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smallfly

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  1. I checked two different missions on the same server with the same conditions (only one player connected = me). The RPT spam did not arise with a simple mission of another clan mate. With my own complex mission with many dozens of scripts the error came up. But the errors havent been there ~2 to 3 weeks ago. Identical mission. Very annoying since the RPT spam errors are not very helpful. It would be very nice to know what content those critical packages are carrying. I checked if my publicVariable commands are the problem. But those work fine and there execution is not related to the amount or point of time of the error messages. But since I am alone on the server, even no enemy spawned yet, I cannot imagine its a bandwidth/lag issue ^^
  2. I can also confirm this problem. Connecting with only one player to the dedicated linux server leads to 184 RPT lines per second (!), thus easily generating RPT with hundred of megabytes. Mission was fine the last 4 months. This errors came up within the last 2 weeks (no exakt date known). Because of the answers above I replaced all my diag_log commands by the comment command. But this does not change anything. Thus I dont see any relationship to heavy usage of diag_log command. 12:54:29 NetServer: trying to send too large non-guaranteed message (1360 bytes long, max 1348 allowed) 12:54:29 Message not sent - error 0, message ID = ffffffff, to 30793507 ([JgZg-A]Schmitt) 12:54:29 NetServer: trying to send too large non-guaranteed message (1360 bytes long, max 1348 allowed) 12:54:29 Message not sent - error 0, message ID = ffffffff, to 30793507 ([JgZg-A]Schmitt) 12:54:29 NetServer: trying to send too large non-guaranteed message (1360 bytes long, max 1348 allowed) 12:54:29 Message not sent - error 0, message ID = ffffffff, to 30793507 ([JgZg-A]Schmitt)
  3. smallfly

    Keypoints not visible in game

    So I found out: It does not matter how you call the names file. You can even call it "i-dont-mind.idm". Its only important that you include the file with the exact same name in your config.cpp. And since Terrain Builder automatically generates a file like "sunIsland.hpp" or however you named your WRP file, it makes no sense to rename the file everytime you update your keypoints. Just keep the original ...hpp file name. The simple reason why I could not see my keypoints had been that I used hardly visible key points (types/size). Next step: I am now checking the influence of the keypoint radius on the appearance on the mini map in game. //Edit: Zoom level / keypoint radius seems to have no effect, compare the following pictures: http://www.ludwig-software.de/arma3editing/tbPlacedKeypoints.png http://www.ludwig-software.de/arma3editing/tbKeyPointOnMinimap.png
  4. smallfly

    Keypoints not visible in game

    Yes I did. You can have a look into my config when clicking the config link in my first post.
  5. smallfly

    Keypoints not visible in game

    Mmmh. I cannot find the problem. If anyone else had an issue with invisible/not recognized keypoints and solved it please share your findings.
  6. smallfly

    Keypoints not visible in game

    Thank you for your quick answer. I implemented this change, but it did not help. But if I have a look on this site: https://community.bistudio.com/wiki/Loading_Screens I find that the config structure is totally different to mine. class CfgWorlds { class Stratis: CAWorld { author = "Bohemia Interactive"; // Author description = "Stratis"; // World name pictureMap = "A3\map_Stratis\data\pictureMap_ca.paa"; // Background map pictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; // Default overview picture // Loading texts displayed on the bottom of the loading screen (picked randomly) loadingTexts[]= { "Area of Stratis is 19.3 square kilometers.", "Stratis is of volcanic origin, with many rocks and crevices.", "Kamino Firing Range uses remnants of the nearby old Kamino village as a target area." }; }; }; Vs. my one (see first post). Perhaps I am doing something generally wrong with config file structure? Would anyone be so kind to provide an example of a fully working config file?
  7. Hey together, I am able to create keypoints for ArmA2 that are visible in game. But for ArmA3 I could not achieve this till now and need your assistance. What I currently get is a map without any keypoints visible on the mini map in game. This is at least better than having the wrong keypoints of Stratis on my map. Thus Arma3 recognizes that I want different keypoints. But those keypoints are not visible. I am using the Terrain Builder function "Add keypoint" to add keypoints to the map: I can see and edit the key points in Terrain Builder. I am exporting the *.WRP file and thus automatically the file "sunIsland.hpp" is generated (which is identical to my map name "sunIsland.wrp"). Here are my two relevant files: http://www.ludwig-software.de/arma3editing/bisforum/config.cpp http://www.ludwig-software.de/arma3editing/bisforum/sunIsland.hpp Addtionally I copied the "P:\TerrainBuilder\kptypes.vdat" to have the same file with the following file names since I hoped it helps: "P:\TerrainBuilder\kptypes.dat" and "P:\TerrainBuilder\keypoints.dat" but it has no effect. Any help is very appriciated! Best regards smaLLfLy aka "Schmitt"
  8. smallfly

    Particle Editor

    @super-truite Thank you very much for your tool. I needed a water cannon / water gun / (german: "Wasserwerfer") effect. And this is my result: I am not allowed to post a link to my image :-( And here is the code: Private ["_waterCannonEffect"]; _waterCannonEffect = "#particlesource" createVehicleLocal (getPos player); _waterCannonEffect setParticleParams [["\A3\data_f\ParticleEffects\Universal\smoke.p3d", 1, 0, 1], "", "Billboard", 1, 3, [0, -1.8, 0.4], [-5, 5, 3], 1, 25, 10, 0.01, [0.1, 1.5, 5], [ [0.55, 0.65, 1.00, 0.01], [0.55, 0.65, 1.00, 0.05], [0.30, 0.35, 0.40, 0.01], [0.00, 0.00, 0.00, 0.00] ], [0], 0, 0,"","", player, 0, true, 0.03, [[0,0,0,0]] ]; _waterCannonEffect setParticleRandom [0.5, [0.0, 0.0, 0.0], [0.2, 0.2, 0.2], 0.3, 0.1, [0, 0, 0, 0], 0, 0]; _waterCannonEffect setParticleCircle [0, [0, 0, 0]]; _waterCannonEffect setDropInterval 0.001; _waterCannonEffect attachTo [player, [0,0,2]]; ---------- Post added at 23:37 ---------- Previous post was at 23:37 ---------- Hopefully the forum allows me to add the picture now:
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