zakiechan
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Everything posted by zakiechan
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Locking Doors / Keeping AI Out
zakiechan replied to Craig_VG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Snakes opening doors is equally terrible -
Bottom Text via Script
zakiechan replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think you're looking for this https://community.bistudio.com/wiki/cutText specifically example 3. You can omit the layer if you dont have other messages occuring at the same time/dont mind them overlapping each other ie cutText ["BlahBlahBlah","PLAIN DOWN"]; you can also set the fade time ie 2 sec cutText ["BlahBlahBlah","PLAIN DOWN", 2]; -
How to reduce dedicated memory useage?
zakiechan replied to zakiechan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hmm so that would mean all of this I am doing is for nothing and not the cause of my memory issue. On to the rpt file then! *** EDIT*** Went through and found errors in the calling of BIS_fnc_spawnGroup, I was passing a wrong variable type in the 8th parameter. (Could be a cause for my memory issue due to each area spawns 100-150 infantry) Another message I kept finding was: 16:57:13 soldier[O_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? The message gets repeated for all soldiers spawned using BIS_fnc_spawnGroup (After I fixed the above issue) Also seeing a lot of "No owner" messages and 16:12:25 control[CA_ServerDetailExpansion]: Unexpected control type [0] after the mission loads the addons. This is spammed many times a second but seems to stop after ~45 sec and mission is loaded Are these something to worry about? I was running the following mods: MCC,sthud, dragonfyre, mas weapons, fhq acc., asdg rails/bipods .RPT was collected from "preview" of mission -
How to reduce dedicated memory useage?
zakiechan posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a mission that generates one area at a time with enemies on altis. Once all the enemies are dead the next area is created and the process repeats I am running into server resource issues by the 5th or so area spawned on a dedicated with 3gb memory. From testing approx 250MB get consumed per area, even after bodies/ruin etc are removed. This would make me think its more of an issue with variables not being removed from memory when they are no longer needed I read the entry in bis_wiki "Variables" and can see the use of setting a variable to nil. My issue is its implementation. My first attempt involved setting all variables in a script to nil at the very end of its sqf. This seems to have caused problems with sqf files that use spawn/call to pass the variable to other scripts, even though the values are only set to nil at the very end. Furthermore, the only variables I set to nil are local variables and are private to the scope of the sqf. Am I looking at the wrong source for this memory useage, or have I misunderstood the locality/usage of "nil" ? What happens to local variables when the sqf they were defined in has completed? Any help is appreciated! -
How to reduce dedicated memory useage?
zakiechan replied to zakiechan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I spent 2-3 hours of going through the scripts I enabled the variable deletion... Turns out the root of my problem was one script did NOT have: private["_gaiaZoneNumber"]; Through the mysteries of locality I suppose it was undefining the variable passed from the root script that handles the general execution order. Thanks JShock for helping me spitball this! I'll post back if there are any improvements on the memory consumption front, expect an update in a week after testing. -
How to reduce dedicated memory useage?
zakiechan replied to zakiechan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is one of the scripts that spawn enemies, with my understanding of using nil. The script also gives the enemies to gaia. The various GRP_X are predefined arrays with unit classnames This is executed on the dedicated only using isdedicated. The result is that the _gaiaZoneNumber in the call for assignToGaia gets undefined, even if the variable is set to nil after the call -
I appreciate the attempt! For added clarity this is the entry from cfg vehicles empty for the wall in question https://community.bistudio.com/wiki/Arma_3_CfgVehicles_EMPTY Land_City_8mD_F City Wall (Long, Destroyed) CIV Default Structures_Walls 1 A3_Structures_F_Walls It can be seen on the eastern end of the chruch compound along the coast, north of molos airfield
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Curious if anyone knows how to reset a knocked over/demo'd walls. I tried using deletevehicle and setdamage 0, but no luck, maybe im not using the right names? example code {_x setDamage 0;} forEach (nearestObjects [getPos player, ["Building", "Structures", "Fortifications","Structures_Cultural", "Structures_Walls", "Ruins", "Structures_Fences", "Signs","Structures_Town" ], 100]); Thanks
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How to remove Squad Leader Icon?
zakiechan replied to zakiechan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't want to lose the shared spotting/von id's/virtual waypoint etc. Didn't know that individual settings could be tweaked for all difficulty levels. I guess it came down to a locality issue. When I tested the code on a dedicated server it worked as intended. Thanks anyways to those that took the time to read/respond -
Looking to change the standard double chevron for Squad Leaders to another Icon with drawIcon3D. My desired Icon is showing up but it overlays the 'standard" squad leader icon. Any one know how to remove it via script for all squad leaders? (without changing mission difficulty) Thanks, ZakieChan
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Not sure if I'm an idiot, but why isn't this working?
zakiechan replied to -TFP- Bridge.J's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're completely right, I mistakenly overlooked it when I made my post -
Not sure if I'm an idiot, but why isn't this working?
zakiechan replied to -TFP- Bridge.J's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use assignAsCargo first, otherwise they wont get the option to move there. See the link above, for definition and a bit more of an explanation. _requested = _this select 0; _marker = _this select 1; _htype = ""; _count = count _requested; if (_count <= 6) then { _htype = "B_Heli_Light_01_F"; }; _helicopter = [getMarkerPos _marker, markerDir _marker, _htype, WEST] call bis_fnc_spawnvehicle; { _temp = createVehicle [_x, getMarkerPos _marker, [], 0, "NONE"]; _temp assignAsCargo _helicopter; // <---- This is the line that was missing :-) _temp moveInCargo _helicopter; sleep 0.5; } forEach _requested; -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
zakiechan replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@shay_gman Open MCC go to debug --> functions. Filter by MCC and Artillery you'll usually find a description for each function and how to call it. Thats what lead me to think it was MCC_fnc_artyDPICM. I am calling the function as follows: { [(getPosATL _x), "Sh_155mm_AMOS", 5, 3, true, 0] spawn MCC_fnc_artyDPICM; } forEach (_aoCenter nearEntities [ deleteWhiteList, 1000]); // deleteWhiteList is an array of objects I want to get Arty dropped on There are no scripts errors, I hear the sound of the round coming in. However it never detonates into bomblets and explodes on the ground... did I miss something ? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
zakiechan replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looking for help, We use MCC in conjunction with mission scripting to minimize the amount of time someone has to be in the mcc console during gameplay. I am looking for help in calling the right MCC function that gets executed when DPICM artillery is called as mission maker. I looked through the MCC files and believe I am using the proper function however it isnt detonating anything, I only get incoming sound. I have found: [_pos, _shelltype, _shellspread, _nshell, _sound,_delay] spawn MCC_fnc_artyDPICM; Which I believe I am passing parameters properly to, based on the code in fn_artyDPICM.sqf I can hear the initial rounds coming in, but never see or hear them detonate into bomblets and there is no explosions/impacts... this is the code I execute trying to run the MCC function: { [(getPosATL _x), "Sh_155mm_AMOS", 5, 3, true, 0] spawn MCC_fnc_artyDPICM; } forEach (_aoCenter nearEntities [ deleteWhiteList, 1000]); // deleteWhiteList is an array of objects I want to get Arty dropped on Any tips or help would be appreciated -
How to detect if player has loaded in and playing?
zakiechan posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Working on a JIP issue. Server spawns a main objective then selects a type of secondary mission and spawns it nearby. My issue is having a JIP-proof firing of a publicVariable to trigger the addpublicvariableeventhandler that creates an addaction to capture the secondary mission upon interaction. I have a global variable that gets defined after the very first time the server publicVariable's. I check its existence as part of JIP analysis code. I have issues where someone will connect before "originalCaptureFired" defined, (thus making me expect the client to be in time to receive the initial publicVariable) but they load in late and miss the firing of the first publicVariable. Thus they dont get the addaction. Im looking for a way to check if the player is actually ingame vs in slot selection etc.. So i can filter it out and make sure I publicvariableClient to the player that needs it. Any help is appreciated! Relevant Code: -
How to detect if player has loaded in and playing?
zakiechan replied to zakiechan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, that seems to be exactly what I was after! -
=BTC= Revive [working version][code dump]
zakiechan replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Props on getting all these tweaks out! And thanks to the original submitter! -
=BTC= Revive [working version][code dump]
zakiechan replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I downloaded one the earlier releases of this tweak. I turned on "free" and it seems that it is very choppy in response to the controls that manipulate the view. Any tips to fix ? -
isFlatEmpty, looping to ensure selection / Objects Mapper clipping issues
zakiechan replied to zakiechan's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I fiddled with the code using what you posted. I think newPos in line 7 has a typo. Once I got that it seems to work perfectly. Also your smaller gradient area seems to allow the mapper to curve the composition to the ground more effectively. Thanks for the help! -
isFlatEmpty, looping to ensure selection / Objects Mapper clipping issues
zakiechan posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I am working on a piece of script to scan a ring shaped area outside of an AO for a suitable position to place a premade composition with objectsMapper. From what I understand a failed isFlatEmpty returns an empty array. thus I have written the following to continually scan for a suitable position. It works for the most part however at times (terrain dependant) it will still fail. I am concerned about performance impact on the server if its simply running the while loop until the max 10000 times. Fnc_randomizedLocation, was written to split 360 deg into 45 deg pieces, randomly select a direction and use random numbers to modify initial positions. (Ie go to aoCenter, start at a min of 300m out, then randomly pick an x and y coordinate and add 0-150 randomly). The returned Z coord is the same as aoCenter. (Could this be causing my second issue ?) Another issue im having is placing a premade compositon. On extremely flat areas it seems to work perfectly. As gradient increases (above 0.3 ish) it seems one of the camo tents always spawns 20m above its desired location. It is always the same one over the fuel truck. [_secObjSeed, floor(random 360), call (compile (preprocessFileLineNumbers format["BBR_Mission\Secondary Objectives\Premade Assets\%1.sqf",(_selectPresetAssets select 0)]))] call BIS_fnc_ObjectsMapper; The objects called for objectsMapper: Image Example: Any help is appreciated! -
I really like the new chopper. But I feel certain panels/features got changed just for the fun of it. The trapezoidal windows look kinda funny to me. I really like the swept back rotor tips and turbine engine housings though. That leaked shot from the rear makes it look amazing. Im hoping it will have increased troop capacity over the mohawk. There are some really nice ports of chinooks from arma 2, but I cant deny how excited I am for a vanilla rendition :)
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Im ok with paying for the chopper dlc. Dont forget youre helping to fund all the time and effort that goes into coding the free fire from vehicles and sling load modules.