm trying to work up some sort of Laser or Ray gun using just in game A3 assets and commands. Don't want it to be an addon or require anything that isn't in Vanilla A3. Only other requirement is that the weapon needs to be strong enough that AI will fire them at MRAP's (if an AI's weapon isn't strong enough to actually damage a vehicle, they'll just stand around and not fire).

    May not even be possible, but I think there's gotta be some way to kludge together something...


  10. Awesome, glad you like it and sorry I didn't get back to you sooner. I'll see about the morning fog deal, but you can easily tweak the fog settings yourself by just changing the numbers for the fog settings. You can either tweak all the 'fog' variables in the weather templates a bit, or just add another one in. To just tweak the current ones, try something like this for your weatherTemplates.

    weatherTemplates = [
           ["Clear",[0,1,5],[0.30,0,0,1,1]],
           ["Overcast",[0,1,2],[0.50,0,0,2,2]],
           ["Light Rain",[1,2,3,5],[0.60,0.3,0.05,3,3]],
           ["Medium Rain",[2,3,4],[0.70,0.5,0.05,4,4]],
           ["Rainstorm",[3],[0.80,0.9,0.1,5,5]],
           ["Light Fog",[0,2,5,6],[0.4,0,[0.3,0.01,10],0,0]],
           ["Medium Fog",[5,6,7],[0.4,0,[0.5,0.005,20],0,0]],
           ["Dense Fog",[6],[0.5,0,[0.7,0.0025,30],0,0]]
    ];
    

    Or you can just add a new fog option by replacing the Dense Fog template with this.

    ["Dense Fog",[6],[0.5,0,[0.4,0.0025,30],0,0]],
    ["British Fog",[6],[0.6,0,[0.8,0.0012,40],0,0]]
    

    If you do that, you'll also need to tweak the 'Case 3' line in the if(isServer) block from:

    case 3: {rw2_Current_Weather = 5 + (floor (random 3));};  				 	// Fog
    

    to:

    case 3: {rw2_Current_Weather = 5 + (floor (random 4));};  				 	// Fog
    

    Let me know how it works. And if you like the weather, I think they work really well in my Mission pack (Shameless Self Promotion :))


  11. Hey guys, haven't really been keeping up with anything new with the script to be honest.

    @Tank - My guess is that something is off with the rw2Param variable (on Line 51). The whole paramsArray setup confuses a lot of folks. Basically you need to make sure that the number for that parameter is equal to which parameter you setup in your description.ext file for the weather script. But remember since all these params are stored in an array, the first class/parameter you have in your description.ext is actually '0', the second would be '1', etc. For more details, check out the A3 Mission Params wiki.

    @Procles - In my testing I found that simulWeatherSync didn't need to be used during weather updates. All it does is sync the cloud levels to match with the weather (overcast) settings on the local client. While you can immediately adjust the cloud levels at between two values at mission start, once a mission is running the Arma engine takes a _long_ time to adjust cloud levels from one value to another and they will slowly transition from one to another at a set rate based off the overcast levels no matter what you try to do. So there was no benefit of using the simul command for updates after the initial setup.

    Remember that there is no true way to 'synchronize' weather exactly across all clients. The way around that is to give all the clients the same starting values and then tell them to and move to another set of values over a set amount of time. Since the individual clients all have the same weather engine running, they will have nearly identical weather, but it will never be exact. You may see rain start a few seconds before another client does, but it'll be close enough that it shouldn't be noticeable.

    Hopefully, someday, BI will figure out true weather synch across clients that and all these weather scripts can go away. :)


  12. I'm trying to do a few things with Naval mines, specifically the bottom one, "UnderwaterMineAB".

    Couple of questions.

    1) I can't seem to spawn them using anything other than placing them in editor. I've tried things like "mine1= createVehicle ["UnderwaterMineAB",(getmarkerpos "mineLoc"),[],5,"NONE"];" but it just doesn't spawn anything.

    2) Is there any way to set it so players (and only players, not AI) will set those mines off?

    3) There any way to disable the "I see a mine!" automated message a player yells out?

    4) Is there any way to change the texture/color of them? I've tried just messing with the base colors by doing "mine1 setObjectTextureGlobal [0,"#(argb,8,8,3)color(0,0,0,0)"];", but it doesn't do anything to it.

    Any ideas?


  13. Just wondering if anyone knows of any way to yank the rear prop off the I_UAV_02_F model in game with a script? Want to use it for a static objective, but without the prop and can't seem to figure it out.

    Also, and I'm pretty sure it's impossible, does anyone know if there's any (with scripting again) to increase the models scale to say 2x?


  14. Man oh man, I just can't figure out how to adjust the number of groups that get respawned after caching to adjust based on the marker size at that time. I believe I've narrowed down the block I need to edit I think to this one in eos_core.sqf:

    // SPAWN PATROLS
    for "_counter" from 1 to _bGrps do {
    if (isnil "_bGrp") then {_bGrp=[];};
    	if (_cache) then {
    			_cacheGrp=format ["PA%1",_counter];
    			_units=_eosActivated getvariable _cacheGrp;	
    				_bSize=[_units,_units];
    				_bMin=_bSize select 0;
    				if (_debug)then{player sidechat format ["ID:%1,restore - %2",_cacheGrp,_units];};
    					};
    						if (_bMin > 0) then {	
    								_pos = [_mkr,true] call SHK_pos;			
    								_bGroup=[_pos,_bSize,_faction,_side] call EOS_fnc_spawngroup;
    									0 = [_bGroup,_mkr] call EOS_fnc_taskpatrol;
    									_bGrp set [count _bGrp,_bGroup];
    
    									0=[_bGroup,"INFskill"] call eos_fnc_grouphandlers;
    if (_debug) then {PLAYER SIDECHAT (format ["Spawned Patrol: %1",_counter]);0= [_mkr,_counter,"patrol",getpos (leader _bGroup)] call EOS_debug};
    											};
    	};	
    

    Basically I just want the respawning groups from the AAF Side to increase in number based on marker size (the marker will slowly get larger until the players wipe it out.)

    I know I just need to plug something in like this

    if (_side==INDEPENDENT) then {_groupsVariable = floor(_mkrX / 10);};
    

    Anyone have any idea where I should plug that in and what that '_groupsVariable' should be? I've tried _bGrps and _counter with no luck.

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