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windies

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Everything posted by windies

  1. I know the collision detection across just 2-3 units can severely drop performance.
  2. windies

    Soldier protection (dev branch)

    I would be fine if it took 5-7 shots to penetrate a plate carrier, as long as there are consequences to taking 5-7 rounds. The problem is that we are balancing one side of the equation and not the other.
  3. windies

    Soldier protection (dev branch)

    That's always going to be a very subjective point though and it's going to determined by your core audience most times. Your "task force balance" may say that something is B when for your core audience it's closer to D. I think it's important not to implement things for the sake of implementing things, for example if soldier protection can't be done right or can't come to a close approximation of what a majority would consider "right" then it's probably not an endeavor worth pursuing. Throwing modified damage numbers into the equation != an authentic or close approximation of soldier protection unless the other factors that go along with soldier protection are implemented at the same time, like knockdown and incapacitated states. It's not fun lodging 3 bullets in someone's chest and then watching them do a little "shuffle" and spray a clip into your face and neither is it authentic.
  4. Something interesting I noticed when creating a mission is that when vehicles or AI get in close proximity of each other FPS tends to drop dramatically. Seems to be tied to their collision detection perhaps. As a test have 3 helicopters or so fly in close proximity to one another with intersecting waypoints. I mean performance dropped tremendously just from 3 helicopters flying in close proximity. There could possibly be something related to collision detection bogging down the game, it may not just be limited to Choppers but rather collision detection itself?
  5. windies

    Crash using execVM

    For some reason Windows 7 didn't give me full control of files on any of my drives and I had to change it. That fixed the CTD issue and changing them to local variables fixed the errors and it worked flawlessly. Thanks for the help.
  6. Trying to run a script I wrote using execVM and everytime I trigger it my ArmA 3 game crashes and I cannot figure out why. Currently what I'm using to call it nul = [alpha, Infil] execVM "Eject.sqf"; The script being called Eject.sqf _grp = this select 0; _veh = this select 1; if (isServer) then { if ( (typename _grp != "GROUP") or (typename _veh != "OBJECT") ) exitwith { hintSilent "Invalid Parameters parsed"; }; sleep 1; {_x action ["EJECT", _veh]; sleep .5; } ForEach units _grp; } Honestly have no clue why it keeps crashing and I actually tried calling a few other scripts using execVM and was getting crashes as well in the editor. I've used the actual script code in a trigger to eject the units so I know it works, but I need the sleep in there so they don't all get thrown out at once, hence I need to call a script. Any help is appreciated.
  7. windies

    Crash using execVM

    Exporting to .pbo worked, it didn't crash but it threw up a bunch of errors like undefined variable _grp etc.. and didn't work. I had to give my admin account full access to modify files because it apparently only gives me read access by default.
  8. windies

    Crash using execVM

    CBA, JSRS, SThud, A2MP and that's it. ---------- Post added at 03:25 ---------- Previous post was at 03:22 ---------- Still getting the crash with no mods, gonna try a verify cache integrity check.
  9. windies

    Crash using execVM

    I'm wondering if it's an addon issue, I'm gonna try removing addons one by one to see if I can find which one if that's the case. Truth is I rarely scripted in any of my missions but since I'm starting to make missions for my group and actually release missions, I need to learn it.
  10. windies

    Crash using execVM

    Anything I try to run using execVM causes a crash. I've tried supposedly already working scripts and the game crashes. I'm pretty sure the script is fine, I've gone over it a bunch of times. Like I said, the code works I just need it in a script so I can use a sleep so every unit isn't ejected all at once. It's just when I call a script, the game crashes.
  11. windies

    Crash using execVM

    Well since I'm using groups alpha, bravo and charlie and I want the script to be dynamic based on vehicle name and group names and be able to be used with multiple groups and not just one's named alpha, it wouldn't work.
  12. windies

    Crash using execVM

    Define an if statement for what?
  13. windies

    Crash using execVM

    alpha and Infil are the names of the _grp and _veh. It would be pointless to call the script without defining those variables since the whole point is to get _grp to eject out of _veh?
  14. windies

    Not too Heavy, Not too Light, JUST Right.

    I would love to see something in a .338 chamber for a lighter marksman/sniper role.
  15. It's still not nearly enough and it's almost no change from what we had before. It's a step in the right direction but what we need is basically a state where by when you're hit you get knocked down or a short incapacitation. If it's ragdolls or not, it doesn't really matter, we just need for that state to exist. I still encounter situations where I pop a guy twice, and by all accounts that should incapacitate him a little but he still keeps going like nothing happened to him. The problem is that this is further exacerbated by the so called armor and soldier protection tweaking which makes for highly unrealistic scenario's. If you want armor to modeled in any form, you're going to need an incapacitated state.
  16. I tried testing the mouse issue again and couldn't replicate it. I'm thinking it was an FPS issue as when it happened I was running a test mission with some AI in Kavala which always destroys my FPS. It also could be a mod though I'm only running CBA and JSRS and I think the ShackTac HUD and that's it.
  17. windies

    Soldier protection (dev branch)

    I will be honest, the only feedback you're going to get out of me is simply that Knockdowns need to become a reality for both immersion sake and gameplay sake and the way the armor is done now, without some sort of way of calculating penetration and ballistics on the armor or vest, everyone is a super soldier who can take 4-5 bullets which again kind of destroys immersion and with the wonky hit detection of what actual part of the body you did hit and the way it seems to spread damage around, it makes it even worse. Without knockdowns and properly simulated body armor plain and simply it destroys immersion and game play. There's not a better way of saying it I don't think. I understand it's something you can do more or less immediately, but really if it can't be done properly it shouldn't be done at all. It would be time better spent on something else that you could possibly do properly.
  18. With the moddability of ArmA, I see it as a likely outcome that after the campaign comes out they focus much more on DayZ, most likely with a skeleton crew working on issue's with ArmA 3. Lean on the community to produce content for ArmA since it's worked in the past and reap the benefits while pouring all your efforts into DayZ and making that mad bank. Kill two birds with one stone so to speak.
  19. Curious if anyone else get's an odd firing behavior on single shot mode? For example if I fire in single shot mode I can get a three shot burst that's staggered randomly like pop .. pop ........ pop, or I can get a pop ................ pop for example. I believe I was using the MXM when this happened, haven't really tested it much though except for that one occasion.
  20. windies

    Soldier protection (dev branch)

    We need something better than the two step they do when hit and it's not even accurate as sometimes you can hit someone 2-3 times and they don't even flinch and just terminator on. Something visual to know you've hit and something realistic which would be a stumble or a fall which is the human reaction to being shot and to pain. Not saying it needs to be ragdolls, it could be some animation to ragdoll to give it variety. As for the new armor system, the problem is that it takes us outside of the bounds of any kind of realism simply so that we can say "Hey, vests are different now! They have a purpose!". You say it's to improve the experience of the game but I think that feedback is saying that it does the opposite. I realize it's a tradeoff between what's currently possible and what we all would want to have implemented, but it fails on both counts of realism and enjoyment. It's a case of if it can't be done right, it really doesn't need to be done.
  21. windies

    Low-Ready Position

    Definitely voted that one up as it's annoying as hell.
  22. windies

    HPET, Turn It Off

    Also if you don't have an option for disabling it, setting ACPI 1.0 will effectively disable it on some motherboards. Check your device manager under system devices for High Precision Event Timer to see if the hardware portion of it is enabled.
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