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sebj

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Everything posted by sebj

  1. Hi Dwarden, I confirm the same as Spanish. We are running the vanilla stable version and have 1 crash per day. The mission is an AAS type with no mods and BE activated to avoid hacks... You can find the last log after a crash this morning : http://62.210.206.92/Armadeus%20crash%20nomod%20vanilla.7z
  2. @Smookie, Hi, I saw your great explanation about the secrets of animation and that's really great for what I need to do. I just would like to see if you have a solution for my case to launch a custom animation for each shoot (bolt cocking for a sniper weapon) without passing trough scripting... As there is already an animation for the finger that is puling the trigger, I suspect that we could be able to modify this one for the hand to rearm the bolt too :) Is there a possibility to call a custom animation for this case like it is possible for the "reloadAction" ? Thanks in advance for your help
  3. thanks a lot. I'll give a try. As I told you scripting is calling a lot of functions and I'm afraid of the result if we have a lot of players/IA in this conditions. for the values here is what I saw (to be confirmed) : min/ maxvalue : unit of time the the animation is played min/maxphase : amplitude of the animation (you can limit the movement of your pump between the two points you defined for your axe "pump_axe") offset0/offset1 : you can control when the animation is launched (range is between 0 and 1 like a percentage). -> this param is really usefull to chain multiple type of animation on one object for example (my bolt is turning then translating...). Let me know if I'm mistaken because I need to confirm that after work (I need to tune theses params too).
  4. Black, If it is possible I would like your help too, it should be great if you can send me and extract of the workaround you made for rtm... please :rolleyes: Did you manage to implement your pump animation?
  5. I think you should play with ofset and start and end params... that should do it
  6. I think I can help you. The pump animation should be "relatively simple" as it is a simple translation on one axis. Everything is done into the model.cfg config (you can see the model.cfg available into A3sample->Weapontest folder present with A3 tools). Into the model.cfg you'll have to define you "bones" (selections name done into o2). for example : 1. you'll have to select the pump piece into the object LOD in O2 and name the selection as you want ("pump" should be ok). 2. then Into your memory LOD you'll have to define 2 points as the translation axis and name them as you like ("pump_axis" should be great). Then simply copy the model.cfg sample provided by BIS. Change the class names with the same name as your P3D file (this part is really important because it will "link" your p3d model with the animations configured into the model.cfg). change the bone name "bolt" with "pump". Into the animation class don't forget to change the one for the bolt with "pump" and the selection= with selection="pump" axis="pump_axis". into buldozer you should be able to see your animation with right click and then scroling your animation with center button. Anyway the best example you'll have is into the weapon samples provided by BIS into your arma3tools folder. If you need more help you can PM for a teamviewer if necessary to exchange more details... It is a little bit long to explain everything but once you'll see the sample I think you'll have the solution. The last annoying thing will be to synchronise your rtm animation with the model.cfg animation....
  7. Hi BlackPixxel, thanks for the help. I would like to avoid this solution because eventhandler is scripting related and could be annoying to configure (from my point of view)... if there is a way to call a .rtm animation in a model.cfg it should be really great... On your animation are you just animating the hands? or hands with pump on the gun (because I presume you made a shootgun :))? Rgds,
  8. Sorry for doublon. It seems that the problem is solved. Ports 8766 and 27016 were opened this morning and server wasn't visible directly after the modification. So I confirm that the solution is to open the UDP ports 8766 and 27016 on the server since the hotfix1.22(as it is described on the wiki... :rolleyes: ) PS : modo you can close the post if necessary...
  9. Hello, I'm a little confused because since the last 1.22hotfix our wine server won't start. The console seems to start normally with the correct Game and steam ports opened, but no way to connect on it. I precise that the server is start as vanilla (no mods). Something more strange is that it seems there is something crashed because the arma3server process is running @100% on one core when started without any mission launched. Here is the console : Here is the .RPT: http://62.210.206.92/images/arma3server_2014-07-04_09-44-51.rpt I've check to ensure that all the ports are fowarded here is the list : Ports from 2300 to 2305 are opened steamport =8766; open steamqueryport =27016; open if someone have a solution it should be great to play during this weekend :D thanks in advance to all. Bye, sebj
  10. You're right i didn't saw you had an AMD :) I confirm that hyper treading is an intel specificity... Unfortunately my time is limited after work, but I'll try to launch a benck ASAP with intel server to see.
  11. @BL1P : interesting benchmark. I did a try with param -enableHT and it seems that it improved my frames (not sure because I'm too lazy to perform some bench :)). did you already tried to bench with this param enabled?
  12. Hi Dwarden, I'm testing it now and seems to be good :cool: The highest FPS are back to 50 compare to the latests test versions. The worst case seems to be better too (no less than 25fps on the server with 130 AI and 3.3GHz Xeon) great great!! thanks
  13. really great! :D I'll give a test ASAP. Yes my opinion is the same (better to separate the functionalities if possible to avoid mods conflicts)
  14. Hi Zorrobyte, It looks like excellent!! Is there the same features than Arma2? Especially the rearming function for the IA? And concerning the FX effect is this compatible with blastcore? thanks in advance,
  15. Hi highhead, Thx for your quick reply. Great support ! Just to add more information. I had to put Independant friendly with "East" for the convoy to be friendly with Independant... really strange :) (Maybe game/mission issue itself). I didn't had the time to test on a clean mission to see If the bug can be reproduced. Don't hesitate if you want the mission file. thx
  16. sebj

    TMR Modular Realism

    @Taosenai Thanks a lot for your quick answer.
  17. sebj

    TMR Modular Realism

    Hello, first of all I would like to say this mod is a real necessity to play correctly on arma 3 and really great... I just have a little question regarding the aimsway : With our team we tried to modify the tmr_aimsway.pbo to reduce a little bit the up/down amplitude of the weapon and keep the same aiwsway speed. Unfortunatemly we did found the "#define TMR_SWAY_XX" to do this. We just found a solution to reduce the speed and amplitude in same time but not each one separately. We would like to know if there is specific parameter to modify to do that in tmr? Thank you in advance for your help, Cya.
  18. Hello all, I post this because I have some difficulties with a convoy module. The convoy is sync with an OPCOM (AAF faction) but this one is attacking the players in the same faction, even if it is a fresh game with no AI tk. On the opposite side (Bluefor) I have the exact same config but no problem at all (Bluefor players can approach the convoy with no trouble). Is someone faced the same issue with Independant? thx
  19. On our side it is manual updates too (via SSH) To dispatch the mods for all clients we use Arma3sync on server side and clients to maintain a synchronisation of the mods for all our clan (works fine on WINE).
  20. Thanks for your fast reply. But my question was about the FPS results on the client side not server. Did you noticed some improvement on the client side too? Because I saw that FPS on client side was almost dependant of FPS server side (exception is when entering in towns with AI battles in Altis and Stratis with low FPS on client <20 for most of them and even me :().
  21. @Kremator, that's really a good news. Unfortunately I didn't had the time to test it on our server. I just would like to know if you saw a big impact on the client side? thanks, sebj
  22. trackir is magic. If you can afford one, don't hesitate! The best of the best in my opinion is when we are into a dogfight, it is really an advantage to see the target when turning and it is a really great experience... Unfortunately there is not enought compatible FPS for the moment with this type of techno... It is really strange when you play another fps than Arma to not be able to turn the head :)
  23. sebj

    FPS drop when zomming in?

    It seems that it is a recent issue (when switching to X4 with MRCO for example). Me and my colleagues are experiencing the same issue since the last update. The micro stutter could be disturbing when we have to switch quickly to x4 in a combat...
  24. type #missions in the chat when you are admin should do the job... check for admin commands on the wiki : https://community.bistudio.com/wiki/Multiplayer_Server_Commands Tool late :) modo you can remove my post (I don't know how to do it...)
  25. Yes I confirm that it is a WINE limitation because no admin right available (but it's free so... :)) I confirm you that the last update is working well. Thanks a lot for your help, rgds, sebj
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