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Archosaurus

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Everything posted by Archosaurus

  1. Hello. I need your help once again, forums. I want to use findNearestEnemy to check if a squad sees any hostiles. If the result is null, I want nothing to happen and for the script to keep looping and checking if findNearestEnemy is not null. If findNearestEnemy is not null, I want a script to run. In this case, let's say a simple hint with "Working!" or something in it. Some kind of indication that it's working. I know how to do a simple "_loop = true; While {_loop} do {" loop to just loop that entire section, so my real issue is with checking the result of findNearestEnemy. I tried isNil and !isNil and nothing really produced anything, so perhaps I'm just misunderstanding.
  2. Hello. I'd like to know how to make a group resume it's editor placed WP's, or the WP it was doing before a doStop or doMove is in place. For example: _vehicle has a move waypoint in the editor. Let's say that if a=1, then _vehicle runs doStop and it stops. Something makes a=2, and the vehicle resumes what it was doing. Is this possible, or even feasible to input via simple code? Also, I tried: _travel = currentWaypoint _vehicle; if (condition) then { _vehicle setCurrentWaypoint [_travel]; }; and it just caused the vehicle to wander off in the opposite direction. EDIT: _tank = [test_tank]; _destination = (expectedDestination test_tank) select 0; doStop test_tank; sleep 10; test_tank doMove _destination; Seems to work. EDIT 2: After further testing, this craps up too. Is there any way to get the position of a group's current waypoint then doMove there? I tried the obvious ways, but nothing worked, kept getting errors.
  3. Archosaurus

    RHS Escalation (AFRF and USAF)

    Hello. I posted a bug report of a serious bug. T-72 ATGM causes crash when firing at some things. Take a look. Thanks. http://feedback.rhsmods.org/view.php?id=2563
  4. Hello. Yet again, help is needed. I have a script that has an "if, then" segment of code in it that I want to ONLY loop if the condition changes. So, for example. _cond = true; if {_cond} then { _unit doMove pos; }; Then let's say I have a trigger or whatever that sets _cond to false, so if !{_cond} then { doStop _unit; }; Then another trigger that changes _cond to true. So with all logic, the former's statements should be called, again, if the whole thing is looped. That's all good and the unit moves and stops accordingly. Now, the problem here is that I need the script to not loop through the "doMove" or "doStop" more than once as long as the condition does not change, but I need it to constantly check if the condition changes. Make any sense? The reason I need to do this is because it's obviously problematic to call some statements over and over again when they only need to be called once. With my current knowledge, I can only do a loop that loops the statements continuously, or only a single call of the statements and then no more. What I want is continuous checking, then looping the statements again, but then no more looping until the condition changes. EDIT: Perhaps waitUntil or exitWith can solve this? Although I failed to find a way to make the script "triggerable" again.
  5. As I was typing this thread and triple checking that what I tried actually doesn't work, I came across the solution. Hah. To make multiple statements happen after "do", you input it like this: _cond = true; //Can be anything but I use this to loop while {_cond} do { [hint "guy has stopped"] , [doStop guy] }; Statements must NOT be enclosed in {} nor should they be un-enclosed nor should they have ; after them. while {x} do { [statement 1], [statement 2], [statement 3] }; This is the correct syntax. Just posting this in case someone else has been tearing their hair out over this. It's really easy to make a typo in the correct syntax then never come back to it again. :lol: If you need an "if, then" then do this: _cond = true; while {_cond} do { if (alive guy) then { [hint "guy has stopped"] , [doStop guy] }; }; I need to loop a script with an "if, then" and multiple statements, so that's how I figured this out. Tested and it should work.
  6. Archosaurus

    multiple statements after do

    I've been asking, but how exactly do I get the interface to input the code into so it can be formatted properly?
  7. Archosaurus

    getPos of group's current waypoint?

    Thanks, waypointPosition is what I was looking for.
  8. I need your help, again, forums. These units just won't listen to me! This thread has a lot to do with this, so go and read it: https://forums.bistudio.com/topic/187098-resume-groups-editor-waypoints-after-domove-or-dostop/ My question's simple: Is there any way to get the position of a group's current waypoint and input it into a variable that I can getPos and doMove later? expectedDestination provides some...interesting...results. Mainly wandering off in a set cardinal direction. Thanks.
  9. I didn't know about waypointPosition. I was thinking it's strange that we couldn't return a WP's position, I thought. I'll take a look.
  10. Archosaurus

    findNearestEnemy then check result?

    Yep, testing against "null" should probably work. Haven't tested yet but I have faith. I'll report back when I eventually manage to cause an error, and I'll also look into parentheses use. ;) Thanks guys. EDIT: Well, I can get the whole thing to run, but it's in a very clunky format. I have to put a "if !(isNull _var) then { code; };" and copy that for every function I want. Is there a way to embed multiple functions as a consequence to the _var being not null? I tried to simply put multiple lines between the {}; but it failed to run. Also, how do I access that good and clean looking input box so I can put my scripts there and they show correctly here on the forums?
  11. Archosaurus

    findNearestEnemy then check result?

    Ah, so that's how it's done in Arma's language. Variable's result is anything but objNull. I've misunderstood ! for quite some time, then. I found a more complex way to do essentially the same thing, but it also produced huge problems further on down the road. This is far nicer and simpler, I'll try it out later. This should also allow me to designate what happens when there's no more enemies in sight. Thanks. I'm new to complex Arma scripting, so I'm also having some problems with making a script that runs constantly during the mission, and runs some functions only once, but with repeatibility. ie: Script checks if enemies in sight, if enemies in sight, it sends a hint. When enemies are not in sight, it sends a different hint. It will do this again the next time you run into enemies, but it won't constantly spam hints. I'll make it's own thread if I can't figure it out in the meanwhile. I think I just have to type in quite a lot of "if, when" and whatnot. EDIT: There's a problem. Putting in if (_var != objNull) then {hint str _var} else {hint "No enemies near"}; causes the script to hint back either a null object when enemies are not in view, or the expected result when they are. Nowhere does it hint "No enemies are near". Thus the script basically runs the "then" part constantly. If this is intended, how do I make some functions run when the script reads a valid hostile unit? Right now, the script just reads back what the units see.
  12. Archosaurus

    findNearestEnemy then check result?

    _var = leader _group findNearestEnemy getPos leader _group; if (!objNull "_var") then { Is this correct?
  13. That'd work fine, I imagine, if I wasn't trying to get it to work with an AI group. When I tried referencing the group that I named, I got an error back. Perhaps I put it in incorrectly. I'll try this and see if it works. wp1 = QRF_group addwaypoint [getpos leader _group, 100]; EDIT: Oh wow, it works. The hours of pulling my hair out have finally been made up for. This is simple and nice like I want it, no idea why I missed this approach. Thanks a lot.
  14. Hello. I've run into a huge problem and I need your help, forums. I've tried everything, and there just isn't a satisfactory way to do this. Let me underlay the scenario: I have one group of INDFOR attacking a BLUFOR position. I have a BLUFOR QRF stationed elsewhere. Once the BLUFOR is aware of the INDFOR, a simple .sqf runs via trigger that sends the QRF to attack the INDFOR. In the .sqf I have: wp1 = QRF_group addwaypoint [getpos Arch, 100]; //Player is named, and I know I can use "position player, 100" as well. That's not the point. wp1 setwaypointType "MOVE"; wp1 setWaypointCombatMode "YELLOW"; wp1 setWaypointFormation "WEDGE"; wp1 setWaypointSpeed "NORMAL"; wp1 setWaypointBehaviour "AWARE"; wp1 setWaypointCompletionRadius 10; and more. They simply get a waypoint to move roughly onto my position where I was when the script went off. There's nothing wrong with that, it works fine. What I want to do is to make a script that checks the LEADER of the current group, NOT the player or a single named unit. The reason being that the named unit can always die before they get there, and then the script will work incorrectly/not work at all. I tried referencing the group, which I named in the leader's init, but it didn't work. I tried a marker method by calling the leader, but it didn't work. I've tried so many I can't remember half of them. How exactly would this be done, in the most simple way possible? All I need is a script that makes a move waypoint onto a group's leader, even if the old leader has died prior. Thanks.
  15. Archosaurus

    General Discussion (dev branch)

    Question: How badly does using the dev build affect performance? As of now, my Arma 3 is running absolutely horrible, and I really hope it doesn't run like that when it releases. It used to run better some versions ago.
  16. Archosaurus

    Real Virtuality Performance

    I'm going to keep it short: When will BI ditch this engine to develop their own engine from the ground up and make it actually run on most setups OR when will they attempt to optimize the engine and make it run on most setups like every other decent game out there? My Arma history is very frustrating, and I see it happening to other people too. I have a decent setup of i5 650, MSi GTX 670 PE and 8Gb DDR3 RAM but I cannot for the life of me get an Arma game, including Arma 1 and 2, to run at more than 40 FPS constant in normal conditions with more than a single AI. Low graphics on everything, all features I can disable are disabled and VD on 1.5km. Setting VD to 500 makes the game completely unplayable of course and only finally bumps my FPS to 60 constant with no AI in the editor. Along with that, I always, always have had LOD switching, visual bugs and overall ugly visuals. Every other game runs fine on at least lowest settings 1920x1080, and my game looks just like everyone else's game looks. Not with Arma. Even DCS runs better than Arma, and that is quite alarming. When will BIS actually do something about their horrendous, late 90's engine to make it to work on decent hardware? Hell, I've seen people with i7's, 680's and 16- 32GB of RAM who can't run Arma 3 at 60FPS lowest settings. I have tried everything and apart from loading a very undetailed, well optimized, small map with no AI, can I actually look in one direction rapidly without my frames dropping from 40 to 30 for a second. Yes I have tried Nvidia panel, yes I have experimented with drivers, yes I have extensively experimented with every single graphical option, config option and profile option. If anyone has any "magic tricks", then go ahead, I'm losing hope in Arma as I cannot play it anymore, and never have been able to.
  17. Archosaurus

    Real Virtuality Performance

    I am well aware, but I get bad FPS even on small maps as long as there's AI and stuff. 2k VD is enough for me most the time anyway and I don't run any games on high settings. Right now I can play the game fine but its painful, best said. An SSD, I will buy later. I believe a good CPU should be the better purchase right now. i5 3570k any good?
  18. Anyone got an idea how well Arma 2 and 3 should run on an Ivy Bridge i5-3570K 3.4GHz, MSi GTX670 PE, 8GB DDR3, 2TB Seagate STD3K? Same setup I have now except the CPU is an i5 650, and Arma games run horribly. I was thinking that upgrading to a modern CPU should fix the whole thing.
  19. Archosaurus

    Real Virtuality Performance

    I suspected by CPU was the problem, as its, simply put, a piece of shit. I have enough money on me right now to buy a good CPU, but not a good motherboard that will fit one. See, there are only a few CPU's that fit on my crappy motherboard, the "Acer Aspire M5910". Anyone got any recommendations for a mobo + CPU that is modern and costs under 300eur overall? That's my budget for hobbies, right now.
  20. Archosaurus

    Real Virtuality Performance

    My HDD is a 2TB Seagate HDD. It is very new, under 6 months. "2795GB Seagate ST3000DM001-9YN166 ATA Device (SATA)" I defrag it regularly. Any more suggestions would be appreciated, and sorry for getting a bit heated in the conversation. @Lappi I will try that exact line and see what it does later. Arma 2 did not run very much better with maxmem etc. set to what I want, though.
  21. Archosaurus

    Real Virtuality Performance

    I would do that, but temperatures should be in normal areas, and there isn't exactly too much dirt in my PC, I take some care of it you know. I've even run apps that monitor heat ingame in real time and it was at fairly normal levels. I don't believe it has ever raised above normal temperatures. Because I would most likely be suggested the same things that I have already tried and to this day since 2009, still tweak. I'm pretty sure I've had more time in the configs than ingame. :j:
  22. Archosaurus

    Real Virtuality Performance

    I'm still waiting for suggestions. Stop trolling my topic and flooding it with posts that will need to be removed later on. I also await a long time dev to shed some light on the engine, because my information comes mainly from old posts from devs and new posts from devs regarding Arma 3 AI.
  23. Archosaurus

    Real Virtuality Performance

    Yes, yes, whatever. Now, does anyone have any more suggestions on how to possibly fix my horrible performance? Minimum I'd need at least stable 50FPS which I can expect from a game like this running on the possible lowest settings on this hardware.
  24. Archosaurus

    Real Virtuality Performance

    You're going offtopic, read the big sentence after "OR" that I put. I will not provide source as I cannot realistically find it right now. Best bet would be to ask Marek Spanel, right now. For the rest of you, please stop going off topic. I never asked who designed the engine, I don't actually know it myself as it has never been mentioned, BUT BI has many times said that the original coders have disappeared and so on. Ask them if you want it so bad, I don't work there. OT: Cleaning my case has never helped raise the FPS magically, and I make sure that my fans and so on are running without any dust and whatnot in them. CPU running at 50c when not being intensively used and about 55 to 60 when being used ingame, sometimes varies but that's the general count. I doubt its due to freezing or overheating as other games run just fine, I repeat, ONLY ARMA HAS THESE PROBLEMS.
  25. Archosaurus

    Real Virtuality Performance

    I do not have direct sources as I don't feel like digging up old, old posts that I might never find, but now its going off topic: As we all know that BI can't just magically make another engine as good as the RV engine, that actually works without any design/performance limitations, we will have to stick to making this one work better.
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