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spyderblack723

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Everything posted by spyderblack723

  1. spyderblack723

    Spyder Addons

    It is different. It is also more developed and is still being worked on so I would 100% recommend using that instead.
  2. resistance and independent both work. str independent == "GUER" is where GUER comes from
  3. Note that whether not you are looping over the whole array or using a select CODE statement allunits select {(side _x) == CIVILIAN} You are still filtering the array either way. One way may still be faster than the other due to less statements in SQF -- more done engine side etc. Essentially, all that does is loop over the array and remove any units that arent civilian, the new array is then fed to your foreach statement for another loop. Count is faster than foreach, minimally in most cases. If your loop doesn't have many statements though, profile it with both count and foreach and you may see some significant differences. my general suggestions.. Profile stuff, not just entire loops and blocks of code, but very basic stuff. The more you do this, the more comfortable you will get with choosing X over Y in terms of performance. Less/shorter code does not mean faster. Just because you throw 3 long blocks of code in functions and reduce your script to 3 lines does not mean it's any faster. Always be aware of the inner workings of what your invoking (to a reasonable limit) and not just blindly calling functions. Keep your variables defined in the lowest necessary scope, the keyword use of private (private var = value) helps "promote" this. To tack on to the above, always private your variables. Use unscheduled scope (call instead of spawn)(non-suspendable) as much as possible. This will ensure your code runs quickly and doesn't disturb the scheduler. If your code is too heavy, it might have to reside in an unscheduled scope (spawn) to avoid causing the game to freeze/stutter. (You can also split work by frames, this could be too complicated depending on your skill level, just know it's an option to explore)
  4. spyderblack723

    Optimization Question

    They are both of the "Object" data type. ObjNull just represents an object that doesn't exist in the game world. Essentially OOP is where data structures are organized in a hierarchical pattern with each entity inheriting the properties of those that came before it Object --> ObjNull --> CAManBase --> AllVehicles All are type objects because they inherit from an object. The config viewer is a great way to observe this in-game. Would recommend some light googling on OOP if that confuses you. The concept is rather simple once you grasp what it is, and it does help explain how some things work in Arma.
  5. I've found configClasses to be significantly slower than simply for-looping through config entries. I would test your solution using both before making a final decision.
  6. spyderblack723

    Multiple Missions MOD

    Don't really have time to look deeper into this issue but.. @MOD\addon should probably be @MOD\addons You can use this to "go backwards" in a path. ..\ Though a full path is usually more desirable : https://github.com/ALiVEOS/ALiVE.OS/blob/master/addons/sys_orbatcreator/CfgFunctions.hpp#L7 PBOPrefix files are used to set the "path" to a mod component
  7. Just do a quick google search on how to create PBO files for Arma 3 and simple mod construction details.
  8. Select the faction in the ORBAT Creator and click (on the top menubar) Export >> Full Faction Post the data that was copied to your clipboard to the autogen.hpp file Then click Export >> CfgPatches Post the data that was copied to your clipboad to the CfgPatches.hpp file The wiki will explain where to obtain the mod template file and how to construct the mod from there. Please direct further questions to http://alivemod.com/forum/
  9. As long as you still have ALiVE loaded, you will have no issues. As long as ALiVE is loaded on the server, clients will need it loaded as well, but it will not affect gameplay in any way unless modules are placed.
  10. It just affects the rate at which profiles battle in the virtual world. Keep in mind that virtual combat has already been slowed down by about 50% with this update so if you want to change it, you'll need to do some fresh testing. The other modifier affects how fast they move.
  11. spyderblack723

    Spyder Addons

    If it's only in MP, probably network lag.
  12. spyderblack723

    Spyder Addons

    1 sound file for call to prayer, 1 for bells
  13. The C2ISTAR module can solve both of your issues. Using the intel feature, you can view which objectives belong to your side's forces, and which ones don't. You can also use the tasks feature you create a task on an un-owned objective to have a structured goal for your groups to have.
  14. spyderblack723

    Spyder Addons

    If the echo is occuring in MP, then I might be able to fix it. If it's happening in the editor, there's little I can do as they are activated all at the same time. Only one speaker is placed for each location (town, city, etc)
  15. spyderblack723

    Spyder Addons

    Dropbox Link has been updated https://www.dropbox.com/s/b14cdoxpbfcdvgz/Spyder_Addons_1724011.RAR?dl=0
  16. spyderblack723

    Spyder Addons

    I tried a new compression technique where I removed all essential files.
  17. spyderblack723

    Spyder Addons

    Then you get to be the first one to tell me if anything is broken ;)
  18. spyderblack723

    Spyder Addons

    Where am I? New release Dropbox: https://www.dropbox.com/s/b14cdoxpbfcdvgz/Spyder_Addons_1724011.RAR?dl=0 Workshop: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=579263829 -------------------------------------------------------------------------------------------------------------- Update Jan 24 @ 10:10pm Changelog - [sup_vehiclespawn] Optimized interface opening, Added custom condition for spawn field - [amb_ambiance] Added warning note to locations field - [sup_loadout] Absolutely nothing - [civ_calltoprayer] Loudspeakers only play sound if they are not destroyed, fix issue where call to prayer was initialized on each connecting client --------------------------------------------------------------------------------------------------------------
  19. Checking for ALIVE_agentBusy as well might be a good idea (will only be set on civilians).
  20. Units are created with the rank they are given in their group config.
  21. Yes, they should behave just as the other objects do.
  22. Yes, I would advise going through your missions and monitoring how the new civ density affects performance; you may need to lower the placement level.
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