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Posts posted by Polymath820

  1. player setVariable ["tf_sendingDistanceMultiplicator",3.0];

    player setVariable ["tf_receivingDistanceMultiplicator", 2.0];

    Anyway this can be edited locally on the fly via script? I've tried several times using a trigger it will not change the value when I want. Say for example I was using this to create a pseudo radio-tower on said triggers and depending if players were present or not increase or decrease the sending / receiving distance?

  2. Well, event scripts have been there since forever, not something new, and as far as I know basic MP functionality hasn't much changed since me putting some of thoses tuts out. What changed is the implementation of headless client and some additional server security. Also weather changes are now synced from the server, trying to change it on clients yourself is not a good idea.

    I am writing a weather script that is more advanced than the Bohemia version, which generates lightning around clients singular at a time, with varying degrees of repeated events etc.

    Also are PublicVariable Event Handlers treated the same way as in "non-scheduled" just like other eventhandlers?

  3. This is a weather simulation Platform that is designed to make arma 3 weather simulation more realistic at this time, it's

    much barebones and will be improved upon, depending on how many people actually make use of it.

    There is a lot of redundant file.

    (Link removed pending update)


    in the init.sqf

    _syncWeatherHandle = [] spawn SWS_fnc_CoreGeneratorSync;

    and in description.ext

    class CfgFunctions {

    #include "SWS_Functions\cfgfunctions.hpp"


    To be done:

    Bug severities [Minor,Major,Critical,Severe]

    Bug status [Fixed,Unfixed,Partially Fixed];

    Addition Priorities [Low,Medium,High,Immediate]

    Addition Status [Done, Not-Done, Partially Done]


    [Minor] [Fixed] Out-of bounds on array selection allowed _PoolStore to become undefined.

    [Minor] [unfixed] Undefined PublicVariable due to being un-created.


    SurealWeatherSystem: 0.02a(alpha)

    [High] [Done] Bypass normal lightning generation, and thunder

    [High] [Done] Lightning Now has varied Pitch a Volume

    [High] [Done] Double and Triple duplicate lightning events

    [High] [Not Done] Varied Volume and Pitch depending on distance created from player

    [High] [Not Done] Better Usage documentation

    [High] [Not Done] Reduce loading on object creation.

    [High] [Partially Done] Improve network handling and move publicVariable broadcasts to main generatorthread

    [Medium] [Not-Done] Cause electromagnetic and electrical damage to vehicles that get struck (engine and headlight failure) (car dead)

    [Medium] [Partially Done] Rain System improved much more advanced rain generation.

    [Medium] [Partially Done] Look into eliminating unecessary instructions or reducing number of instructions.

  4. I've been following you extensively Killzone_Kid, but the Multiplayer scripting you've posted is now out of date due to multitudes of new commands coming out.

    Theres quite a few things I need cleared up such as, how to optimise and reduce the amount of network calls etc. To clients. I look at PublicVariable but was unsatisfied with it.

    How the execVM works and a few other things I can't yet clear up, in addition to the several new entry init areas of scripts for multiplayer such as


    The many different ways multiplayer works is both overwhelming and confusing.

    I've also been doing experimentation with cfgfunctions.hpp and it's pre-init, post-init capabilities.

    An testing "VM Multi-threads", with synchronization between each thread.

    The question I've got to ask which one of all these is actually the right way to do it?

    The reason I ask all of this is due to me writing a weather script that has each component separated into it's own function-as-file, and I wondered if

    I would cause problems attempting to network propergate entire functions via publicVariable, or it's variants?

  5. Firstly I am not a law student by any stretch of the imagination but, I do know that A3L is likely to have violated the copyright act in regards to fair-use. The reason for this is the copyright act of fair-use clearly states that if they are using copyrighted content for satire, parody or commentary then it is deemed fair-use. But given the situation in which copyrighted material is utilised in order to gain profit and or deprive, the copyright owner of income or profits then it is generally not defined as a fair-use.

    ""The Effect of the Use Upon the Potential Market"""

    So the usage of TM(Trademarked company names) including vehicles, vehicle emblems, vehicle interiors and other arts, including the potential use of stolen models from other games which violates as the digital mellenium act regarding digital protection and is considered and deemed, "reverse engineering" with intent of re-use in other games / programs is deemed violation of digital protection measures and therefore technically prosecutable.

    In respect of them lacking the specific permission from respective companies and lack of fair-use by definition as expressed by Standford university.

    Bibliographic References:

    Fair-use,Standford University,What is Fair use,http://fairuse.stanford.edu/overview/fair-use/what-is-fair-use/," 2005–2014,11/25/2014

  6. Point them to the fact they've violated copyright when it comes to big company, names. DayZ avoided this by naming their vehicles wierd name Handover etc. They've blatently used company TM's / Copyrighted content including interior design which is a really big thing that if the companies knew, would be very angry indeed.

    These names are not limited to:

    Chrysler,Dodge, Ford, Landover,Mitsubishi,Hyster,DELOREAN,Fiat,Volvo you want them to piss their pants, the list goes on contact the companies who own the TM's

    Theft of universal pictures content

    Theft of both that and Steven Spielburgs movie.

    They'll get their asses either sued off or get a real cease and desist order.

    On average each copyright infringement "willfully" amounts to around $500,000 each.

    They require permission OF EACH company and then they also will pay royalties



    Institution: Cornell University Of Law

    Website Title: "15 U.S. Code § 1114 - Remedies; infringement; innocent infringement by printers and publishers"

    Publication Date: "2005—Par. (3). Pub. L. 109–9added par. (3). "

    Medium: Web

    Date Accessed: 11/24/2014

    prev | next

    (1) Any person who shall, without the consent of the registrant—

    (a) use in commerce any reproduction, counterfeit, copy, or colorable imitation of a registered mark in connection with the sale, offering for sale, distribution, or advertising of any goods or services on or in connection with which such use is likely to cause confusion, or to cause mistake, or to deceive; or

    (b) reproduce, counterfeit, copy, or colorably imitate a registered mark and apply such reproduction, counterfeit, copy, or colorable imitation to labels, signs, prints, packages, wrappers, receptacles or advertisements intended to be used in commerce upon or in connection with the sale, offering for sale, distribution, or advertising of goods or services on or in connection with which such use is likely to cause confusion, or to cause mistake, or to deceive,



    Now you can get the popcorn.

  7. Section 1:


    Objective: Find out how much the TerrainGrid Affects FPS which are forced by the server.

    SetTerrainGrid 50;


    SetTerrainGrid 40:


    SetTerrainGrid 30:


    SetTerrainGrid 20:


    SetTerrainGrid 10:


    SetTerrainGrid 5:


    SetTerrainGrid 4.5:


    SetTerrainGrid 3.125:


    SetTerrainGrid 1.0:


    Please note that the Grids 1.0 and 4.5 are not real values but for comparison.

    As you can see ultra mode on terrain grid (3.125) results in a heavy performance hit.

    Draw Distance for this to be fair:


    Object Distance:


    On Ultra performance is largely hindered to nearly 20 FPS due a small terrainGrid value.

    Even values of 20 which is default for multiplayer proved too high. TerrainGrids of 40 - 30 showed best results.


  8. This are things i´ve repeated a hundred times, over annd over again^^ Impossible to force constant framerate from this Engine. The Engine doesnt give a fck, constant framerate has possibly an "unknown parameterstring" for the Engine ^^

    Even the PC of Chuck Norris is an easy victim form the Arma Engine :)

    VBS 2.0 actually has such a parameter



    Specifies the maximum FPS the engine will use. (Only network update will be performed in the remaining time.)

  9. What about an easy to use Post processing effect previewer and template creator? That way you can add whatever effects you like to the mission, in addition save them as templates for quick retrieval.

    As the PPeffectCreate commands etc. Are very Clunky and slow... being able to choose what I want in the way of color adjustments etc Would make things much more interesting. And the MCC 4 template for a heat-wave could easily be improved using a slight rippling effect.

    In addition a "universal particle effect creation interface would be very nice as well"

  10. There is only so much realism that can be created, although I would like to get maybe. Landing gear, fault (damaged hydraulic system) Compressor stall (Altitude Oxygen deprivation) Engine loses all power. And can't re-ignite the engine. Many improvements could be made. And Bohemia could use the RTD Dynamics fixed Wing Model


    So if Bohemia are going to addon a helicopter FDM why not the fixed wing too?

  11. Forget all those tweaks, most of it are just placebos. The ones that can help you are the ones that help with game loading time, but will have no impact in game performance.

    Even the tbbmalloc large block thing doesn't make sense, it could if A3 was loading a insane amount of data directly to RAM, which is not the case. Even so it would bring serious issues with flush and allocation timings.

    Also forget the huge ammount of info available about gpu or cpu bottleneck, loads of inaccurate info.

    The main bottleneck in A3 is with data write/read and that is with HDD.

    Arma 3 due to its characteristics needs to load a insane ammount of data in to HDD and that is made in a continous way. What happens is most of the times the cpu and the gpu are waiting for HDD to read/write and load the data needed to play under a whatever scenario.

    For A3, a single SSD does not have speed enough in matters of data write and read so that it can follow, without constraints, the processing speed of the CPU. What is the solution? Basically there are 3.

    One can be to get a second SSD and set both with RAID0, this will increased the write/read speed, still be aware that will not be enough to avoid cpu bottleneck (assuming you have a decent cpu).

    Another one, but expensive, can be to get a PCIe SSD, most of them have a write/read speed about of 1700 MB/s. With this (assuming you have a decent cpu and gpu) your game performance will be greatly increased.

    The simple one (if you have RAM enough with proper configuration) is to get AMD RAMDisk or similar, this piece of software will provide the speed that A3 needs in matters of HDD write and read (assuming that you have a decent cpu and gpu).

    Obviously a decent cpu and gpu are needed, anything like a quad core between 3.5/4.0 ghz and a mid range gpu like Nvidia 670 is enough (in matters of specs related with this type of hardware) to achieve a decent visual quality having 60 smooth and stable frames per second.

    Don't use RAID0 http://www.thegeekstuff.com/2010/08/raid-levels-tutorial/

    Use RAID10 or also known as RAID 1 + 0

    RAMDisks don't really improve all that much.

  12. Okay first off, bohemia has explained, something very key to how arma 3 works.


    exThreads, I am not going to delve too deep but, this simply creates additional threads for geometry loading, textures and file-ops, now the key point here is more threads DOES NOT equal better performance. If you have additional threads you play a trade-off. More threads for more computational over-head in the way of timing synchronisation etc.

    My advice, this actually works by the way,

    Play around with exThreads= 0 - 7

    Key points for arma 3 / 2 performance:

    1. fast CPU (lot of ops / cycle) usually 3.6/4 GHz or more

    2. lot of L1/L2/L3 cache compared to cheap dualcores

    3. Fast system in overall (fast FSB, fast memory transfers, low latency memory, fast GPU-CPU and CPU-GPU ops etc)

    Relating to 3. http://www.hardwaresecrets.com/article/understanding-ram-timings/26/3

    It is an illusion to think overclocked RAM is better, because the CAS (CL latency) is the number of clock cycles it takes internally to complete a single memory transfer. Many high clocked ram has a higher latency. Latency is ABSOLUTELY paramount in games, as it is a "real time factor"



    In general RAM means screw all

    "8 GB Dual-Channel DDR3 @ 665 MHz" This just tells me you have pretty standard memory. 1330Mhz (DDR3) or 665Mhz Double Data Rate 3 Memory the 665Mhz refers to the "base clock" DDR is "double pumped"

  13. http://forums.bistudio.com/showthread.php?100519-exThreads/page4

    Very interesting information if people care. To read it, explains a lot of performance related reasons behind exthreads and how it works.

    I will make a very clear point as I've said SO many times arma 3 and arma 2 oa both run the primary thread inline with sub-threads of the geometry operations and texture rendering. This is why when the main thread slows down in the case of 1 CPU core not keeping up the system and OS automatically "throttle" not bottleneck the performance, the reason behind this is the threads are required to be synchronised if the draw-calls, texture rendering are not in synchronisation you would see all kinds of strange behaviour, such as textures appearing on invisible objects. (unloaded geometry).

    So in the threading sense the

    Primary rendering thread

    Sync's with: Geo,Texture and File-ops