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Everything posted by beako

  1. Thanks, but this does not solve the problem. The respawn UI menu still appears and overides the deathcam.
  2. beako

    64-bit Executables Feedback

    Thanks folks, I "YAABed" my build and got 27 fps on 64 bit, with Ultra and 3000 view distance. At 6000 view distance I got 26 fps.
  3. beako

    64-bit Executables Feedback

    Should I upgrade my i5 4550 or my GTX 760 to get the most noticeable improvement?
  4. beako

    64-bit Executables Feedback

    Should I upgrade my i5 4550 or my GTX 760 to get the most noticeable improvement?
  5. beako

    64-bit Executables Feedback

    Thanks this seemed to have worked. In my NVIDIA Control Panel, under Manage 3D Settings, I added ARMA3_x64.exe and set SLI rendering to "Force alternate frame rendering 2" instead of "Use global settings (NVIDIA recommended)". I then turned on the SLI Visual Indicator to confirm it was active with the antialiasing level bar. When tested on the Apex campaign on the same mission (Extraction) for about 5 minutes, with view distance 3000 set on Ultra. I compared FPS on Dev build: 32 bits Dev build: ~48 FPS 64 bits Dev build: ~48 FPS (maybe + 2-3 FPS faster, but could just be my wishful thinking) My Build: Intel i5 4550@3.4GHz, GeForce GTX 760 2gb x 2 (SLI), 16gb ddr3 ram, Windows 10 upgraded, ARMA 3 running off 256gb SSD, Monitor resolution: 2560x1440.
  6. beako

    64-bit Executables Feedback

    HI All, Question 1: Anyone noticing improved FPS in Dev build 32 bit compared to 64 bit with SLI GPUs? (Note I have two GTX 760s in SLI.) All tested on the Apex campaign on the same mission (Extraction) for about 5 minutes, with view distance 3000 set on Ultra. I compared FPS on Dev build: 32 bits Dev build: ~48 FPS 64 bits Dev build: ~30 FPS When I run it on the Main build (32 bit): 32 bits Main build: ~30 FPS When I disable SLI and compare FPS on Dev build at 32 bits and 64 bits version: 32 bits Dev build: ~30 FPS 64 bits Dev build: ~30 FPS Question 2: I also noticed, sometime when closing Arma and reloading it (using the Dev Build version) a second time the frame rate improves, why does this happen? My Build: Intel i5 4550@3.4GHz, GeForce GTX 760 2gb x 2 (SLI), 16gb ddr3 ram, Windows 10 upgraded, ARMA 3 running off 256gb SSD
  7. HI All, I'm trying to get the final position of a guided bomb that is dropped from a plane with the following: _plane addEventHandler ["Fired", { _projectile = nearestObject [_this select 0,_this select 4]; waitUntil { if !(isNull _projectile) then { sleep 0.1; hint format ["BOMB _plane nearEntities \n\n _projectile: %1 \n\n getPosATL: %2", _projectile, getPosATL _projectile];}; isNull _projectile; }; }]; but it only returns the position the bomb was dropped from and does not seem to loop. Then I get an "Error generic error in expression" message with |#|isNull _projectile ? Any suggestion for finding the final bomb position where it explodes?
  8. Hi all, Just curious in case anyone has come accross a ruins model for bridges or bridge segments? Ultimately, I'm not sure if bridges can be destroyed in the game but would like confirmation. thanks
  9. No, no, no...the road isn't invisible, it's still there after using hideObjectGlobal or even after trying to setPosATL -100. Units of typeOf "Man" will fall through if they walk on it while vehicles are able to drive over it. I don't even need rubble as it's above water...but I understand your suggestion with trying to block it with rubble, just not elegant. Comm'on BIS, bridges that aren't destructible!?! Thanks guys for your help though.
  10. For now I would be content with deleting them or moving elsewhere, but can't even do that. Thanks for looking into it hamrdhast.
  11. I can hide all the support columns but the road surface remains suspended. Soldiers will fall through but vehicles manage to drive over . At least this is the bridge from Tanoa at Harcourt over water, so it doesn't need ruins (at least not above the water surface).
  12. Thanks harmdhast. So I did the following, but the road on the bridge is still visible despite falling through it, however a vehicle does not fall through. _listObjects = player nearObjects 100; _listRoads = player nearRoads 100; _list = nearestTerrainObjects [player, [], 100]; { _x hideObjectGlobal TRUE; }forEach _list + _listRoads + _listObjects;
  13. You mean delete like an entire bridge segment and support columns, how?
  14. Not sure how you destroyed it, I pummeled the surface of a bridge segment "483233: bridgesea_01_f.p3d" with several "Bo_GBU12_LGB_MI10" and damage still reads 0.
  15. I was thinking perhaps a bridge segment from Tanoa at Harcourt? But if not, can any bridges be destroyed on Tanoa...I don't think there are bridges on Altis or Stratis.
  16. Hi All, I noticed a gui in the Apex campaign that displays a type of reload timer while untieing the police officer in the first mission. Does anyone know how to access this gui or where I might find it? Is it a BIS_function? I would like to use it for reloading backpacks, weapons and cool downs...etc
  17. Darn, OK thanks ceeeb, I guess I cheat and setPos the unit to the roof top and have them walk from one BuildingPos to the other.
  18. The _newUnit moves to the x,y postions but not to buildingPos _index and remains partially underneath and inside the building. _building = nearestObjects [ASLToAGL (_intersections select 0 select 0), ["Building"], 10] select 0 ; _newUnit Move (_building buildingPos _index); How do I get him to move upstairs to the designated buildingPos?
  19. Thanks folks, But the issues is the unit does not go to the position at the building. I did try nearestBuilding but that does not work and if I setPos to the buildingPos the soldier leaves and goes back down under/inside the building. As per below, perhaps I have to specify the building model from CfgVehicles? Any thoughts?
  20. Thanks above for the tips, I tried using remoteExecCall with target "_veh" as it is local, but is does not execute. If I replace "_veh" with player [_holder,_veh, _vehCost,_vehType] remoteExecCall ["BEAKS_fnc_ObjectPosDirBankPitch", player]; it works but when I test fn_ObjectPosDirBankPitch.sqf with if if (!isServer) then {...}; it won't execute so player is not local. fn_ObjectPositionAndDirectionD // init Ghost vehicle _pos = screenToWorld [0.5,0.5];// land position _center = createCenter sideLogic; _group = createGroup _center; _holder = _group createUnit ["LOGIC",[(_pos select 0), (_pos select 1), 0.5], [],0, "CAN_COLLIDE"]; _veh = _vehType createVehicleLocal [(_pos select 0), (_pos select 1), 0.5]; _veh allowDamage false; _veh attachTo [_holder]; // to avoid collisions use attachTo [_holder,_veh, _vehCost,_vehType] remoteExecCall ["BEAKS_fnc_ObjectPosDirBankPitch", _veh]; fn_ObjectPosDirBankPitch.sqf
  21. Hi All, I'm spawning objects on top of buildings while trying to orient "temp_veh" using setVectorUp to the buildings slanted surface, but with no luck. As per setVectorUp, "Set object's up vector. Direction vector will remain unchanged. Default object's vectorUp is [0,0,1]. In Multiplayer, setVectorUp must be executed on the machine where the object it applied to is local." I've tried to run this script from [[_stuff], "BEAKS_fnc_ObjectPositionAndDirectionD", player] call BIS_fnc_MP; thinking this would execute it locally on the player's machine but it is still executed on the server? fn_ObjectPositionAndDirectionD ["move_ghost", "onEachFrame", { ...more code _pos = screenToWorld [0.5,0.5];// land position _topPos = [_pos select 0, _pos select 1, 100]; _intersections = lineIntersectsSurfaces [_topPos,_pos, temp_veh, player, true, 1]; _intersectPosASL = (_intersections select 0) select 0; _surfaceNormal = (_intersections select 0) select 1; _building = (_intersections select 0) select 3; _posDrop = _intersectPosASL; temp_veh setPosASL [_intersectPosASL select 0, _intersectPosASL select 1, _intersectPosASL select 2]; // this part works temp_veh setVectorUp _surfaceNormal; // this line DOES NOT work hint format ["ObjectPositionAndRotation \n\n _intersections: %1 \n\n _intersectPosASL: %2 \n\n _surfaceNormal: %3 \n\n _building: %4", _intersections, _intersectPosASL, _surfaceNormal, _building]; ... more code }] call BIS_fnc_addStackedEventHandler; Any tips you can provide would be appreciated. Thanks
  22. Thanks for the reply but, still no joy.
  23. Hi All, I'm trying to customize the respawn menu with my own music but it's not playing anything, I don't get any errors in the debug console either. added to description.ext class CfgMusic { tracks[]={}; class OutfitMenuMusic { name = "OutfitMenuMusic"; sound[] = {"\Music\OutfitMenuMusic.ogg", db+0, 1.0}; }; }; added to initPlayerLocal.sqf //BI RESPAWN MENU - IDD 58 PLAY OutfitMenuMusic if (!isDedicated) then { waitUntil {!(isNull (findDisplay 58))}; //58 if (isNil "BEAK_MUSIC_INIT") then { BEAK_MUSIC_INIT = 1; playMusic "OutfitMenuMusic"; _music = addMusicEventHandler ["MusicStop",{playMusic (_this select 0)}]; waitUntil {isNull (findDisplay 58)}; //58 removeMusicEventHandler ["MusicStop",_music]; playMusic ""; }; }; added folder "Music" in my mission file with the OutfitMenuMusic.ogg that works.
  24. Hi Everyone, I am using the sectors module from the good ol' 2D Editor, but would like the respawn at the sectors to indicate the text I choose and not the coordinates of the VR (see linked picture below). Does anyone know how to do this? http://steamcommunity.com/sharedfiles/filedetails/?id=732217516 I've tried changing the names and description on the sector module, trigger, area with not joy.
  25. Hi Folks, I followed the sticky on Stached event handlers - OnEachFrame, OnPlayerConnected, etc but still couldn't sort this out. Firstly, I'm trying to create a function that will run whenever a unit or vehicle is spawned in the game and, secondly, pass the arguments [_randomSectorDestination, _AIintel, _grp] to the function when calling BIS_fnc_addStackedEventHandler. I've tried the including the following in my scripts whenever I have a unit or vehicle spawn: _addNew = [_key, "onEachFrame", {[_this] spawn BEAKS_fnc_Draw3DNEW}, [_randomSectorDestination, _AIintel, _grp] ] call BIS_fnc_addStackedEventHandler thinking that _this would include the array [_randomSectorDestination, _AIintel, _grp], but it doesn't pass the arguments? I created fn__Draw3DNEW.sqf and added to my descrition.ext class CfgFunctions. Instead, wherever I create a unit or vehicle spawn I have copied and pasted the following, but this seems needlessly repetitive?