vredesbyrd
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Everything posted by vredesbyrd
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Interestingly, the ZiiP guys and I were playing for three or four hours on our (currently private, for testing purposes) server earlier today across a variety of maps/missions/mods with absolutely no crashes. This including my first attempts at missions - Really quite odd.
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Graphic artifacts suddenly appear? Strange sheet like things cover everything.
vredesbyrd replied to zeep's topic in ARMA 3 - TROUBLESHOOTING
Does the second screenshot not remind anyone of the issues Chernarus DayZ had not all that long ago? - The cause of which was the dead soldier props being rendered improperly because a change had been made within DayZ? if I recall correctly? What map/mission/mod are you playing? I'm more inclined to believe that it is more to do with the mission/map/mod and any changes that might have been made than I am to believe that it is the drivers - if it were the drivers, would not several hundred people also be piling on to this forum and making similar threads/posts? -
I'll jump in on this one and try to provide a bit of background that I've been able to gleen from reading around the forums. Because of the way BIS have created ARMA, with the community and new content in mind, the editor gives the player access to an element of the game which, if not properly manipulated (ie, create a new missions) can cause a variety of issues such as perfomance loss and crashing. Now, having looked through a not insubstantial amount of scripts out there for a variety of missions and purposes and, in some cases, larger projects such as DayZ and Wastelands, it becomes easy to see that the construction of these missions/packages/projects is something of a mish-mash amalgamation of a variety of different mods/scripts/packages most of which are not written or opitmised in the way that official BIS content is (mostly) done. An example I'll point out is the use of custom kits with player respawn along with the use of AI - Because of the way you need the custom kits to work with respawning, you must make sure that scripts are re-run on each player respawn so that the custom kits are applied. If this is done in a way which does not consider optimisation or performance, you get a situation where numerous scripts are being run and re-run throughout a match across X number of players for hours at a time. The same goes for AI - consider the work involved in controlling AI and then think about how much any given server/mod/mission uses AI and then add to that all the extra work the server/your machine is already doing. This all adds up and when you have a game like ARMA 3 which is a beast in the first place, you start to stress things more and more until something gives - ARMA isn't perfect (hears scoffs and sniggers everywhere). Jumping back across the fence, I will say that this does not give ARMA 3/BIS a pass. They have opened up the game to the community and invited us all to come and have a tinker, meaning they are responsible for fixing any kind of anomalies that may occur, or better yet, providing better documentation so that these seemingly common mistakes are avoided - That is unless I have managed to miss any statement BIS might have made with regards to not officially supporting modding, which I can't imagine they have. Novemberist - I see that you are obviously frustrated because people are directing bile at BIS for something which in the first instance probably isn't directly BIS's fault. What you aren't seeing is that, regardless of whether it is down to poorly created missions or a fault within the patch, the issues are wide spread and affect a large portion of the community - and not just on one singular mission or mod. I've played nearly a dozen different missions/mods in which I have experience the Physx crash. Surely this is something BIS need to look at?
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Responsible Game Development
vredesbyrd replied to [email protected]'s topic in ARMA 3 - TROUBLESHOOTING
Why exactly are you lurking around this area of the forum? - Especially when, as you say, you are having absolutely no problems with ARMA 3? :confused: I'll hazard a guess: A) You are a troll B) 42 If you have nothing helpful to contribute, please make like an Abit motherboard and stop posting. :) OT - I think it might be necessary to send some kind of message to BIS and push for a response about the state of the game and their argueably premature release to 'full', but I'm not sure how effective this would be. I think a more deeply thoughtout, evidence backed open letter written with the support of community members might be more appropriate and helpful. -
I realise that I haven't posted my spec, which may be helpful: i5 2500k @stock 8gb DDR3 Corsair Dominator @stock HD 7970 Vapor X GHZ Edition 3gb @factory stock (1ghz/1500mhz)
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How did you take 'performance issues' from those threads? It is outright crashes. Not performance related issues (Ping/FPS lag). A larger hole in your suggestion is that there is little SP content, what with there being no Campaign.
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I Have this issue on alot of games and it is solved by tabbing out, waiting for 3/4 seconds then tabbing back in. If that doesn't help, tab out then CTRL+Shift+Esc, select ARMA 3 in the running programs and select 'Switch to'. Yet another would be to tab out and then clicking the icon on the task bar. If you are using a full screen program or watching a movie/youtube video full screen, sometimes it will black screen depending on the app/movie player/video player - This can't really be helped. For example, I can't watch Facebook videos or watch a movie through Windows Media Player (Very rare I use that nonsense) and play ARMA or many other games because it will black screen my second monitor. I watch films/youtube/have TS up on my second screen and doing one of the above usually sorts it out.
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Well, working a 60/70 hour week as I do, I feel I deserve to make use of the expensive gaming hardware and games I have bought to enjoy in my down time. I feel justified in my annoyance that the game is broken during said down time - Should it have been broken during a week day, my impatience and irritance would be less so because I would have no time to play any way AND BIS studios would be immediately there to see the issues and fix them. Just saying - Some of us have to plan this stuff in and it's frustrating when something like this happens.
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You know what would be nice? - If BIS acknowledged this issue and made light of the fact that they are doing something about it.....maybe through some kind of feed where they give some small insight in to the issues they are actively working on? Just a suggestion. There are a lot of angry people who (thankfully for the integrity of the forum) haven't yet found their way here to kick off and moan - Although some have. I'll also echo something said earlier: Don't patch on a Friday.
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All versions of wasteland I have played and now the Capture Island server I mentioned earlier - It took over an hour to crash on this server and was immediately preceeded by and exploding Ifrit. As far as I am aware, there aren't any non-standard structures/objects/vehicles/weapons/items/general meshes in the Wastelands versions I have played. The explosions crashes seem to be restricted to exploding vehicles or buildings - Grenades or missiles exploding on the ground don't seem to do it. It could be a complete random coincidence but I thought I'd share.
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Tried several from vanilla to Sa-Matra.
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Another member of the ZiiP community thinks they may have tracked down the source of the crashes. It is anecdotal, but he has only crashed out due to the Physx bug when he has been in the proximity of an explosion, and from memory, I remember hearing or seeing explosions most times I've crashed out. In other instances, where I have not witnessed explosions, other members of the community in close to medium proximity have done and have immediate crashed out, along with most, if not all, of the players in that particular area of the map. I must point out, this is happening in Wastelands in Multiplayer - The same community member who has pointed to explosions has been on an invasion server for most of today without any crashes despite more explosions than a Michael Bay movie. I also played nearly an hour of SP last night after all the crashes made me give up with MP and did not have a crash. Sharing in hope of being helpful, and I've pointed out that the theory is based on anecdote - Refrain from throat jumping please :)
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Game freze and crash after a few mins playing,after update.
vredesbyrd replied to Timberwolf056's topic in ARMA 3 - TROUBLESHOOTING
Was just playing Wastelands ARMA3 on two seperate lots of Servers (UK2,3 and 4 hosted by Inch and Servers 1, 2 and 3 hosted by DP), ranging between 36 and 64 slot and every 5/10/15 minutes literally half the server would be dropped with a generic Steam message. I've been disco'd 13 times tonight in four hours now and all of the .rpt files list the same thing: PhysX3_x86.dll I'm not sure why this would even be running on my system considering I'm AMD - Does this still need to be run so that AMD can do it's own emulated physics thingy? Extremely frustrating. -
Between me and seven other ZiiP members, we've crashed 15 times in the past two hours because of 'PhysX3_x86.dll' This is since the 1gb patch and has never been so bad for any of us. Did not the quantity of early access backers give BIS a healthy enough sample to identify these sorts of issues so they could be fixed before release? - If not, what exactly is the early access for? If it is just to pull in some extra revenue and get people buying in early and generating some noise about the game, you are missing a very, very big trick.
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Victory conditions help - Respawns
vredesbyrd posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I do appologise if I am bypassing standard etiquette on the form, I've just had a poke around this sub-sub-section and missed anything relating to "Don't do X noob" - Please correct me. My problem. I am new. So very new. I have experience implementing existing scripts for DayZ on a server I helped run over on the community I am part of (ZiiP) so I'm not completely green, but in terms of 'original' content, I am. So, the mission I am building is called 'Defense of Syrta' and it is an 8v8 Opfor Vs Blufor defense mission in which Blufor must hold out against an Opfor attack. Both sides have advantages and disadvantages with some equipment sprinkled in, but the victory condition is what I'm having issues with, and I'm more than a bit suspicious its because I don't yet understand how things work. So, victory condition: I want the mission to end for all players (Failed for losers, Accomplished for winners) when one member of either team has died a set number of times. I've figured out how to do the basics like adding units, etc and how to sort out the respawn: And I've dug around and found a script which ends the mission for a single player when they have died so many times: But I can't seem to find (probably don't know the terminology to be able to find) how I need to change this so that the mission ends for all. I tried searching for 'myspawns' with the hope I'd find a reference page containing an alternate like 'teamspawns' but have had no luck. Any help would be very much appreciated! Oh, and Hi! I'm Vred, I'm new. -
Victory conditions help - Respawns
vredesbyrd replied to vredesbyrd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Fixed. See here. :o -
Respawn Ticket System?
vredesbyrd replied to Arma_Fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Embarassingly greenly of me, I've been approaching this from an upsidedown and backwards direction: I'm basically trying to get TDM to count the number of deaths a side incurs instead of the number of kills. Why? - Because 42. Who knows? Answer: Make it a TDM mission: Description.ext: class Header { gameType = TDM; minPlayers = 1; maxPlayers = 16; }; respawn = 3; respawnDelay = 5; respawnDialog = 1; respawnVehicleDelay = 240; respawnTemplatesWest[] = {"EndMission","Counter","MenuPosition"}; respawnTemplatesEast[] = {"EndMission","Counter","MenuPosition"}; //Load screen mission name onLoadName = "Defense of Syrta V4"; //Load screen mission info onLoadMission = "Nato must hold off a CSAT attack until their forces are exhausted"; //My load screen is stored in a folder in the PBO called 'images' - Change as needed loadScreen = "images\Defense Of Syrta.jpg"; Author = "ZiiP Vredesbyrd with thanks to Sho, Stapo, Moricky and Kylania"; init.sqf: if ((!isServer) && (player != player)) then { waitUntil {player == player}; }; enableSaving [false, false]; //Ends the mission when West or East have scored more than X - in this case 2 //Credit to Stapo for Ultimate Team Deathmatch code _endmission = false; while {NOT _endmission} do { { if ((scoreSide WEST >= 2) || (scoreSide EAST >= 2)) then { _endmission = true; }; } forEach allUnits; }; "END1" call BIS_fnc_endMission; So, yeah. :o -
Respawn Ticket System?
vredesbyrd replied to Arma_Fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump? - Come on! I know some people on this site know the way forward because I've seen the missions you pump out! PLEASE! -
Respawn Ticket System?
vredesbyrd replied to Arma_Fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok, doing a bit of leg work and contacting a very awesome friend of mine, he identified the problem we are having. In his words: "there's nothing specific to it ending the mission automatically." So, digging around, my awesome friend found that an Event Handler is run named "respawnTicketsExhausted" which relates to the 'fn_respawnTicket.sqf' file, specifically this section: //--- Tickets exhaused - trigger a scripted event if (_tickets == 0 && _value != 0) then { [[missionnamespace,"respawnTicketsExhausted",[_target]],"bis_fnc_callscriptedeventhandler",false] call bis_fnc_mp; }; The direction this awesome friend was able to point me in was to take the whole 'fn_respawnTicket.sqf' and create my own .sqf which will be called instead of the BIS function and will have custom exit code where the tickets exhausted condition is. HOW you go about this, I am still figuring out, but I've shared this in the hope someone with a little more knowledge could pick it up and run with it quicker than my shambling attempts! -
The all new: Ask a moderator about the forum & rules
vredesbyrd replied to Placebo's topic in OFFTOPIC
Thank you! I'm just getting frustrated trying to sort out this issue I'm having with a mission and wanted to post updates as I was going! -
Respawn Ticket System?
vredesbyrd replied to Arma_Fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Risking a slap for a double post (appologise Admins/Mods): Having a bit of an issue. The mission doesn't end when tickets have expired AND all remaining players for that team have died. Any one any ideas? - Here's the original thread with the code I'm using. ---------- Post added at 19:03 ---------- Previous post was at 18:04 ---------- I've re-read this thread and spotted that I don't appear (think) to have anything which specifically tells a player which side to take their tickets from, so I've added it but still have the issue where, when all tickets have expired and all players are dead for team X, the mission does not end, team X players are simply locked out. Description.ext: respawn = 3; respawnDelay = 5; respawnDialog = 1; respawnVehicleDelay = 240; aikills = 0; respawnTemplates[] = {"Tickets","EndMission","Counter","MenuPosition"}; Author = "ZiiP Vredesbyrd"; class Header { gameType = TDM; minPlayers = 1; maxPlayers = 25; }; init.sqf: [west, 2] call BIS_fnc_respawnTickets; [east, 2] call BIS_fnc_respawnTickets; enableSaving [false, false]; onPlayerRespawn.sqf: private["_wtickets","_etickets"]; _wtickets = [west] call BIS_fnc_respawnTickets; _etickets = [east] call BIS_fnc_respawnTickets; if (side player == west) then {hint format ["NATO has %1 ticket(s) left",_wtickets];}; if (side player == east) then {hint format ["CSAT has %1 ticket(s) left",_etickets];}; initPlayerLocal.sqf: if (side group player == west) then {"ticketsWest"} else {"ticketsEast"}; player setVariable ["BIS_fnc_respawnTickets_var",_var]; Desperate for some help here as I cannot find another source of information like this thread. Edit: I think I'm being extra green here, does not the initPlayerLocal.sqf and onPlayerRespawn.sqf have the same function/do the same thing? Thoroughly confused. -
Victory conditions help - Respawns
vredesbyrd replied to vredesbyrd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Having a bit of an issue. The mission doesn't end when tickets have expired AND all remaining players for that team have died. Any one any ideas? -
The all new: Ask a moderator about the forum & rules
vredesbyrd replied to Placebo's topic in OFFTOPIC
I just wanted to ask why some of my posts have been held for moderation? - It only seems to happen in this thread and not a thread I created - Although, those threads and now this one are the only ones I have yet posted in. Is it the content of the post or because I am a new member posting in someone else thread? If it is because I am a new member - What conditions need to be met before my posts are no longer held for moderation? I only ask because I have set some time aside to work on some missions and not being able to ask a question which could be answered before the time it would take the post to be moderated would become quite frustrating! P.S. Not a moan, I just want some clarification! Edit - This post wasn't held for moderation....now I am confused. -
Respawn Ticket System?
vredesbyrd replied to Arma_Fan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As per my original thread (linking to save repost/spam) I think I've gotten it working, I just wanted to clarify something and ask a followup question: Clarification: Because I'm using mission template "Tickets" and "EndMission", from what I understand, this means that team X has X amount of tickets and when the ticket limit has been reached the game still will not end until the remaining players from team X are also killed off because they are infact still 'in' a respawn - Is this correct? If not: I only ask because, on my travels, I've found reference to a situation where use of the ticket system with more than 1 player per team means that the amount of base tickets is multiplied by the number of players, e.g. 4 Opfor players on a 10 ticket map will mean Opfor actually have 40 tickets - Is this the case? If the latter IS the case, how do I change it to a global ticket count? (If not, no worries!) The question I wanted to ask is: Is there a way to set any players who have died after the tickets have expired to respawn as a seagul or as spectator? Thank you for any help. -
Victory conditions help - Respawns
vredesbyrd replied to vredesbyrd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah! - Thank you! I hadn't thought to search anything to do with Tickets for some reason, just didn't think that ARMA would handle things like that. Thanks again, I'll post up with how I go! ---------- Post added at 20:44 ---------- Previous post was at 19:34 ---------- I think I may have figured it out thanks to a very helpful fellow named t3quila in the thread you linked. I used his template for TDM which at first didn't appear to do anything other than lock me out after 2 deaths, but then I did a bit more reading on the thread you linked and realised that I had to use the "EndMission" Respawntemplate which will end the mission when all players on one side have died after tickets have expired - Which didn't work because I was using AI which haven't been pathed and as such, couldn't find each other. For reference for anyone else, here's what I did: I placed the following code in the Description.ext (which you need to create in the mission folder (for the other newbies)): I placed the following code in the init.sqf (which you need to create in the mission folder (for the other newbies)) - (Set to 2 tickets for testing purposes): I placed the following code in a new file called onPlayerRespawn.sqf (which you need to create in the mission folder (for the other newbies)): I'll update this post and the thread if it turns out this doesn't work in any way for whatever reason when I've had a chance to test it with the other ZiiP guys.