Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

R4IDER

Member
  • Content Count

    155
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by R4IDER

  1. R4IDER

    Runway lights

    thanks for your reply I will give it a try and report back. ---------- Post added at 16:25 ---------- Previous post was at 15:24 ---------- sadly it seems that brightness settings don't work on runway lights either.
  2. I was just wondering about the personal radios and how well they work out of the box. I was thinking that these radios should have pre-defined frequencies by default so that channel 1 is channel 1 no matter what, this would be more in line with what we saw with ACRE's 343 for example. At the moment it is possible for a player to obtain a new radio such as the PNR-1000 and it will have brand new frequencies meaning that the player can't contact other people. I have created a script which setups up peoples radios when they select there gear but I have had some questions about how TFR would work out of the box with no configuration, would adding tf_same_sw_frequencies_for_side = true; be enough or would there still be an issue if a player switched gear and obtained a new radio?
  3. Hi, I have ran into an undefined variable error which usually is pretty easy to fix but in this case I am not sure how to go about removing the error. What I am doing is giving players their gear when they spawn. To do this I have given each unit a unique name of p1,p2,p3 for example and then using the code below to check if that unique name is in an array, if it is I then call my function which gives the player their gear. The problem is that I get an undefined variable error for all of the unique names and I am not to sure how I would go about fixing this. I have tried adding quotes around my array items but this breaks the script, can anyone recommend a solution? thanks. _inplatoon = player in [p1]; _infac = player in [p2]; _insquadleaders = player in [p3,p8,p13,p18,p23,p28]; _inriflemen = player in [p4,p9,p14,p19,p24,p29]; _ingrenadiers = player in [p5,p10,p15,p20,p25,p30]; _inasstgunners = player in [p6,p11,p16,p21,p26,p31]; _inautomatics = player in [p7,p12,p17,p22,p27,p32]; _inpilots = player in [p33,p34,p35,p37,p38]; if(_inplatoon) then { [player] call GOL_PL; }; if(_infac) then { [player] call GOL_FAC; }; if(_insquadleaders) then { [player] call GOL_SQ_TL; }; if(_inriflemen) then { [player] call GOL_RIFLEMAN; }; if(_ingrenadiers) then { [player] call GOL_GRENADIER; }; if(_inasstgunners) then { [player] call GOL_ASSISTANT_GUNNER; }; if(_inautomatics) then { [player] call GOL_AUTOMATIC_RIFLEMAN; }; if(_inpilots) then { [player] call GOL_PILOT; };
  4. I am not having any issues, I am just explaining to another poster how to get rid of the error message he reported.
  5. tf_no_auto_long_range_radio = 1; tf_give_personal_radio_to_regular_soldier = false; Using these settings you won't see the error.
  6. I have managed to get this working. TakeCommand = { _CurrentLeader = _this select 0; _NewLeader = _this select 1; { _CurrentLeader selectLeader _NewLeader; } forEach units _CurrentLeader; }; if (_code == "TakeCommand") then { [[group player, player], "TakeCommand" , true, false] spawn BIS_fnc_MP; };
  7. Thanks for your help brians200. This is what I've got so far. TakeCommand = { if (!local (_this select 0)) ExitWith {}; _CurrentLeader = _this select 0; _NewLeader = _this select 1; _CurrentLeader selectLeader _NewLeader; }; if (_code == "TakeCommand") then { _newLeader = player; [[group _newLeader, _newLeader], "TakeCommand" , true, false] spawn BIS_fnc_MP; }; An error comes back which states that it expected an object, I expect I have made some stupid error.
  8. Really happy with the new update thanks for your efforts, I am in the process of integrating the radios with our various templates. In the userconfig file that we distribute via arma 3 sync I have placed the following. tf_west_radio_code = "_golclan"; tf_east_radio_code = "_golclan"; tf_guer_radio_code = "_golclan"; Does this mean no matter what radios we use we will always be able to talk to each other? I am asking this because I would like to pick the backpack radio we use based on how well it matches the uniforms.
  9. if (_code == "TakeCommand") then { _UnitLeader = leader player; // This gets the current leader of the players group. _UnitLeader setLeader player; }; Not really much to it tbh. Maybe it should be player SetLeader player;
  10. Looking forward to testing the new version, I am just having a read through your documentation. I am just trying to work out how you define the frequencies for both long and short range radios. I can see tf_freq_guer etc but the description mentions TFAR_fnc_generateLrSettings and I am not to sure how to go about using that, could you show me an example?
  11. Hi, Has anyone managed to add this mod to the Zeus available units list?
  12. R4IDER

    ASR AI 3

    If I am running ASR do I still need to be setting the AI skill manually such as those below? { _x setSkill ["AimingAccuracy", 0.3]; _x setSkill ["AimingShake", 0.2]; _x setSkill ["AimingSpeed", 0.2]; _x setSkill ["Endurance", 0.5]; _x setSkill ["SpotDistance", 1]; _x setSkill ["SpotTime", 0.2]; _x setSkill ["Courage", 0.4]; _x setSkill ["ReloadSpeed", 0.3]; _x setSkill ["Commanding", 0.5]; _x setSkill ["General", 0.7]; } forEach AllUnits;
  13. Is there any chance that a simple example of how to go about creating an action menu could be added to your documentation page?
  14. I have disabled all mods other then XMed + requirements and I have taken two screen shots. This is one taken without the module. http://www.gol-clan.co.uk/R4IDER/2014-03-20_00001.jpg This is one taken using the module. http://www.gol-clan.co.uk/R4IDER/2014-03-20_00002.jpg Adding X39_MedSys_var_Pain_Blur = false; didn't solve the issue.
  15. Yeah we're also have a few issues with 0.3.3 but I find that it works in multiplayer -with errors- but not in the editor.
  16. Is there anyway to disable the blur effects?
  17. No we're not using that mod I have only really noticed the blur since updating to BETA 0.3.3.
  18. Using the latest version is anyone else seeing blur around the edges of your screen? There also seems to be a few problems such as an error appearing when you give morphine to someone and currently your unable to move when dragging someone.
  19. The multiplayer FPS problems should be a addressed with the highest priority. As soon as this final campaign part is out I would like 100% focus shifted onto performance increases because currently its terrible. The latest patch has actually reduced FPS when playing on our server. The server FPS is always at 48 and it only drops down when I spawn in units. If I add 6 groups and 30 fixed placed units then the server FPS will remain at around 48 but the client FPS will drop by around 15-20 FPS. I have no idea why this is and I have tried everything to fix it thinking there was something wrong with my scripts. Its pretty annoying that the same problems carry on from game to game and all we get from BI is reasons why its so hard to implement multiple cores. I am no games developer but I am a gamer and I see the difference in performance with games that my use of all of my cores compared to those that only use one. The ARMA series is a PC game and it runs like a console port, I would be ashamed of myself for putting out such an unoptimized product. But who am I to pass judgement, I am just a customer right.
  20. I have managed to get this working now simply by adding a sleep between moving the box and creating the parachute.
  21. Hi, So I am currently working on a new logistics system for my clan co-op games. So far I have made it so players can pick up boxes, drop them and load them into vehicles everything is working perfectly both in the editor and multiplayer server however if supplies are loaded into an aircraft I would like to give players the option to paradrop the supplies down. I will give a quick explanation as to what I am doing in my code. This is the code I am using to let players load boxes onto vehicles. As you can see I am creating an array and storing the name of the box in it. private ["_unit"]; _unit = player; box allowDamage false; _vehicles = vehicles; { _meters = _unit distance _x; if (_x != box && _meters < 5) then { removeAllActions _unit; detach box; //box setposATL [00000.0,0000.0,0.00000000]; _teleloc = (GetMarkerPos "supplies"); box setposATL (_teleloc); _unit forceWalk false; removeAllActions _x; _x addAction ["<t color='#FF0000'>Unload Supplies</t>", "logistics\box_unload.sqf"]; if (_x isKindOf "Air") then { _x addAction ["<t color='#FF0000'>Paradrop Supplies</t>", "logistics\box_paradrop.sqf"]; }; if (isNil ("ResupplyArray")) then { ResupplyArray = [box]; } else { ResupplyArray = ResupplyArray + [box]; }; // Maybe turn these into public variables. }; sleep 0.05; //hint format["M: %1 | X: %2 | B: %3 | U: %4",_meters, _x, box, _unit]; } forEach _vehicles; I can then unload the box using the following code, this is also working perfectly. private ["_unit"]; _veh = _this select 0; _box = ResupplyArray select 0; _unit = player; _unit forceWalk true; _box attachTo [_unit, [0,1,0],"Pelvis"]; ResupplyArray = ResupplyArray - [_box]; _count = count ResupplyArray; if (_count == 0) then { removeAllActions _veh; }; _unit addAction ["<t color='#FF0000'>Put Down</t>", "logistics\box_putdown.sqf"]; _unit addAction ["<t color='#FF0000'>Load Up</t>", "logistics\box_loadup.sqf"]; Now moving onto the paradrop code, I am doing pretty much the same as the above but instead I am just getting the position of the player and then moving it slightly. No errors are returned and it simply doesn't work on the server but it works perfectly in the editor, what am I doing wrong? private ["_unit"]; _veh = _this select 0; _box = ResupplyArray select 0; _unit = player; _height = ((getPosASL _unit) select 2); if(_height >= 0) then { ResupplyArray = ResupplyArray - [_box]; _count = count ResupplyArray; if (_count == 0) then { removeAllActions _veh; }; _pos = GetPos _unit; //_newpos = [_pos select 0, _pos select 1, (_pos select 2) - 5]; _newpos = [_pos select 0, _pos select 1, (_pos select 2) + 50]; _box setposATL (_newpos); _chute = createVehicle ["B_Parachute_02_F", [100, 100, 200], [], 0, "FLY"]; _chute setPos (getPos _box); _box attachTo [_chute, [0, 0, -1.3]]; removeAllActions _box; _box addAction ["Pick Up", "logistics\box_pickup.sqf"]; _smoke = "SmokeShellRed" createVehicle (position _box); _smoke attachTo [_box, [0, 0, 0.4]]; hint format["%1 | %2 | %3 | %4 | %5", _veh, _box, _unit, _height, _newpos]; waitUntil {isTouchingGround _box || (getPos _box select 2) < 1}; Sleep 2; deleteVehicle _smoke; _smoke = "SmokeShellRed" createVehicle (position _box); sleep 10; detach _chute; deleteVehicle _chute; _box allowDamage true; } else { titleText ["You can't do that right now!", "PLAIN DOWN"]; };
  22. Hi, I have put together the code below for a paradrop mission that I have made but it seems that it has a dramatic impact on FPS overtime where you go from 60FPS to roughly 20FPS after around 2 minutes. Even when the targets are destroyed the FPS doesn't recover. Does anyone know a better way of achieving this without impacting the performance as much if at all. if (!isServer) exitWith {}; private ["_veh","_targets","_shoot","_count"]; _veh = _this select 0; _veh setVehicleAmmo 1; _targets = [t1,t2,t3,t4,t5,t6,t7,t8,t9,t10,t11,t12,t13]; _shoot = true; _count = 0; _target = _targets select floor(random(count _targets)); sleep 0.3; while {(_shoot) and (alive _veh)} do { _count = _count + 1; if (_count == 15000) then { _shoot = false; doStop _veh;}; _veh doWatch _target; _veh action ["useWeapon", _veh, gunner _veh, 0]; };
  23. There seems to be some sort of bug with while loops in ARMA3. It doesn't matter what delay you put in them they always seem to reduce FPS. A while loop with a 2 second delay running for 1 hour will cause an FPS drop from 60 to 5. Even with nothing in the while loop other than the delay this is still the case.
  24. Currently trying our best to make sure people don't update their teamspeak since it does not work with the current version of the ACRE TS3 plugin.
  25. Well I have noticed a new problem now and at the moment I have no idea how to go about fixing it. The problem is no matter what sleeps you include in the while loop it slowly eats away at the client FPS, server FPS remains at 48 but for me for example using the below after around 10 minutes I go down from 60FPS to 5FPS. I have tried using ScopeName to ensure that the while loop is exited when it is no longer needed. When testing this code in the editor I take no FPS hit what so ever its only when this script is running on the server does my FPS start dropping. if (!isServer) exitWith {}; private ["_targets","_target","_count","_shoot"]; aa1 setVehicleAmmo 1; aa2 setVehicleAmmo 1; aa3 setVehicleAmmo 1; aa4 setVehicleAmmo 1; _targets = [t1,t2,t3,t4,t5,t6,t7,t8,t9,t10,t11,t12,t13]; _count = 0; _shoot = true; _target = _targets select floor(random(count _targets)); sleep (0.2 + random 0.2); // Multiple scripts now much less likely to compete in the same frame scopeName "main"; while {_shoot} do { if (!alive aa1 && !alive aa2 && !alive aa3 && !alive aa4) then { _shoot = false; breakTo "main"; }; _count = _count + 1; aa1 doWatch _target; aa2 doWatch _target; aa3 doWatch _target; aa4 doWatch _target; sleep 0.05; if (_count <= 25) then { aa1 action ["useWeapon", aa1, gunner aa1, 0]; aa2 action ["useWeapon", aa2, gunner aa2, 0]; aa3 action ["useWeapon", aa3, gunner aa3, 0]; aa4 action ["useWeapon", aa4, gunner aa4, 0]; }; sleep 0.3; if (_count == 26) then { sleep (2 + random 0.2); doStop aa1; doStop aa2; doStop aa3; doStop aa4; _count = 0; aa1 setVehicleAmmo 1; aa2 setVehicleAmmo 1; aa3 setVehicleAmmo 1; aa4 setVehicleAmmo 1; _target = _targets select floor(random(count _targets)); }; };
×