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mind

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Everything posted by mind

  1. Well i can decrease performance in milion other ways in Arma, like spawn 5000 units. In fact in most cases, "bad performance" is due to bad scripting. Few additional trees, exectly where they are so needed, will not decrease performance too much, but will open many posibilities for mission makers. From what i know there are only one mod offering vegetation it is Antorugby`s Arma`s nature. And finally here are some tests, on first screenshot you can see 500 deferent trees and biggest rocks i could find. FPS decresed from 220 (empty mission) to 170. on second screenshots you can see 500 containers. FPS decresed from 220 (empty mission) to 180. Not that much in my opinion..
  2. Should be fixed in 1.55.133576 http://feedback.arma...ew.php?id=26543 If you are testing Eden editor, please note! Topical for 1.55.133346 From time to time, after you return from mission preview back to Eden, your mission.sqm gets corrupted. All Entities deleted and only EditorData left, mission.sqm is overwritten, so there is no comeback. Before mission preview make a backup of mission.sqm somewhere outside mission folder. Be safe,
  3. According to this http://feedback.arma3.com/view.php?id=26543 Issue was fixed. Will keep testing. to moderator Maybe change topic name to something more positive. Like "Fixed issue with autosaving"?
  4. Thank you very much, for your kind words! It REALLY does metter for me :rolleyes: I would like to announce, i got gtx 760 today, and finally able to record video tutorials. Can`t garantee i will make something still this weak, but i will try.
  5. Dear Kontur, This error is not related to CompoT. This issue is related to DEV branch. There is a problem in file "A3/modules_f/sites/site_inits/patrol.sqf" file have variable _pickedGrp. This variable is inited by following line: _pickedGrp = _groupsPool select floor random count _groupsPool; array _groupsPool is empty. (thats the source of problem). so when _pickedGrp trying to take random element from empty array it fail miserably :D Dont worry BIS will fix it next update. (hopefully :) )
  6. mind

    EDEN Camera

    Well i doubt they change anything. We are talking about fundamental mechanics. Imagine more than 15 years of continious development in C++, and than, all of a sudden, BI decide to put it to trash and start all over again. I dont think so...
  7. mind

    EDEN Camera

    jcae2798, i did what you said, and still have control over camera. Can you please kindly re-check issue. Maybe disable mods to isolate problem. ADDED: As i see from bug trecker replies, problem might be in mods. (maybe ACE maybe CBA, i cant be sure). This is due to the fact that, in 2D editor, there is no "initialization" process happening. However 3D editor is basically "mission" with fancy dialog and additional functionality, but "mission" (simulation if you like) and for "mission" to be loaded engine MUST go through "initialization" process. Mods like CBA doing their work by hooking to this "initialization" process (preinit), so it is not a surprise, that CBA is tring to load. HOWEVER 3d editor is DEFERENT environment than in-game environment, for example you cant access description.ext with missionConfigFile. The whole system of description.ext is very old and finally getting replaced by BI. CONCLUSION. If you have problems running SOMETHING with mods, ask mod maker for assistance. There are ways to solve this with literally few lines of code, BUT only mod maker can do that. BI is not able and defenetly NOT willing to change their way of making ARMA, so it will fit mods in all possible ways. Mods MUST adopt to new things. Said above is my opinion, nothing else.
  8. Please try testing with autosave set to "NEVER", it looks like issue is related to autosaving. But more testing is needed. Also, issue is not related to mods. I reproduced issue without any mods installed.
  9. pawelkpl, While CUP have same classnames as AIA in addition to own classnames. AIA is NOT exectly what CUP is. CUP is next step made by community, it is based on kju`s AIA. CUP is future while AIA is past. Regarding your question. Yes, you will not see them in object browser. Hovewer there is specifically made GUI (F6) called object library. You can use it to add ANY classnames from ANY mod (AIA for example) to objects library. Obviously you will not see pictures (screenshots) in object browser, hovewer added objects will be available for building, both in CompoT editor mode and Eden. This hovewer is not full tutorial, i am currently working hard on textual tutorial build in CompoT, i do understand CompoT is curently bearly usable without documentation. I will fix that soon!
  10. to alexcroox I am sorry :( . Hopefully it will not take too long... to darkxess Yes, only dev branch at the moment.
  11. New sections added, User guide and Screenhots
  12. to kromka, I am not familiar with x-cam too much, so i cant compare my project with it. I can say for sure x-cam is indeed Impressive and solid utility, as well as map builder. Take your time looking into these great tools, it is always good to have multiply hammers each for own use. As of functionality currently available in CompoT. There are plenty features, grouping, multi select, multi rotation, randomization of single objects and compositions,...and more. The problem is i can not document all of that. It will be too much boring reading. What i need is video presenting all key features. There is a problem, my PC is crap (total crap) i cant capture video on it, thus i need someones help, maybe there is someone willing to help in this metter, pleaes PM me.
  13. Fantastic! Thank you foxhound!
  14. Nope, nothing goes wrong. This is hard to reproduce, i encountered it more than 10 times while making mission, however i cant understand how to reproduce this effect with 100%. There are few tickets http://feedback.arma3.com/view.php?id=26543 http://feedback.arma3.com/view.php?id=26548
  15. Dear ArmA community! Let me introduce new project for ArmA 3, RTDM Everyone is welcomed to join beta-testing. Server Address is 193.169.173.70:2302. Required mods are (RHS, 3CB BAF Weapons, ACE3, CBA A3) Main features of this project are: - Hardcore First person view only, no crosshair, no death messages. Medical, ballistics, and more systems from great ACE3 mod. - Round system While server works continuously, gameplay separated in to rounds. Round will be over after certain amount of time or after all members of BLUE or RED team will be killed. - Team assignment Players can decide which team to join before round. However it is forbidden to join team with much higher player count. If player made no decision, server will made auto assignment. - One life If player is killed while round, he or she is unable to continue playing until next round. Spectating of same player`s team is possible. - Randomization of battlefield Each round all objects and buildings are re-built. Algorithm with random elements is used, thus players will encounter unique battlefield each round. - Randomization of weapons and equipment At round start players have only a pistol and uniform (deferent for teams). All weapons and equipment will be spawned all over the battlefield, inside boxes. While everything is spawned randomly, deferent categories of items have deferent chances to appear. Weapon attachments, for example, will spawn only with weapon, they are attachable to. Please join beta-test today! We need you! Following mods are used in project. No mods were re-packed. Official server keys are used. Please download mods only from official pages. RHS: AFRF v0.3.9.1 http://www.rhsmods.org/mod/1 RHS: USAF v0.3.9.1 http://www.rhsmods.org/mod/2 3CB BAF weapons v1.1 http://www.armaholic.com/page.php?id=28645 CBA A3 v2.1.1 http://www.armaholic.com/page.php?id=18767 ACE3 v3.3.2 http://ace3mod.com/ Please fill free to contact me with any question or suggestion in this topic or via PM.
  16. mind

    RHS Escalation (AFRF and USAF)

    Your welcome ^_^ Dear soul_assassin, It was late night when I replied to your message. I probably understood it incorrectly. If your question was whether this place good to put data in or not. Answer is yes, it is good.
  17. mind

    RHS Escalation (AFRF and USAF)

    This is indeed full list of all config classses. Problem is, complete lists like this is semi-useful. It have all CfgWeapons, incliding base classes, that you should not try to add to inventory. And there is no way to sort them by certain criteria. For me this criteria was "base weapon"- weapons without attachments. For mission/addon makers it may be difficult to navigate config manually, or make complex functions to analyze configs on the fly. Simple array, with classnames, might come in handy. This exactly what i did.
  18. mind

    RHS Escalation (AFRF and USAF)

    Small, but hopefully, useful contribution to those using RHS. I was not able to find comprehensive list of weapon classnames in latest RHS (0.3.9.1 as of today). Thus I was forced to do it on my own. Here are the results. While scanning configs I assumed following: - Weapon is something with scope = 2 AND classname starts with “rhs_weap_†Dear RHS, please tell me if I was wrong in this assumption. I will try to re-scan configs again. According to this list of sorted weapons I extracted following information. Classname Weapon classname Displayname Weapon Displayname Optics Compatible opitcs Muzzle acc. Compatible silencers, flash suppressors, etc Pointers Compatible pointers, flashlights, etc Bipods Compatible bipods NPZ compatible Contain ["rhs_acc_npz"] if NPZ scope adapter can be used on weapon, making it compatible with NATO scopes Magazines All magazines that can be used with this weapon Picture Path to weapon related picture in RHS addon GP25 Contain all suitable magazines (round) for GP25 grenade launcher M203/M320 Contain all suitable magazines (round) for M203/M320 grenade launcher NOTE! M203 and M320 use slightly deferent list of rounds Base weapon Contain Yes if this classname have no accessories built in otherwise No. Basically each weapon have only one classname for it`s basic form (hopefully J). For example "rhs_weap_ak74m" is base weapon, while "rhs_weap_ak74m_pso1m2" is not base weapon, because it spawns with PSO scope attached. Here is screenshot of how data represented, obviously I will not put all this in to this message. You can download data from GoogleDocs. TO RHS: Please consider putting this data to your website. P.S. i found this picture missing \A3\weapons_f\data\UI\icon_regular_CA.paa :P
  19. Hi all, Have not found a function to change every occurrence of given string in deeply nested array to another string, so made it myself. Hopefully some one will find it usefull ;) Fill free to critic and/or improve, this way everyone wins :) Code will return positive number showing how many times string was replaced, zero if string was not found and -1 if input is wrong. This function WILL modify provided array, if this is not wanted, perform function with copy of array. Function will make CaSE SenSitivE check. Use showcase: myArray = ["BAD","fsgg",0,[0,5,3,"BAD"],"something",[[0,0,5,4,"BAD",["Bad"]]],["ddftest","BAD"],[],[]]; searchString = "BAD"; replaceString = "GOOD"; result = [myArray, searchString, replaceString] call fnc_replaceStringDeep; So here is output result == 4 myArray == ["GOOD","fsgg",0,[0,5,3,"GOOD"],"something",[[0,0,5,4,"GOOD",["Bad"]]],["ddftest","GOOD"],[],[]]
  20. Dear community, Just a small topic to pin point small but pesky error, hopefully this will help someone find similar problem faster. consider following code myFnc = { //Here we wait for array, but it is optional. //If nothing provided script will manage to do it`s job _array = [_this, 0, [], [[]]] call BIS_fnc_param; _result = 1 + 1; _result; }; call { _input1 = _this select 0; //This is string _input2 = _this select 1; //This is also string ... //Here we run myFnc to get some results //No arguments are provided because they are optional _result = call myFnc; ... } In this case we will get notification message sent from BIS_fnc_param, saying following #0 "text" is type STRING, must be ARRAY. [] used instead. "text" is what was in _input1. Why these problems occur? _this variable contain arguments passed from outer scope. If nothing passed, it does not overwrites, thus still have previous variables as in outer scope. _input1 and _input2 in our case. Finally, param function receive _this variable not empty as you was expected, but with two strings in there, and fires warning message. How to solve? This problem solves simply by providing some arguments to myFnc. Like this _result = [] call myFnc; Have a nice day
  21. Thank you. You are absolutely correct. However, the whole question is not about param function, but about how _this variable behave. Param function illustrates this behavior very well.
  22. Thank you for your answer DreadedEntity, Such thing might be used in many ways. I am talking about, incorrect (IMHO) execution of sleep commands, where you are unable to offset frame rate impact on execution speed. And as result sleep command takes longer than it should. Regarding eventHandlers, they of course useful, but not always. For example, i am making free roam camera where i camSetPos every 0.1 secs. eventHandler can’t make sure camSetPos will execute exactly once per 0.1 sec. P.S. In unity there is following method "time.deltaTime" to offset FPS impact. Is there anything like that in ARMA, maybe some nasty workaround...
  23. Dear BI community, Fellow brothers-in-script! Your wisdom and intelligence is needed, to cast light on subject below. Consider following code: This code indicates (by writing to system chat), the real time took by sleep command to finish. If you would be so kind to try it out, you would notice HUGE differences between results, This spikes can be seen when FPS changes dramatically. from 50 to 20 for example. While FPS is stable, sleep working almost ideal. it sometimes may take slightly less time and sometimes 5x more time to finish. This is of course completely understandable, because of scheduled script execution mechanism arma have. Now comes the question. How one would get execution of script with PRECISE timing, from scheduled environment? Without any relation to current FPS. I tried monitoring diag_tickTime, and fire event regularly with this kind of code And it has slightly better results. But still way not perfect. Peace. mind out. P.S. I noticed some clues from KK blog regarding execFSM, does anyone know if it has any relation to topic?
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