mattldempsey
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Everything posted by mattldempsey
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Arma 3 CPU vs RAM performance comparison 1600-2133= up to 15% FPS gain
mattldempsey replied to dasa's topic in ARMA 3 - GENERAL
So 2133 seems exceptionally better than 1600. Seems to be the best option for those without enless money, or has anyone seem significant gains between 2133 & 2400? -
So I am interested in making a MP mission. Never made any sort of mission before and have no experience whatsoever. The closest I have come to anything like this is making maps for Counter-Strike: Source & Global Offensive, where I had 'decent' success. That said, I am willing to put a lot of time into Arma 3 as the ARMA series has become my main games. My question here is are the AI really that resource intensive on a populated server? I like the idea of groups of AI doing there own thing throughout the map, ready for you to get yourself involved but will that hog up all the resources? Secondly, when you are not near/interacting with the AI whatsoever, does the game have any optimization techniques or is the server still calculating everything as if a player was in the vicinity? Third, if the above is true and they are indeed hogging resources, do static NPC's, like the ones seen in shops in the Altis Life mod also use up loads of resources or are they less of a burden. Thanks.
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I am currently using this in my mission, 'Convoy' created by Norrin. http://www.armaholic.com/page.php?id=20265 It seems to work really well. Now the only thing is I would like my convoy to pick its next destination at random. The idea is that it is literally going to be shipping important cargo from point to point, constantly. Is there a simple way to do this that wouldnt involve redoing lots of Norrins good work? //init.sqf // Code for convoy defend script if (isServer) then { [["m1","m2","m3","m4","m5"],[convoy1_h1,convoy1_t1,convoy1_h2],true] execVM "convoyDefend\convoyDefend_init.sqf"; }; // convoyDefend_init.sqf // © APRIL 2013 - norrin private ["_vcl","_markerArray","_convoyArray","_restartConvoy"]; if !(isnil ("NORRN_convoyDefend_init")) exitWith {}; NORRN_convoyDefend_init = true; // define fncs Norrn_convoyGetIn = Compile PreprocessFile "convoyDefend\getIn.sqf"; Norrn_convoyMaxSpeed = Compile PreprocessFile "convoyDefend\convoyMaxSpeed.sqf"; Norrn_convoyAmbush = Compile PreprocessFile "convoyDefend\convoyAmbush.sqf"; Norrn_convoyMove = Compile PreprocessFile "convoyDefend\convoyMove.sqf"; Norrn_convoyRestart = Compile PreprocessFile "convoyDefend\convoyRestart.sqf"; // Passed vars _markerArray = _this select 0; _convoyArray = _this select 1; _restartConvoy = _this select 2; // Start the convoy moving [_markerArray,_convoyArray,_restartConvoy] spawn Norrn_convoyMove; // convoyMove.sqf // © APRIL 2013 - norrin private ["_vcl","_markerArray","_convoyArray","_restartConvoy","_marker","_leadVcl","_groups","_markersRemaining","_aliveConvoy","_b","_c","_x","_convoyVclDestroyed","_loop","_loop1","_unit","_crew"]; _markerArray = _this select 0; _convoyArray = _this select 1; _restartConvoy = _this select 2; _convoyVclDestroyed = false; _marker = _markerArray select 0; _leadVcl = _convoyArray select 0; _markersRemaining = _markerArray; _groups = []; _aliveConvoy = []; _b = 0; _c = 0; {_x setVariable ["NORRN_convoyDestination",false,false]; _x setSpeedMode "LIMITED"; _x setBehaviour "CARELESS"; _x doMove (getMarkerPos _marker); [_x, _markerArray, _convoyArray, _c] spawn Norrn_convoyMaxSpeed; _c = _c + 1; _x setVariable ["Norrn_convoyMarkers",_markerArray, false]; } forEach _convoyArray; _convoyVclDestroyed = false; _c = 0; while {!_convoyVclDestroyed} do { {if (!alive _x || !canMove _x || !isNull (_x findNearestEnemy (getPos _x)) || isNull driver _x || (_x getVariable "NORRN_convoyDestination")) then {_convoyVclDestroyed = true}} forEach _convoyArray; if (_convoyVclDestroyed) exitWith {}; if (_leadVcl distance getMarkerPos _marker < 15) then { sleep 1; {_x doMove (getPos _x)} forEach _convoyArray; if (_b < (count _markerArray - 1)) then { _markersRemaining - [_b]; _b = _b + 1; _marker = _markerArray select _b; {_x doMove getMarkerPos _marker} forEach _convoyArray; _c = 0; }; } else { if (_c == 0) then { {_x doMove getMarkerPos _marker} forEach _convoyArray; }; }; if (_c == 10) then {_c = 0} else {_c = _c + 1}; sleep 0.5; }; {if (canMove _x) then {_x setVariable ["NORRN_convoyDestination",true,false];_x doMove (getPos _x)}} forEach _convoyArray; {if (alive _x && canMove _x) then {_aliveConvoy = _aliveConvoy + [_x]}} forEach _convoyArray; sleep 2; //If vehicle is not armoured then crew disembarks for [{ _loop = 0 },{ _loop < count _convoyArray},{ _loop = _loop + 1}] do { _vcl = _convoyArray select _loop; _groups = _groups + [(group _vcl)]; _crew = crew _vcl; if (alive _vcl && !(_vcl isKindOf "Tank") && !(_vcl isKindOf "Helicopter")) then { while {speed _vcl > 2} do {sleep 0.5}; for [{ _loop1 = 0 },{ _loop1 < count _crew},{ _loop1 = _loop1 + 1}] do { _unit = _crew select _loop1; _unit setVariable ["Norrn_convoyVclPos", (assignedVehicle _unit), false]; if !((group _unit) in _groups) then {_groups = _groups + [(group _unit)]}; if (_unit != gunner _vcl) then { _unit action ["GetOut", _vcl]; [_unit] allowGetIn false; } else { _unit assignAsGunner _vcl; }; sleep 0.1; }; _vcl lockDriver true; }; sleep 0.1; }; sleep 1; {_x setBehaviour "Combat"} forEach _groups; // Added for restarting the convoy once attack is over [_markersRemaining,_aliveConvoy,_groups,_restartConvoy] spawn Norrn_convoyAmbush;
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Is AI really that resource intensive?
mattldempsey replied to mattldempsey's topic in ARMA 3 - QUESTIONS & ANSWERS
I guess thats a no no no then! -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
mattldempsey replied to Placebo's topic in ARMA 3 - GENERAL
With my set-up ASUS Maximus V Formula i5-3570k @3.4ghz The CPU Overclocking feature is on the very first page of the BIOS. It basically gives me three choices to set it at 4.2ghz 4.4ghz 4.6ghz I guess this is the way to overclock for noobs who dont want to do everything manually, which I am fine with, as long as it gives me results. One question I have is how stable is that 4.6ghz configuration likely to be, I set it at 4.4ghz for now. Also is there any way to tell how fast my Corsair h100 cpu cooler. The only way I can tell which setting your in is by the lights on the cooler itself but I would expect more noise when on the performance setting. -
Will-my-pc-run-Arma3? What cpu/gpu to get? What settings? What system specifications?
mattldempsey replied to Placebo's topic in ARMA 3 - GENERAL
Okay guys, here it goes. Would you consider this build - ROG V Formula - EVGA GTX670 2GB - i5 3570k Decent enough for a stable 60 at 1920x1080 with 5000View/2500Draw distance with most quality settings set to max? Was hoping it would be but I believe ZSync is capping me at 30, meaning I must be dropping below 60. When I fly low I get noticable stuttering, enough to have to drop whatever target im following and circle round. Ideally I would have liked to have an object draw distance of 4000 too. What would you consider to be the hardware pulling me down here? -
From the creators of Stratis Life: ArmA 3 Life
mattldempsey replied to Caiden's topic in ARMA 3 - USER MISSIONS
Owning a house could allow you to have a small drug farm. Gangs could use open sites, factorys, workshops etc for large drug production (depending what the drug type is) Obviously, this would make being a cop (military) much harder because of the massive land mass. You could combat this by adding high end drones that could be used to navigate the map from way up in the air. If anything is found, cops get a warrant. Having your own house is an eat idea and opens up various other possibilities, it would be easier to make a living as a 'legal' citizen by growing legal products (fruit etc) in your garden. Another idea could be that you can export the goods via the trade ports around the coastline of Altis. This could be cool because you could potentially hide drugs within the legal shipments. -
From the creators of Stratis Life: ArmA 3 Life
mattldempsey replied to Caiden's topic in ARMA 3 - USER MISSIONS
Hope this goes well. Will be looking into getting whitelisted soon. One thing that bugs be about Arma RP is that it usually lacks structure and 'dynamicness' (New word). By this I mean, it usually turns to RDM very quickly. With such a large map like Altis you could introduce an overall goal, the military. 2 Factions and Civilians. One of those factions would police the land with there military, whilst the other faction (invaders) would try to control major parts of the map. This gives much more reason to get money rather than save up for a gun and RDM and could create some interesting situations. Civs getting caught up in faction battles. It would be good for the economy IMO. I also find (lack of dynamicness) that RP usually suffers from the same problems as WoW. Go here, talk to him, go here. In RP it is, buy drugs here, plant them here, produce here, sell here. You should be able to decide where you plant them, you should be able to get properties and plant them in your own back garden etc. Traders should be constantly moving, so you can set up dynamic drug deals making for some interesting gameplay. Just some ideas.