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anthariel

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Everything posted by anthariel

  1. Hello, @super-truite and I have made a little piece of script to allows missions maker to make a better use of AIs and vehicles on missions. We are guessing that a similar system already exists but we wanted to have a custom system for some of our projects and thought it would be nice to share it. This compilation of script allows a mission make to cache units suchs as vehicles and soldiers with their respective properties (waypoints, stance, direction, position, health, ...). This allows for greater performance and (if chosen) persistence. Features: Grid caching GCS allows the mission maker to automatically cache into the memory AIs andvehicles. Waypoints assigned to a group or a unit are also cached and are reapplied when the unit or group is set up. The mission creator, if necessary, can also exclude a unit or a vehicle from the cache so that the system does not take it into account. Persistence system (optionnal) In addition to all the caching made, the mission maker can also integrate a data persistence system via MySQL so that, even with a restart of the mission or the machine, the units and vehicles will still be saved. How it works: GCS will create a virtual grid on the map based on three parameters available in GCS_configServer.sqf : GCS_VAR_SIZE_SQUARE_GRID - Represents the total size of each cell on the grid GCS_VAR_SIZE_ACTIVATION_SQUARE_GRID - Represents the trigger distance where AIs and vehicles will be created in the cell GCS_VAR_SIZE_UNSPAWN_SQUARES - Represents the trigger distance where AIs and vehicles will be cached and removed in the cell Each cell is defined by these three variables, as described, GCS_VAR_SIZE_UNSPAWN_SQUARES will trigger the caching and removal of units for the given cell, GCS_VAR_SIZE_ACTIVATION_SQUARE_GRID will activate a cell, retrieve it's cached content for the memory or database and will spawn the units. GCS_VAR_SIZE_SQUARE_GRID Defines the cell size. You can disable the caching system on a unit or vehicle by adding the variable "UseGrid" to false on the unit/vehicle init: this setVariable ["UseGrid", False] In this way, even if no player is near the unit or vehicle, it will never be cached and removed. The following gif shows a simple example with a single grid cell being cached, unloaded (player leaving the cell) and reloaded with cached data once the player re-enter the cell: https://i.imgur.com/ai7PeLh.mp4 and the picture below demonstrates a more complete case: Video example: https://streamable.com/jrh43r (4601 units on Stratis) By default, the persistence system is disabled, you will need to install a MySQL database, have the InterceptDB mod installed aswell with CBA. A full tutorial is available on the readme on Github (https://github.com/Super-truite/arma3_GCS.vr/blob/master/README.md) Download: Get the latest release here: https://github.com/Super-truite/arma3_GCS.vr
  2. It depends on how the units are added. If the units are added via the editor of ArmA 3, that is to say when the mission is not loaded, then the data will not be saved in the database because, if the persistence system is defined as active, the system ignores any new entry, it simply goes to the database and retrieves all the information from there. In that case you are going to need to use the PersistenceResetOnStart parameter from the description.ext. In your case, if you want to add new units while the mission is running, it is possible yes, but only for already loaded sectors. If you add a unit with this in his initialization conditions: this setVariable ['UseGrid', True], it will be added to the database once the sector where that unit is, is cached (no player nearby). You can see my message above in relation to the UseGrid variable for more details. I even posted a video demonstrating it :-) https://streamable.com/x5rbyq Does that anwser your question?
  3. @sgtfuzzle17Absolutely, there are two big ways in which the system will check whether the units should be cached or not. 1: Without persistence The verification of the units to be cached is only executed when all players have triggered a despawn cell (GCS_VAR_SIZE_UNSPAWN_SQUARES). The verification will be done in the content of the respective cell (GCS_VAR_SIZE_SQUARE_GRID). 2: With persistence Same as 1. but the verification is done every n seconds (1s by default with the parameter GCS_VAR_MONITORING_FREQUENCY_SECS). Every n seconds therefore, a check between before and now is made. This frequency change is due to the fact that with persistence on, we need to be ready for a system shutdown or mission shutdown and we therefore cannot wait for all players to leave the cells for caching. In all cases, if a unit is added by a script after the initialization of the mission, it will by default be ignored, it is possible to do it more explicitly with the variable "UseGrid" to false if necessary but it is not required. On the other hand, if the unit or vehicle is added with the variable "UseGrid" set to true, then the unit will be taken up in the systematic verification of the system and will be cached. After some tests, I had some trouble with the following code: _newUnit = "O_Soldier_A_F" createUnit [position player, (createGroup east)]; _newUnit setVariable ["UseGrid", True]; In my case, the setVariable seems to be triggered before the actual unit was intialized (or something else that I didn't understand) and ArmA did not add the variable to the unit. To fix this, you should use the following code: _newUnit = "O_Soldier_A_F" createUnit [position player, (createGroup east), "this setVariable ['UseGrid', True]"]; as described here: https://community.bistudio.com/wiki/createUnit in the alternative syntax paragraph. Demo: https://streamable.com/x5rbyq You can see that the first unit was added without the variable and was not cached, the second one was added with the variable set to true and, was cached once I leaved the cell.
  4. anthariel

    Annoying with vanishing particles

    I sent a private message to Dwarden on the beginning of this week (since he works on the executables and that apparently diagnostic executable partially corrects the problem), I did not had any response since but he subsequently followed two tickets related to this problem, I assume that this is a start.
  5. Tilos Island - 2016 Version Hello! ^_^ After a little less than a year after stopping the project Tilos due to a lack of origanisation from my part, I decided to remake this terrain from scratch, so if you are interested in supporting its development, read what is described below :) : What is Tilos Island? Tilos Island is a terrain that I've created back in 2015, this land was my first terrain in Arma, however due to a lack of organization and time, I decided to stop development of the project, leaving the Beta version back to March/April 2015. For this new version of Tilos,I restarded on good and proper foundations and in addition of new technical modifications, this project will be fully open source version once arrived in beta. What is new? Well, basically almost everything, besides being almost twice as large, every place has been redesigned for large military operations. The open source is also a big part of the new things, the map is designed to allow the people to add for example others island near Tilos, modify existing places or just if you want to learn how to create a terrain and all the source will be of course documented in French & English (English version may be delayed). Apart from all this, some parameters have been modified such that the cloud system and the ocean to give a personal touch to the island. Technical Specification: Grid Size : 4096 x 4096 Cell Size : 6.0 Terrain Size : 24576 (Similar to real life size terrain, the island itself have ~72Km²) Satellite / Surface / Normal Maps Size : 24576 (1p/1m) Texture Layer Size : 48.00 Estimated Alpha Addon Size : 475 - 525Mb (without external dependencies required) Estimated Source files Size : 18 - 22Gb Medias: http://imgur.com/a/gtfHj Roadmap: Here the planned roadmap: May : 0.25 Alpha release (64km², ~31km² of Island) June : 0.35 Alpha update (corrections, new objects, new places) July : 0.5 Alpha update (corrections, new objects, new places) July / August : 0.75 Beta release (Sources files, 85% of the island is mainly done) September - October : 1.0 Final release (100% of the island is done), futures update are not exclude That it! If you have any feedback, ideas or suggestions to give, please let me know! :)
  6. anthariel

    [WIP] Armageddon - a PVP game mode

    Some new screenshots for your eyes! https://twitter.com/ArmAGeddon_mod/status/875094278774697985 Those hurricanes are a new difficulty, they can appear in the middle of a fight, You will have to choose between being sent into orbit or trying to get covered in time .
  7. anthariel

    [WIP] Armageddon - a PVP game mode

    Thank you everyone! We are also looking for developers (experienced or fast learner) to join our team from 3D to scripting, if you are interested please send us an email: contact@armageddonmod.com
  8. anthariel

    Annoying with vanishing particles

    To add to the super-truite comment above, we also have this particle problem. That is, when generating a smoke trail in our case, one or more particles will not be rendered or will be removed (see picture 1). We have try to lower the total number of particle rendered (~7500) but this doesn't solves the problem, however when we do an alt-tab to go back to the Windows desktop and then we go back into the game, it solves the problem for previously deleted particles (they reappear)(if we zoom into the missing particle, the particle will also reappear...). Our second problem is that it is apparently impossible to force the engine to render more than 18,000 particles? Despite the following modification: (see picture 2 and 3 for error) class CfgVideoOptions { class Particles { class High; class Low; class Normal; class UltraTest: High { text="Ultra test"; particlesSoftLimit=50000; particlesHardLimit=75000; smokeGenMinDist=300; smokeGenMaxDist=5000; smokeSizeCoef=2; smokeIntervalCoef=1; smokeZoomCoef=1.42857; highQualityShader=1; numFullSizeParticles=120; }; }; Once the hardLimit had been reached, the next particles following the particle n°18000 will not been rendered. (Can someone from BI can confirm that please?) All of this was tested in dev and stable version (1.68 and 1.70). pictures here : Edit: Tested on the "Arma3LegacyPorts" branch (ArmA3 1.64) nothing changes.
  9. Hello everyone. Since i've started Tilos (my first island) I've always wanted to make a Afghan Terrain, so i've recently paused Tilos and started a new terrain, Kandahar Province. So first of all, click here to see some of work in progress screenshots. I've started this map since the 21 February, so this is a very early work-in-progress images you can also see typography of the terrain by clicking here. About the terrain, Kandahar Province is a terrain (8kmx8km) based in the Kandahar Province in Afghanistan (obviously) with some cool feature : Mountains caves Desert part Forest part River through villages Arghandab River High level of details Reworked Wild-Life (awesome with JSRS3: Dragon Fyre) Manually placed object (no automatic generator) I'll make a video in few week to show more in-game footage. Feel free to give your opinions and ideas here ! Thanks for reading and have a nice day. WIP Videos : My other mods: Tilos : Greek Island
  10. anthariel

    Tanoa discussion (Dev-Branch)

    https://twitter.com/Arma3official/status/697800594510192640
  11. Hello everyone! Today, I'm proud to announce the release of Kandahar Province terrain. Click here to see the map! Click here to see Alpha screenshots! If you want a quick look of the terrain, check the Alpha Launch Trailer below! What is Kandahâr Province? Kandâhar Province is a 8X8Km terrain based of the Province of Kandahâr (obviously) in southern of the Afghanistan. This terrain include some pretty cool locations like the very famous Arghanbad River. (which is currently in development :eek:). This terrain is primarily developed for operations dedicated to PVP or TVT, but you do as you want, the AI works fine don't worry about that. If you want see the terrain informations, click on this spoiler! Alpha Version, Why? Like I do for Tilos, I've release this map as "Alpha" (less than 2 month of work). What is mean? Well, probably that I'll have to buy a lot of coffee in few weeks. Seriously, I want to geet some feedback and player ideas before going forward, this also mean that a lot of land is not available for the moment (it's empty). This alpha version is very good for small PVP or Cooperatives missions, here a list of available areas: Village of Jelavor Village of Mazraeh Ye Abbas Village of Kirana Village of Sard E' Olya This represents a little rectangle of (approximately) 2.5x3.8km. however, this alpha version contain some very cool features like: 3 Ready to use missions (Zeus). (Next step is EndGame). A full portage of (Usable as Curator, Script or Trigger in Afghanistan musics class). OSD Function functional on this map (see Documentation for more informations). Several languages supported (German, Spanish, Italian, French, English, Russian, Japan...). Unique atmosphere. If you don't want bug, missing objects/area please wait for the final version. (Also please, know that the big forest is a placeholder for now). And for the future? I prepare a lot of cool things like long taliban tunnel systems of several kilometers, custom civilians uniforms, sandstorm function, showcases, new MPMissions... But, for the moment the development is mainly focused on the terrain objects. I've no date for an beta or final release but the whole map will be finished before the end of the year :), Of course, I'll update the map regulary, stay focus on this thread! A new update is already planned for the end of month with more area, one FOB and lot of more! DOWNLOAD BELOW! @Kandahâr Province (uncompressed: 765Mb). @JBAD_Buildings (uncompressed: 1.56Gb). Kandahâr Province should also work with All in Arma or A3MP but this version is created with JBAD Buildings, so preferably use JBAD to prevent errors or missings objects please. Download from Mega Download from Play With Six Download from ArmaHolic Download from Steam Workshop Included PBO : Kandahar Province Kandahar Province Missions Kandahar Province Languages Kandahar Province Functions Kandahar Province Data PRAA2 Vegetation (by Minimalaco) PRAA2 Tunnels (by Minimalaco) Credits: Licenses: License used: APL-SA (Arma Public License - Share Alike). JBAD Buildings are the property of M1lkm8n and Smokedog. PRAA Addons are the property of Project Reality and Minimalaco. Arma3Tools and Arma 3 are property of Bohemia Interactive Studio a.s. Mikero Dos Tools are property of Mike Andrew. For more informations, please read the whole documentation and license available in the package. If you want, you can also do a donation, but don't worry, it's absolutly not required! Do as you like ;) Thanks for reading, sorry for my english and i hope that you will enjoy the map! :) A Server hosted by ArmADeus Team is currently running with Kandahar! Search ArmADeus in the filter or directly with the IP: Armadeus-team.org (2302) with a TVT(Zeus) (JSRS, Blastcore, LE_S allowed).
  12. anthariel

    Terrain Builder/Buldozer Error

    Hello, do you have selected "Convert exported textures into *.paa files" during your satellite / mask / normal map generation ? Those files are needed because the game engine didn't use png file for that (paa format is way better than png files in term of quality/compression) It can also happen when generating those files that some links between some RVMAT and .paa files are missing / buggy (this can happen when you are playing with the satellite/mask titles parameters). In this case I recommend to you to delete the folder "layers" in the "data" source directory and restart a new generation. Edit, for your next posts related to Terrain builder post here please: https://forums.bistudio.com/forum/164-arma-3-terrain-builder/ ;)
  13. Here some latest screenshots (sorry again for the picture quality, especially Objects LODs...). This will be probably the last screenshots until the release on June 24. ;) https://imgur.com/a/nHNSr
  14. All right Soolie :lol: You can now see the Satellite Imagery in HQ (1px=2m, not the real S.I. Size, Real size is 1px=1m) here: http://anthariel.be/Projects/Tilos/Data/ATP_Tilos_Island_Satellite_Imagery.jpg (if it don't load try CTRL+ F5 or download from here: https://www.dropbox.com/s/fdyryuyhx76apvs/ATP_Tilos_Island_Satellite_Imagery.jpg?dl=0) Ithink that I'll leave that as it is right now, colors are good and I don't see any errors but if you see some glitches, tell me!
  15. http://anthariel.be/Projects/Tilos/Data/EN_Tilos_Alpha_Release.png :lol:
  16. New and maybe last soundtrack for the moment is available on Youtube:
  17. Hey! If you want to listen to the Tilos official soundtracks, you can now hear them on Youtube: Enjoy ^_^
  18. anthariel

    Arma 3 - APEX - NEWS and SPECULATIONS

    Well, let's do some high level maths here with the intels provided by the lord of the bounce, Arma 3 was released in 2013 in three phases, Alpha, Beta and Final (ABF) = 3 Half Life 3 is developed by Valve, however, Valve has 5 letters = 5 Bohemia Interactive has 18 letters = 18 18 - 5 - 3 = 10 Steam says release date for Apex is June, so here you go guys: 10/06/2016 You will thanks me later. :31:
  19. New screens (again :P). I am slightly late on my roadmap for the moment so the release of the alpha version will maybe delayed to June due that my GPU is doing crap, sorry for that! https://imgur.com/a/Vw0tU New screenshots for new locations (Megalo Chorio (75+ inhabitants little located village on a mountain), Eristos Beach, Eristos Plain, Military camps, Skafi Bay and Limenari Bay) are coming for may ;)
  20. Hello, I recently performed a total of reinstalling of my P Drive, however, since my buildings are no longer displayed on the in-game map and this error message appears in the binlog of PboProject: Bad version 60 in p3d file. But, when I do not binarized my map with Addon Builder, buildings are displaying on my map. Screen : http://i.imgur.com/ChUnWww.jpg Thanks
  21. anthariel

    The Mega Help Me Thread

    Yes you just have to do that and include it into your config.cpp like that: class DefaultClutter; #include "Clutters.hpp" Just put that below your "class a3_sri: CAWorld"
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