Jump to content

fn_Quiksilver

Member
  • Content Count

    2697
  • Joined

  • Last visited

  • Medals

Everything posted by fn_Quiksilver

  1. i wonder if shutting the units up via https://community.bistudio.com/wiki/enableSentences https://community.bistudio.com/wiki/setSpeaker would have any effect i toggle enablesentences to stop AI speech once server fps drops below 20, but that was in hope to reduce network load, didn't consider a leak on the server in any case i hope it gets fixed pronto
  2. Could this be the cause of an issue where AI units are deleted but clients still hear callouts from their last position?
  3. fn_Quiksilver

    Script obfuscating

    yes learning to write “spaghetti” sqf is also a good strategy. comes naturally to some of us
  4. fn_Quiksilver

    Script obfuscating

    we see this in torrents as well. 5 seeders and 50 leechers. the number of people who take but give nothing in return far outnumber those who give too
  5. fn_Quiksilver

    Script obfuscating

    i typed a longer reply but it disappeared :( but yes we stored many script components serverside to prevent re-hosting. we wanted a full 60-player server during development for balancing and tuning gameplay, and allowing re-hosting would probably have bled some of that community away. we ended up having a great community and a great 18 month experience and we were all sad when the time came to shut the server down, though running a community with hundreds of people does take its toll (and also takes away from dev time). modders already get close to nothing for their time (from the users of their mods), and people who have run populated arma servers would understand how scummy the arma community can be with respect to modders time/effort. thankfully there are enough good people in the community to make it usually worthwhile.
  6. fn_Quiksilver

    General Discussion (dev branch)

    Any more info? I know there are animations but i did not know there are vanilla door actions
  7. fn_Quiksilver

    Apex Framework

    more info would be good, what sort of lag? also send me the server RPT of the affected session (in addition to RPT of a 'control' session where the FPS was fine). Server RPT file will show the player + AI count + server FPS at regular intervals to give an idea of the situation also congrats on the server
  8. the “addEventHandler” command has no network propagation (but “addMPEventHandler” does), so the code is executed only on the machine which the event handler was added. so if you want some code executed by the “new owner” machine, the event first has to exist on that machine for anything to happen
  9. Hi lads, Are there established methods of resizing a "frame" to fit text?
  10. fn_Quiksilver

    Resizing a display to fit text

    ahh "ctrlTextHeight" thank you, a command i haven't used before :)
  11. note that that Local event handler has to be added on the "receiving" machine before locality is transferred.
  12. If its for use on any terrain it will take some function to calculate the position but if its for vanilla terrains and regular buildings, it would only take ~20 min to go through all the houses and manually define model offset position of all the "firing position" windows, with the added benefit of saving CPU resources during the mission, and also benefit of not dealing with the edge cases and anomalies presented by a functional solution. most house models are variants of the same ~10 base house models.
  13. fn_Quiksilver

    SetRoleDescription

    not possible to set lobby role description in mission script
  14. fn_Quiksilver

    Proper init.sqf etiquette / order?

    the order things are executed in dont matter in this context. as long as its functional and doesn't cause errors then its not going to be an issue in terms of CPU time. best practice for A3 has always been to not use init.sqf at all, but instead (as posted above) to already have split server/client init into two separate files, but that is more organizational, init.sqf still works just fine
  15. he probably added those redundant lines after trying the script and having it not work @Wolfinator the only actual error i can see after glancing at the block is this if (isMirrored = true) then { remember = is for variable assignment, not for if statements. check out the link Revo posted
  16. these two lines look incorrect _static = [_randomPos, west, (configfile >> "CfgVehicles" >> [STATIC_TYPE] call BIS_fnc_selectRandom createVehicle _randomPos;)]; _AOmrap = [_randomPos, west, (configfile >> "CfgVehicles" >> [MRAP_TYPE] call BIS_fnc_selectRandom createVehicle _randomPos;)];
  17. fn_Quiksilver

    Retrieving assignTeam colour

    this is right, but can also lead to script errors due to the potential for the command to return nothing. assignedTeam should always have an "isNil" check before use if (!isNil {assignedTeam <unit>}) then { _team = assignedTeam <unit>; } else { _team = "MAIN"; };
  18. fn_Quiksilver

    Apex Framework

    there's no official support for either of those requests (it is by design that only the ammo-limited base artillery has arty computer, while mortars require calculation to fire). google "arma 3 artillery calculator" but it would be reasonably easy to mod the framework to enable arty computer. just do a mission folder search for the enableEngineArtillery script command, and comment all the lines out. for the pilot role, you could add the role in the mission, but i dont know whether it would break certain features. the mission was designed for a single cas pilot and makes references in some scripts to the cas pilot (such as for plane spawning). but you could try it and see what happens.
  19. https://forums.bohemia.net/forums/topic/191515-ai-driving-feedback-topic/?page=32
  20. fn_Quiksilver

    General Discussion (dev branch)

    almost done with the simple object config for the Tanks DLC assets :) just a few more (new Marid APC variant, and a couple Wreck models for the new assets) O_APC_Wheeled_02_rcws_v2_F O_T_APC_Wheeled_02_rcws_v2_ghex_F land_wreck_afv_wheeled_01_f land_wreck_mbt_04_f land_wreck_lt_01_f
  21. fn_Quiksilver

    Scripting Discussion (dev branch)

    I have good results when i put the landing orders in the waypointstatement of a move waypoint. so "move to [X,Y,Z]" then attempt landing. No extra loops required. https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_AIXHeliInsert.sqf#L297-L308
  22. fn_Quiksilver

    AI Driving - Feedback topic

    Glad to see this thread stickied again :) if specific feedback or repro examples are needed let us know here, im sure we can come up with things quickly. community is here to help, though we might grumble and rant, the worst kind of feedback is the person who silently disappears without explanation. and though we are a noisy minority, i think a lot of people care about this part of the core game.
  23. fn_Quiksilver

    Apex Framework

    it was not designed to support ACE sorry. maybe it could be made to work but ive never tried it and wouldnt know where to start or what issues would be encountered. if you want to post here or PM me with the issues you're encountering, i can point you to the correct files
  24. Like some houses/walls/terrain objects have different damaged states and can be destroyed, are there place-able fortifications like sandbags which can be destroyed?
  25. fn_Quiksilver

    AI Driving - Feedback topic

    also happens to be the least moddable and least work-around-able part of the game, yet fiercely guarded from publishing the code and allowing community designers to fix
×