bolbies
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Everything posted by bolbies
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Randomly go from 100+ fps to 1 fps after playing
bolbies replied to firebear's topic in ARMA 3 - TROUBLESHOOTING
Everything else works fine. CPU temp never goes above 75, GPU never above 60. No viruses on my computer as far as I know and there are also no scans going on while I'm playing. -
Randomly go from 100+ fps to 1 fps after playing
bolbies replied to firebear's topic in ARMA 3 - TROUBLESHOOTING
Well for battle royale, just battle royale. For DUWS, there are too many to list. But even in the vanilla editor it does it. -
Randomly go from 100+ fps to 1 fps after playing
bolbies replied to firebear's topic in ARMA 3 - TROUBLESHOOTING
For me, it's definitely not a heating issue. I get this stuttering when I'm playing something demanding like DUWS, battle royale, and even in the editor. Every other game I have doesn't do this and they're decently demanding as well. -
Randomly go from 100+ fps to 1 fps after playing
bolbies replied to firebear's topic in ARMA 3 - TROUBLESHOOTING
Mine does this too. It has been happening for a few weeks now. It gets progressively worse as you keep playing and I can't figure out why. -
Custom Scopes For Marksmen DLC Weapons
bolbies replied to bolbies's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
My scope config seemed to be written correctly for ASDG but I hadn't updated it. I will hopefully be able to test it tomorrow and see if it works then. It works! Thanks for the help da12thMonkey! -
Custom Scopes For Marksmen DLC Weapons
bolbies posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is there something I need to change in the scope config or maybe somewhere else to allow my scope to be used by the new DLC weapons? -
Hi, for some reason ArmA 3 will drop down to 0 FPS about every 5-10 seconds. This has been going on for about a week in both singleplayer and multiplayer, and even the main menu. All of my drivers are up to date, none of my other games are doing it, I have already validated and reinstalled, and there's nothing in the rpt. Is anybody else having this issue?
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Alright well I played for a few hours and it seems to be fixed. Thank you so much forteh!
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It was multiplayer on a listen server. Haven't tried singleplayer and no windows wasn't updating.
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I use tbbmalloc and use about 5gb in-game as well. I think may be fine now but I'll have to test some more later.
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It's only arma 3. Nothing else is open, no background processes like AVG pushing the computer, nothing. Plus it's ONLY arma 3. Every other game like DayZ and Dying Light run fine.
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16gb of ram. I also ran the windows memory diagnostic tool and it didn't find any problems.
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There are definitely spikes in the hard faults/sec section. They go all the way to the top. What is that?
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It's a hard disk but I haven't defragged it in about a month or so so I'll try that. I stared at the task manager for a while but it isn't struggling with anything and doesn't say it's not responding. It also seems like it also does it only when I'm moving. If I stand still I'm fine, but once I turn or walk, it starts stuttering.
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What addon has the biggest helicopter in terms of seating? I'm talking like 30+. VTOL's included.
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Is it possible for an addaction to call 2 completely different scripts at once? I need one that will execute a completely separate script as well as call a subscript(?). So something like this. _action = _helo addaction ["<t color='#00b7ff'>Give a LZ to the pilot</t>", {[arg1, 2, 3] call taxi; "mapclick.sqf"}, "", 0, true, true, "", "_this == player"];
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That works thanks!
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Alright I got that but how do I define them in taxi? I tried what I mentioned above with _this select 3 select 0 but that doesn't work. My rpt says it's getting an object but expects an array.
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Oh my god I forgot execVM. Thank you! But in the taxi subscript, how would I assign those arguments? I know that typically addaction arguments would be (_this select 3) select 0; but I don't know about this.
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I didn't feel like self bumping my old thread so I figured I'd post a new one with a tad more info to start with. I've been trying out different nuke scripts but the ones I can find are really only eye candy. They just destroy everything but there's no cool shockwave that throws helicopters out of the sky, pushes back APC's, and sends on-foot units flying. I fiddled around with a few things but nothing seems to be working. I used this script and mostly everything except for the shockwave works. The explosion is awesome, it kills everything like it's supposed to, but there's no force applied from the blast and there are no errors at all in the rpt. I've been testing in multiplayer if that makes any difference and I figured out that everything works correctly up until I get to this script by using hint statements. The place where it just stops is marked with a block of slashes. Help would be greatly appreciated.
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I figured it out!! It works really well, now all I've got to do is make it work for infantry. I tried doing if (_x iskindof "Man") then { _objectMass = _x setmass 200; } else { _objectMass = getMass _x; }; but it doesn't save it as 200. The rpt just says that there's nothing saved as _shockX_F. Any ideas?
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Yeah that's what I thought thanks! But what about those concept designed ones? Are they any good?
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Screw it, here's the entire nuke script just to make this a tiny bit easier. Shockpush3 is the script iConic was kind enough to share with us and I've fiddled around with it a little. Use this line to start it, whether it's an addaction, support call (which is what I use), or just on a timer/trigger: _null = [_pos,1000] execVM "lk\nuke\nuke.sqf"; https://www.dropbox.com/sh/m1dcobnl5b1ygb4/AACz1FvUb7rribjMtTG5XsdIa?dl=0
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I think it's _shockY_F that's screwing everything up. That's the only thing giving me the #QNAN thing. Everything else seems to be working fine.
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But see mine does return numbers but it still doesn't work. It doesn't make sense. In the editor it works fine, but in SP or MP it throws that error.