timsk
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missionEventHandler["loaded"] never fired
timsk posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys I'm trying to get some code to run whenever the mission is loaded. The init.sqf is only run when the game is created not when it is loaded (As in, you press the continue button when making the game). I tried using: _id = addMissionEventHandler ["loaded",{hint "MISSION EVENT HANDLER!"}]; inside my init.sqf but the code is never executed (I never see the hint). I've tested this in editor and in a multiplayer game. Is this even the right thing to use for what I want to do? If it is, any idea why it's not working? -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Your better off asking that on the BTC Revive forum thread. I actually implemented the BTC revive system, but ended up taking it out in favor of a revive system that works for SP and MP. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
The supply drop uses the VAS. It should contains every weapon, ammo and equipment item. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
That's the sort of thing I had in mind. Seeing as triggers are in-engine, they are probably the fastest way to check distances and such. There's definitely a few ways to achieve the effect (as with anything). I personally don't have time to code it on top of the other bits I'm doing, which is why I asked if anyone else wants to do it. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Ahh, I totally forgot to mention that bit to you, sorry. I mentioned it here so it just didn't cross my mind to add it in the PM to you. I left the credit to aeroson in the code. But yeh, should probably add him to the mission credits. My original plan was to add the cleanup time to the setup GUI so it was configurable but I've never played with the GUI stuff in Arma. You think you could add that Kibot? I'm currently still working on the high command waypoint stuff and the syncing of radio chatter to clients. As well as trying to figure out what the hells going on with the AI not engaging people. From the different reports from people it really looks like we are running into an engine limitation somewhere. The way I see it, there are 3 problems it could be running into: having too many units, too many groups or something else. I have run a game with 1,000 units and it chugged along at 30FPS (I usually get 40-50). They were split into groups of ten, so that's 100 groups. Everyone shot me (a lot!). Either way, the fix I mentioned earlier (to remove opfor units too far from any blufor units) would fix it I think.... anyone feel like implementing that? :). -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Hi Frostiken, I'll try to address your points one by one. This sounds too contextual to be able to check really. I've fought plenty of vehicles and I usually end up fighting the crew, but I don't notice that they are better or worse than normal infantrymen. It's probably more of a tactics thing, I usually get my friend (who is a sniper, with a squad of spotters and snipers) in position when me and my squad take out a vehicle. He can then pop-off the crewmen as they come out the vehicle... it's all about organization ;). Good suggestion. I like the idea of 'upgrading' your armory. Or it upgrading as you gather more AP. The only problem I have with this is, a grenade launcher might be worth more to one player than another. It's hard to balance the 'gifting' of equipment, it's too dependent on gameplay style. Definitely a valid concern. The code looks for flat, open areas to place enemy emplacements and that whole mountain area is pretty much off-limits for that sort of thing. The right hand side of the map just happens to be more flat then the center, or left. I've been thinking of solutions to this for a while but haven't come up with anything great yet. Never noticed that really... Good point tho, the costs of units and squads definitely needs to be reviewed. Thanks for the feedback :) -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
V.75 has a constant cleanup script running now. Interesting stuff with the tests of the AI guys. It certainly seems to be related to having a lot of AI units on the map. Arma 3's documentation says that there is no limit on groups or group members (although there was in previous games). It certainly sounds like the AI isn't being processed. It also seems to depend on how fast your computer is (better computer = higher amount of AI, makes sense). The way I see it, there is only one fix for this. Remove any opfor units that aren't within 2km of blufor units, then recreate them when a blufor unit gets within 2km. I can't see that causing any gameplay issues myself... -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Use the release build. I get all sorts of issues on the dev build (in this and other missions). -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
That was a bug in an earlier version. Make sure you've got the latest version. Thanks for the reports on the AI not engaging. It is very odd but I am looking into it. I think a new version is coming by the way! :). -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
How do you know the AI is not engaging each other? Can you see them stood next to each other, or are you going on last-known positions on the map? Will the enemy engage you or do they seem oblivious to everything? Also, is this just for high-command squads or does it happen with your own squad too? As for the fatigue issue, I'm still doubting that this is to do with DUWS. What are you carrying? The fatigue system in Arma is pretty hardcore (weight from gear adds up really quick). When I play as an AT guy (rifle, pistol, AT gun, FAK, ammo, 3 rockets) I find just jogging(or walking up-hill) a few metres will make my guy out of breath. DUWS never touches any players fatigue level, which is why I'm doubting it is related to this mission. I would really appreciate some more detailed bug reports from you guys. I know it's a pain having to report lots of seemingly irrelevant information but it really helps when trying to figure out whats going wrong if I know more information. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
That's a good point. I'm gonna go through and tweak our waypoints to always explicitly set a behavior for the group. If they are somehow getting stuck on Careless, then explicitly setting them to Aware of Safe every time should solve it. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
I would be hesitant to say anything in DUWS is causing that. It sounds like you've been shot and bandaged yourself. I just want to make a note for anyone who reads this thread. Make sure you are running the stable release version of Arma 3. I've noticed lots of problems in DUWS and in other missions on the dev branch (beta opt-in). -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Hi Strider, this is a known bug that's been reported by a few people now. I've put in a fix for something that may have been causing it, but I can't be sure as I haven't actually seen it happen myself. We should have a new version up this weekend that will have my attempt at fixing it in. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Could be a bug, I'll check it out tonight. -
missionEventHandler["loaded"] never fired
timsk replied to timsk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just bumping this. It's easy enough to do on a dedicated server (OnPlayerConnected), but on a normal server, I really can't find a way to run a script when a game is hosted from a save. Savegame works alright, but I have custom variables I want to save and load. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Read through the thread. I've already said I'm working on the high command stuff. My plan is to expose some different waypoints (get in, get out, S&D etc). You can already buy and use off-map artillery. Making it a real squad of MLRS vehicles might be good, but that's definitely at the bottom of the list I think. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
I don't think anything less than a few hundred vehicles all being rendered on screen will make any noticeable change in performance, it's not like they have any AI routines running or anything. Anyway, I found a really well optimized cleanup script on these forums, so I've put that in and should be going into the next version with the rest of the changes. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Well, crap. I just checked the code. Looks like vehicles aren't deleted! Although, I highly doubt having a few vehicle wrecks lying around it going to cause a noticeable drop in performance, especially when they aren't even being rendered. Edit: On triple-checking the cleanup code, it can definitely be improved. I'll get it in the next version for you guys. Just waiting for Kibot to finish his changes and I'll be merging mine and his additions in for testing. I've added a new respawn system (respawn at any FoB or main base), improved starting unit choices and allowed players to play in the same squad. -
missionEventHandler["loaded"] never fired
timsk replied to timsk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying to load in arbitrary data about players when the game is started from a save. I already have a saving system in place, so now I'm trying to load the values. My issue is that init.sqf and description.ext only seem to be run when the game is started for the first time, I'm trying to find a way of running code when the game is continued from a save. I tried switching to diag_log but no luck, it's not in the rpt file at all. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Ethrendil: It already has a cleanup script in place. Whenever you save (rest/save at main base) it cleans everything up. -Coulum-: 1-Yes 2-No 3-Yes 4-Still friendly AI squads patrolling and attacking. To those of you wanting a cleanup script, please remember that this already has a cleanup system in-place and there is no guarantee that putting another cleanup system in won't break anything. -
Hi everyone I have done a lot of searching and can't find anything that answers my question. I've been investigating saving and loading information for each player. Using profileNamespace is fine, until the map is reset. This led me to the mission namespace. This works perfectly in singleplayer, but it seems the mission namespace is cleared for players who aren't the server upon disconnect (or server shutdown). I found a "stat saving system" on armaholic that uses the following method: if(isServer) then { _serverHasID = profileNameSpace getVariable ["ss_ServerID",nil]; if(isNil "_serverHasID") then { _serverID = str(round((random(100000)) + random 10000)); profileNameSpace setVariable ["ss_ServerID",_serverID]; }; serverID = profileNameSpace getVariable "ss_ServerID"; publicVariable "serverID"; }; waitUntil {!isNil "serverID"}; if(!isNil "serverID") then { if(!isDedicated) then { execVM "persistent\serverSpecific\loadAccount.sqf"; }; }; However, the above code will obviously not clear the information when the map is reset (by pressing the restart button when hosting) if the map is recreated by the same payer. Is there a solution to storing arbitrary data, for the current profile in the current mission session, across all players? edit: Here's my test of the mission namespace code. The else block is only ever hit for the host player. _testVar = missionNamespace getVariable "testVariable"; if(isNil ("_testVar")) then { missionNamespace setVariable ["testVariable", 123]; hint "Test var was null, we have now set it"; } else { hint format["TEST: %1", _testVar]; };
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[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
I don't want to say just yet in case the testing goes badly at the weekend. Have patience :). -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Man it's hard to reply to lots of people at once! You both have decent computer specs, Be good to get to the bottom of whats killing your frames. I've tried but can't reproduce any performance issues. I ran a game for 3 hours with 20 zones and saw no drop in FPS. I run at 50 FPS on very high - ultra settings. What did you tweak? HQ and zones. The init file walks your through this pretty well I think. Some good ideas nuker, thanks. I really like the idea of bases and FoBs growing with your AP automatically, this combined with the improvements to AP in general (scaling enemies) will make it feel much more alive. This should be easy enough, I'll throw them in this evening and see what happens (you can already get the UAV terminal from the Armory). I've already made some progress on some of the stuff we've mentioned here, I'll be polishing and testing this weekend and hopefully get a new release this weekend if Kibot is around. So keep an eye out :). -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
Could you both PM me your computer specs, or post them here? I've played games that have lasted 6+ hours and have had no lag, but I have a pretty decent system. If you load the map up in the editor, look in the bottom left of the map and you should see a GameLogic object. Put it in the initialization for this object. Also, your missing a semi colon at the end of that code snippet, might trip you up if you add more than one line of code. -
[SP]Dynamic Universal War System (DUWS alpha0.1)
timsk replied to kibot's topic in ARMA 3 - USER MISSIONS
You can change the name of the mission in the editor. In the editor, open the Intel dialog (CTRL+W), change the mission name in there.