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Dedmen

BI Developer
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Everything posted by Dedmen

  1. That stuff wasn't touched since January. Soo.... For one. Build 265 is not considered stable. Second it is outdated. Also Undefined Variable errors only happen in scheduled scripts. TFAR is entirely unscheduled. So it's an error on your end. Please report beta build problems in Discord or Slack in the future.
  2. Can confirm. Your processor is absolutly not-optimal for Arma. Arma mostly runs single threaded meaning over 95% of the processing to be done cannot be spread over more than a single CPU core. Xeons usually have many "slower" cores. But Arma needs fewer "faster" cores. Like a Modern I7 in the upper range of 3-4Ghz single core clock. I would recommend 3.8Ghz and higher with a modern CPU. You are on 2.4Ghz... That's almost half. I am actually running all mods you are running plus some extra on my Linux. On a Intel Core i5-2400@3.1Ghz on one and Intel(R) Core(TM) i3-2130 CPU @ 3.40GHz on my second server. And even they are non-optimal. Our FPS rarely dips below 50.
  3. Dedmen

    Is there a way to add bots in ArmA 3?

    It's called AI. Go into the Editor and place some Units. Done.
  4. Question 1: What's the equation to know the bullet drop in cm ? (in Arma 3 ofc) velocity += ((velocity* (magnitude(velocity) *airFriction)) + (upVector * -GravityConstant* coefGravity)) * deltaT And that every Frame. velocity is the 3D velocity vector of the bullet. GravityConstant is 9.8066 upVector is just a normalized vector pointing upwards. coefGravity and airFriction are from ammoconfig. deltaT is time since last simulation. Question 2: What's the equation to know the time in seconds between the shot and the impact ? magnitude((((velocity* (magnitude(velocity) *airFriction))*deltaT)*deltaT) = distanceToTarget I think that might work. Have fun.
  5. Dedmen

    Change name in Arma 3

    You can though. You just can't change the Name of your first profile. And.. You don't have to move any Mission files to create a New profile... Or rename any profile.
  6. Dedmen

    Community Wiki Upgrade

    Uploading files is broken I see Tom is already working on it :3 Waiting eagerly to add fancy pictures to my Profiler page.
  7. Dedmen

    Change name in Arma 3

    There is no new system.
  8. You have to add them after preprocessing.. You can just not preprocess your file and pass the content directly to "compile".
  9. Of cause it does. "test" is most likely not a valid variable. Don't even know how SQF handles the dot. What exactly are you trying to do here? You could try #define TEST #line 1 "stuff" TEST That might work as preproc only does one pass.
  10. I guess https://community.bistudio.com/wiki/removeCuratorAddons could kinda do that.. But I think you can only remove the whole Addon that adds the units. There might be a better way I don't know.
  11. The preprocessor processes preprocessor macros/commands. If you insert a preprocessor command that doesn't exist it will just ignore it. #line doesn't exist. It's a compiler command that the preprocessor can output. The preprocessor doesn't take that as input. So no. It doesn't fail. And no. It has an effect. It processes the string correctly as it should and outputs the result. After the preprocessor preprocessed unpreprocessed scripts the postprocessor postprocesses the preprocessed scripts and the compiler processes the postprocessed scripts into processed code.
  12. This makes me feel thankful for being able to use CBA and not having any of these problems.
  13. compileFinal doesn't make any sense if you don't store the result in a variable. I see more and more people doing this recently.
  14. Dedmen

    "Encrypting" Sqf scripts

    That's exactly what I meant with my first answer here. "_data" contains the decrypted code. People can just write the string you pass to "compile" to a file and get the decrypted script. This would only be somewhat secure with Battleye everywhere.
  15. Dedmen

    "Encrypting" Sqf scripts

    Not protect with it. But you have to use "compile" to be able to run scripts in Arma. You can't call strings. No. Let's say you have your script in a "encrypted" string. You decrypt that string and then compile it to be able to call the function. Kinda like so `call compile (call decryptFunction)` Your decrypted code will only exist between the "compile" and your "(call decryptFunction)" and most people think that is secure. Because no one could grab the string inbetween there. There is one. Only real protection is to only have the Code serverside. You can even keep your serverside only scripts fully encrypted (real encryption.. AES or whatever) inside your mission.pbo if you use Intercept(Shameless advertising) on the serverside to decrypt and run them.
  16. Dedmen

    "Encrypting" Sqf scripts

    You have to pass a engine readable string into the "compile" or "compileFinal" script command to be able to use the script in game. So if an attacker can easily grab the string you pass into compile. All your prior protection is already useless. But yeah.. It increases the time investment.. Depending on how experienced the "attacker" is he might already have all his tools prepared and have a good workflow so that it doesn't take him longer than just extracting the PBO. I am all for open-source. If you don't want people to be able to put their name onto their code. Publish your code so that people will easily be able to find it and see that you are the author.
  17. Dedmen

    "Encrypting" Sqf scripts

    Every script can be "decrypted" if the "attacker" has the right tools. If you call "compile" with a useable version of your script then I can read it if I want. And you have to compile a useable version or else the game itself wouldn't understand it. You can't encrypt at all. You can only obfuscate a little. But I don't see any point in doing that.
  18. Why don't you try it out? Yes that would be the correct way. You should probably use the channel name instead of server name.. But that shouldn't matter much. "local player" doesn't make any sense. The player is always local.
  19. Did you ever benchmark your tree against 2 arrays? [[keys],[values]] ? _value = values select (key find keys); SQF is terribly slow by itself. The more you move into engine the faster it usually goes. You optimal SQF implementation might thus be alot slower than a less than optimal implementation using just engine functions.
  20. Already Linked you to ACE Slack ;) https://slackin.ace3mod.com/ #advanced_ballistics channel We are currently working on giving the rifles we control a little more Real-life like precision. Accuracy wise we are almost perfect already.
  21. The scripts themselves won't execute faster. But... Each frame scheduled scripts have 3ms of time. So on 50 fps you have150ms of total time for SQF scripts per second. with the unlock you can ofcause get more fps.. 100fps == 300ms of total scheduling time. So yes. They get done quicker. That are exactly the benefits. Your demanding scripts get done quicker. @RCANTEC-RyanD- Please don't double/triple post.
  22. Few days? Maintenance is running since yesterday. No it's not a bug. And you can just google the URL and view the page in google cache.
  23. I asked 3 questions and got a somewhat answer to one of them. Battleye? Send me RPT logs. Feel free to PM me so we don't spam this thread.
  24. Look at the picture in the first post. An array would be a straight line of points and each point would have some data. As you can see in the picture a tree looks like a tree. One root and then multiple branches from that. And branches from each other branch. Let's say you want to find the entry with the string "ten" If you have an array of 1000 elements and "ten" is at the end you would have to go from start to end through each of the elements in the normal array till you find your "ten" which takes a long time. With a tree you first go to the branch named "t" then go to the "e" then go to the "n" and there you are. You found your value. That makes finding values ALOT faster. Hope that's easy enough?
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