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About BDC

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  1. Howdy Merino, No it doesn't need to use the ACEX headless client. The scripts in there should it on their own. That's the basis of the whole idea behind it. If it's not transferring, there might be a problem with the headless client(s) connecting to the server. That's the only thing I can think of.
  2. Ok I gotcha. So you want to keep the convoy (the AI group) from being transferred to a headless client? It shouldn't be an issue if it is as waypoints automatically get moved when a group gets its ownership transferred no matter where it goes. B
  3. BDC


    Letting everyone know that I've resurrected this. With the permission of the mod author Super-Truite, I've re-worked and fixed the original mission. It now works. All major bugs fixed. Currently going thru some balance testing and tweaks before I re-upload it to the Steam Workshop located here: https://steamcommunity.com/sharedfiles/filedetails/?id=330969639 Edit: Forgot to add the link to the test video done with friends yesterday: B
  4. I'm not following you here - Blacklist vehicles from what again exactly?
  5. Howdy folks, this is the release version of my script package Server-Client Framework, or SCFramework as I like to call it. It's a set of scripts that handles the connection/disconnection of any client, the management of client-issued unique ID's, as well as the manual and automatic offloading of AI to headless clients dynamically. I originally wrote it to handle the back-end of moving AI units spawned in by separate script modules for the campaign mission I've been working on for a few years. Recently, working with members of a large Arma unit, I pulled it out of its integrated mode and made it a standalone package that is Zeus compatible and re-wrote it to be configurable with the option of automatically offloading AI to non-designated headless clients on-the-fly up to a set limit per. It has a small footprint and has many features: - Redundancy for disconnected/crashed headless clients along with reconnecting - Server will automatically shift server-owned AI back over to a crashed and reconnected headless client and re-manage their ID's - Configurable with Zeus - A Zeus GM can disable and re-enable automatic server-offloading of locally owned AI groups at will - Will "flag" a group that's been forcibly transferred back over to a Zeus GM to prevent it from being offloaded, therefore requiring manual ownership change (Ares Zeus Extensions) - Includes a handy Server and Headless Client(s) FPS report that updates once a second: Shows all locally owned AI on that process, all cached AI (simulated disabled/hidden), as well as all vehicles - Management of player client ID's along with a framework underneath to allow for custom written EventHandlers from external script sources - Simple or detailed logging (including a logged FPS report plus AI ownership on server and HC RPT's) - Empty group management deletion, if enabled It's an easy installation with a root Init file that's loaded on all processes (server, all HC's, and all; players). A separate Functions file also has some non-related, helpful functions available. Please feel free to ask any questions or report any bugs I may've missed. I appreciate any feedback and I hope this helps fill a need out there. Download here: https://drive.google.com/open?id=15epMpBmJ7l-zjSpc5QxoVOrHVNXVVDa1 Screenshots: https://drive.google.com/open?id=1IF33pxejBsDKzR9Ly2gWHThYHPGbMGA-
  6. BDC

    Zombies & Demons 5.0

    Multiple. There's about 30 or so per type (crawlers, slow, medium, etc.) and that's just for one faction. You've got OPFOR, BLUFOR, RESISTANCE, etc. There's a lot.
  7. BDC

    Zombies & Demons 5.0

    Howdy folks, I'm BDC and I'm an Arma mission marker/scripter guy. I've written a zombie version recently of a mission I've been working on over 2 1/2 yrs now. I've also been working on a private Exile server that uses Ryan's zombies as well. The past couple weeks or so I've written an independent behaviour script and spawner routine for these that focus primarily on target acquisition. It is fully configurable and takes into account explosives, gunfire, grenades and smoke, etc. My setup uses portions of Ryan's functions (primarily for attacking npc's and vehicles) but otherwise works on its own monitoring. If anyone's interested in either checking out what I've got or testing on their own, feel free to message me here or add me on Steam (my id is ^bdc in the US). Oh by the way, someone mentioned something about VCOM. I found that VCOM was banging into my behaviour script so I disabled it globally on my mission. However, you can do a _x setVariable ["NOAI",1,true] (where _x is the zombie unit) if I call correctly to disable VCOM's instance from manipulating it. I had issues with Ryan's zed stopping, staring, and occasionally proning because of it. B
  8. BDC

    RHS Escalation (AFRF and USAF)

    Hi RedPhoenix, Thanks for the response. Unfortunately, the mission is a dedicated server-only running type of thing and is a bit large. Is there any way I can get in private contact with you and show you on my end? I wouldn't mind uploading the mission to you for you to check out but it's not a simple, small mission if that's what you were by chance assuming it'd be. Thanks, B
  9. BDC

    RHS Escalation (AFRF and USAF)

    I run one I've been working on for a couple of years now. The mission using the RHS Escalation mods is a version of that mission that I've put together in the past month or so. Fundamentally, there is no code difference at between the two; just the classnames of different vehicles, units, weaponry, etc. The vanilla A3 version does not produce this degradation of client FPS over time but this one does. If you want to check it out, I'd be happy to show you. I'm on Steam as ^bdc. B
  10. BDC

    RHS Escalation (AFRF and USAF)

    Welp I wish I could report something positive but after leaving my character to stand in one spot and stare at the sky for a couple of hours, my client's FPS went from the low 40's to 18. The server is only running RHS AFRF and RHS USAF as mods and is running on three headless clients. Their respective FPS's are 48 (server), 45, 47, and 47 on the three. If I were to Alt-F4 out of Arma and re-load, log back in, standing at the same spot, nothing else changed, my client FPS revs right back up to where it's supposed to be. So, does anybody have any ideas at all? I am stumped. B
  11. BDC

    RHS Escalation (AFRF and USAF)

    Gotcha. Thanks for the correction. Much of the reason why I wanted to use the RH Pistols Pack was because I thought (for the longest time) that it was the same guy/team. Well, guess that shows what I know! B
  12. BDC

    RHS Escalation (AFRF and USAF)

    Howdy Irving, thanks for the response. I can disable RHPistolsPack and give it a whirl but the reason why I didn't initially was two-fold: 1) RHS Escalation and RH pistols pack being made by the same guy (I am assuming this since they're both Red Hammer) and 2) because the RH stuff I have seen up to this point, having dabbled with it over the past couple years or so, is of excellent quality with a lot of obvious care taken into detail and doing a good job. I'd just assumed that it couldn't be it due to lack of animation or anything like that. But now that you've gone into it a bit further, I'm going to give it a try and see what happens. I really hate to abandon the project as the RHS Escalation mod is a top-notch and very well-made mod. Thanks, B
  13. BDC

    RHS Escalation (AFRF and USAF)

    Anybody have any suggestions or ideas about the post I made earlier? B
  14. BDC

    RHS Escalation (AFRF and USAF)

    Performance related issue: Howdy folks, I've been working on a modded version of a coop mission that I've been working on and re-writing for the past two years or so. The modded version I call Pushback and is basically fundamentally the same as the other version of the mission except all of the units, weaponry, and vehicles are changed over to the RHS Escalation ones. I've been trying to nail down a client-side performance problem that I've narrowed down to the use of those two Escalation mods plus RHPistolsPack. Basically, after a short while or gameplay, even just standing in place and watching ambient combat around me happen, the client FPS takes a major nose dive and ultimately lands at about 10-20fps. Having been chasing this for a while I've used some tools to look at things and I get the typical low GPU usage (in the 30% range whereas by comparison it would start out in the high 80's) along with lower CPU usage. It leads me to believe that there might be a problem model within the mod somewhere that's hanging client CPU perhaps on rendering but I am unsure. The version of Escalation the mission is using is 0.4.1. Has anybody else experienced this? Thank you for any input you may have, B
  15. BDC


    Just played the 0.136 version with the newest 1.1 Escape Altis mission with my wife. Played thru it in a couple hours. Nice job guys. B