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Gudsawn

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Everything posted by Gudsawn

  1. Gudsawn

    RH M4/M16 pack

    Right ok. Sorry, I've never heard of RH_acc so you can understand my confusion when RH M4 suddenly requires a separate mod it previously didn't require. I would've assumed it would be made a dependency on SIX since this has broken all our servers (although I guess this isn't your fault, we need to wait for the SIX guys to add it). We've now rolled back our RH M4 version on our servers (using SIX). No worries, we'll just have to wait then.
  2. Gudsawn

    RH M4/M16 pack

    We're getting this issue also. It's preventing our public server from launching. A popup message appears on the server: "Addon 'RH_m4_cfg' requires addon 'RH_acc'. We can click OK to get past this, but then the lobby displays the same error message - refusing to start the mission.
  3. Our dedi server crashed this morning (server FPS went from ~40 to 0, mass lag). RPT spams the following: 12:08:30 Matrix is not valid as physx transform! 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Overflow 12:08:30 Matrix is not valid as physx transform! This was spammed over and over and over. Running latest stable 1.38 build. Server has been running absolutely fine for the last few weeks. Major lag has been reported since the last Arma update. Anyone experiencing similar issues?
  4. Gudsawn

    NVIDIA Tweaks and Ingame tweaks

    Out of interest, what FPS do you get in multiplayer? I see people complain about this a lot, but it seems to be heavily hardware specific, no matter what video settings are used (I assume due to ArmA's CPU bottleneck). On a (heavily modded) public server with ~20 players (vs AI), I get between 35-50 FPS (dependant on mission/server uptime). In a 50 player mission (vs AI), I get between 25-35 FPS (avg. 30). In a 30 player mission (PvP only), I get between 45-60+ FPS. What do others experience? PC Specs: CPU: i7 4790k @ 4GHz (no OC) GPU: GTX 970 4GB VRAM (no OC) RAM: 16GB @ 2400MHz SSD: 128GB Samsung 840 Pro (Arma 3 + mods stored on this)
  5. Gudsawn

    L85a2 v3

    Looking forward to it mate, amazing work so far! ;)
  6. Looks very nice, hopefully someone's interested in carrying it on ;) Out of interest, what's the lighting mod you're using?
  7. Gudsawn

    L85a2 v3

    Those RIS variants look b.e.a.u.tiful :cool:
  8. Gudsawn

    L85a2 v3

    ^^ This x10000 Also, I couldn't be happier to hear about the plans for a RIS variant
  9. Gudsawn

    L85a2 v3

    At first I wasn't sure about the new sounds - but the more I use the L85, the more they're growing on me :P Also, the pinnacle question: RIS - yay or nay? Do you think you'd ever work on this at some point? I love the handguard version of the L85, but it's not used much anymore by the military (except maybe the Queen's guards haha). Adding a RIS version to the pack would really put the cherry on the cake, you'd make a lot of people (including me) very happy indeed (maybe even enough to send another little donation your way) ;) Loving the L85 so far, I can't put the thing down :p
  10. Gudsawn

    L85a2 v3

    @Kiory just to let you know, you're model and FBX/OBJ file links are down. Btw, will we be getting the UGL source too? :p
  11. Gudsawn

    L85a2 v3

    Kiory, these look stunning. Bloody good job! :cool: http://i.imgur.com/7YcWqSF.png (5124 kB) http://i.imgur.com/yz9tqXX.png (5074 kB) http://i.imgur.com/rOp0Sdz.png (5669 kB) Edit: Sorry for large file sizes - they're 1440p :p
  12. Sorry to drag up an old thread but this is still an issue: 0022301: White jagged lines/edges when using FSAA
  13. Gudsawn

    L85a2 v3

    Twice I've had a major crash when using this rifle (computer completely locks up, have to restart PC). RPT ends with this: Fresnel k must be >0, given n=1.4,k=0 Possibly a texture issue?
  14. Gudsawn

    L85a2 v3

    Thanks alot Kiory - appreciate it :)
  15. Gudsawn

    L85a2 v3

    Can I make one cheeky request? Your .max models can only be opened in 3DS Max and no other modelling programs (like Blender). Can you export these files in a universal file format such as .obj, .fbx, or .dae? These can be read by almost all modelling programs :)
  16. Gudsawn

    L85a2 v3

    You sir, are a god. Releasing source = small donation from me ;)
  17. Haha fair enough. Good to know it can be easily tweaked :)
  18. Hmmm, not sure about that one. Sounds like a short sound clip that's repeating itself - I can hear the start and end of the loop. Maybe try and make it a bit more seamless? Here's what I mean in words (bear with me :p): Current sound: BrrrRrrrRrrr Would be better if it was: Brrrrrrr Does that make sense? Probably not lol.
  19. Operation Defence at Shepherd's Hill - SUN 1930 11JAN2015 It's been a while since our last update, so here's some shots from tonight's op ;) 3CB prepares before operation commences Griffin (Bravo) with an AT-4, targeting an enemy APC. Bravo watches the South Enemies paratroopers dropping in behind friendly lines Friendly APC approaches to support Bravo Full resolution (1440p) images: Operation Defence at Shepherd's Hill Was a brilliant op lads. Well done to all ;) Bravo stands strong!
  20. I want a unit to patrol a house by creating a series of "MOVE" waypoints via a script (ending with a "CYCLE" waypoint). However, the waypoints (created using addWaypoint) can't be placed precisely where I want them (inside the house) as they are automatically moved outside. Then I noticed this comment on the Biki: So then I tried using setWaypointPosition and setWPPos. Same result - waypoints are automatically moved outside. Is there a way to precisely place waypoints inside a building? I'm aware I could 'hack it' using loops such as: while {true} do { _pos = _bPositions select (floor random count _bPositions); _unit doMove _pos; _timeout = time + random(30); waitUntil {sleep 1; time > _timeout || !alive _unit}; }; but these are hugely resource intensive when run on lots of units at once. Is there something obvious I'm missing?
  21. Thanks, but getting building positions isn't the issue (I can use the BIS function _bPositions = [_house] call bis_fnc_buildingPositions to do that). The issue I'm having is with precise placement of waypoints indoors (via a script): Actually you kinda solved my problem haha ;) I saw the "Position In House" paragraph and ended up finding a couple of commands that I didn't know existed (waypointAttachObject and setWaypointHousePosition). Using these commands I put together this: for "_i" from 0 to ((count _bPositions) - 1) do { _wp = _g addWaypoint [[0,0,0], 0, _i]; _wp waypointAttachObject _house; _wp setWaypointHousePosition _i; // Set last waypoint to cycle if (_i == (count _bPositions) - 1) then { _wp setWaypointType "CYCLE"; } else { _wp setWaypointType "MOVE"; }; }; Which does exactly what I want (attaches waypoint to house, sets position in house to move to, sets last waypoint to cycle for a looped patrol).
  22. Thanks for your help, but I need to do it via a script as these units are dynamically generated and spawned in large numbers (so editor placed units/waypoints are out of the question).
  23. Excellent, that answers my question. Thanks :)
  24. When using _unit disableAI "FSM", does this simply prevent the default danger.fsm and formationC.fsm etc from executing or does it also disable using the execFSM command for that unit? My objective is to be able to disable the default FSMs for a specific unit and replace them with a custom one (using execFSM "myCustomDanger.fsm", for example). Is this the correct way to use this command?
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