zerith
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Everything posted by zerith
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Looks like it has to do with throwing 2 grenades in quick succession.
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Thanks for this mission Cuel. We've been having a blast with it on our server. Here is a playthrough from last night. It's very unedited, and I apologize but I forgot to rebind my PTT key in my recording software so can't hear me talking. In the first few minutes we were Opfor and won very quickly. The second half I played as the VIP and we eventually won, but had several close calls where they targeted the wrong truck.
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[Release][COOP] Dynamic War Sandbox by TAW_Zorrobyte (AI load balancing FTW)
zerith replied to zorrobyte's topic in ARMA 3 - USER MISSIONS
For v28. I didn't check to see if it was a bad download, but when I grabbed it from dropbox and extracted the .pbo the init.sqf wouldn't extract. I was able to grab it from github. When I ran this mission the other day with HC max enemies was about ~150? For some reason with default settings the AI message now is 270+. Is this typical for the default settings? Update: after about 10-15 minutes the AI count is now almost at 400? -
[Release][COOP] Dynamic War Sandbox by TAW_Zorrobyte (AI load balancing FTW)
zerith replied to zorrobyte's topic in ARMA 3 - USER MISSIONS
Please report performance of V25 in following format: Version: 25 HeadlessClient:Yes ServerFPS:Not sure Playercount: 56 CPU make/model: VDS, 3 cores, 3 gigs of ram It was running awesome with the HC splitting the AI load with about 20ish people. Towards the end of the map I noticed that it was getting very choppy and I figured performance should maybe get better as the AI died. Well with about 15 AI left the server crashed and I realized that there were 56 people on the server. So that's why performance was going down. I had no idea there were that many people running around. But good times. I'm lowering player count to see if I can get some better performance with 30+ people. -
F3 Mission Development Framework (F2 for ArmA 3)
zerith replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah. Once I tweaked everything the way I wanted in mission 1 I was just copy/pasting the actual mission folder and changing the names for mission 2. Then tweaking from that point on. Mostly because I made some edits to your default units and it was saving time in redoing those edits again. Same with loadouts and other things. Jokes on me because it wasn't always working and I'd have to redo it from scratch anyway haha. I can't seem to reproduce the problem and it appears to be tied to mission.sqm anyway. So I'll just have to start with the base F3 framework and drop my changes over manually for now. Thanks for the response! -
F3 Mission Development Framework (F2 for ArmA 3)
zerith replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The Galkin error has to do with the dev build they changed it from galkin to ifrit. However, the dev build completely broke my missions as well with this method. Seemed to be working fine and then I realized that none of the Iran soldiers had a uniform. Was pretty comical. I was also getting an error with the NATO diver suits. I don't think this is a problem of the F3 framework, but it looks like some class names got changed in the latest dev build. It's a headache to track all of these errors down so I just reverted for now and everything is working fine. Couple things I've noted. For some inexplicable reason sometimes my loadouts don't save from mission to mission. For example, I got one mission loaded exactly how I wanted. When I was ready to move to the next mission I copy and pasted that mission and would begin moving units, etc. Then when I would load in game the loadouts aren't working again. This is primarily for the Iran side. Any other time is because I forgot a ; somewhere. I have tried piecing missions back together and it seems to have something to do with the mission file itself. Copy and pasting all of the f_gear files doesn't seem to fix any loadout issues from one mission to another. I'm really not sure on this one. Typos: In f_assignGear_attach.sqf case _diverWep: { if(!isnil "_diverWep_attach") then { _wepItems = primaryWeaponItems _unit; { _unit removeItemFromPrimaryWeapon _x; _unit removeItem _x; } foreach _wepItems; { _unit addPrimaryWeaponItem _x; } foreach _SNrifle_attach; }; }; should be case _diverWep: { if(!isnil "_diverWep_attach") then { _wepItems = primaryWeaponItems _unit; { _unit removeItemFromPrimaryWeapon _x; _unit removeItem _x; } foreach _wepItems; { _unit addPrimaryWeaponItem _x; } foreach _diverWep_attach; }; }; I believe there were also some typos in the group namings for the Blufor side, but I forgot to write down exactly where. The unit's rankings seemed unset as well. Commander being a private, etc. (Unless that auto changes in game I never checked.)