Jump to content

damsous

Member
  • Content Count

    472
  • Joined

  • Last visited

  • Medals

Community Reputation

316 Excellent

2 Followers

About damsous

  • Rank
    Gunnery Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. If you want play and recruit RHS unit, you must extract the pbo, open the mission in editor and place playable RHS unit. If you want add RHS vehicle you must find a file named configuration in the "VVS" folder, then add the RHS vehicle class name.
  2. damsous

    Ravage Persistent Server

    Sorry for the late reply im not really into Arma for the moment, your mod list look like correct, this one is missing maybe : https://steamcommunity.com/sharedfiles/filedetails/?id=471723044 also @Asian_Factions_for_CUP is not required. Take not this mission was optimized to be smooth on a dedicated server not sure that will work properly on local, i should upload this on the workshop with the mod list.
  3. In your mission template add a trigger that cover the where the object are placed (for exemple opfor not present) and add this in activation : { if (([thistrigger ,_x] call bis_fnc_inTrigger)) then {{deleteVehicle _x} foreach crew _x;deleteVehicle _x} } foreach allMissionObjects "All"-[thistrigger]; execVM (selectRandom ["mission1.sqf","mission2.sqf","mission3.sqf","mission4.sqf","mission5.sqf","mission6.sqf","mission7.sqf","mission8.sqf","mission9.sqf","mission10.sqf"]); So every object inside the trigger area will be deleted and a new template will be created when all the opfor die.
  4. Hello in the description i can read this "Headless Client ( H.C. ) Initialize..." What does that mean exactly ? There already a feature to transfert AI in to HC ?
  5. Can't use that cause i must use a a civilian spawner script (its a whole map sandbox mission), so at mission start every trigger will fire. The code given by @Grumpy Old Man works fine, im looking for a solution to use a civilian kill counter that cover only an area of the map, any side can kills civilians.
  6. I try it, that work fine. I would like to use it to spawn guerrilla if too much civ are killed in a specific town, so i just replace the last line : if (MyCivKillCounter >= 3) then {[] execVM "test.sqf"}; test.sqf its my script for spawning guerilla, so i would like to know if its possible to count dead civilian only inside a trigger area cause i would like to spawn the guerilla unit only in the town where are killed the civilian. For exemple
  7. Yes, just add the line to pick up randomly a new task with a trigger that detect if the task is completed.
  8. damsous

    ArmA 3 Performance Tweaks and Settings Guide

    I got a i7 3370, 16gb ram, HDD, Win 7. I use this computer to set up arma server there nothing else running on it. After many test, i can say the performance on any mission are better on dedicated server (especially with a high amount of AI +/-150). With my friends (10/20 player) we played the same custom mission that generate 120/180 AI (capture random sector), no mod and low amount of script, and we noticed something about a setting server side "maximum message send & server view distance" that affect negatively performance client side and server side if this value are increased, mostly when there more than 5 player on the server. So increasing this setting just slowdown everybody, but reduce lag or AI rollback. I recommend to keep the default setting, maximum message send : 128 And reduce server viewdistance to 1000. We have tried many setting, for exemple, maximum message send : 512 server viewdistance : 8000 So with this setting and 15 ppl connected every client was capped at 20-25 fps With default setting the average fps client side was 40-50 fps, so its a huge difference. There is also few mods that kill the performance, for exemple all the balistic ACE stuff, so after removing advanced ballistic and all the features dependent from that (cook off, fragmentation...) the game run better especially on a huge firefight with burning vehicle.
  9. damsous

    Arma III Sync and the Workshop

    I don`t think cause some unit use arma 3 sync to avoid mod update issue few minutes before an event, so the mod on your arma 3 sync are synced to the server of your team, and its not possible to sync a private server mod list version and steamworkshop version (for exemple if there an RHS update on the workshop and not on the server) If you are a group admin and use less than 30 mod just avoid arma 3 sync and use A3 launcher, A3 launcher work great if the group admin are not lazy and keep up to date the mod list from the worshop on the server.
  10. damsous

    Simulation manager

    Hey just bump the thread, i know there is dynamic simulation now but after testing i got better performance client side with simulation manager so i would like to use it but i got an issue on dedicated server. So i use the code provided by @Larrow in a sqf file, so the unit are hidden for every client until someone hit the activation distance, but the issue its when a client disconnect from the server. For exemple if i activate all the AI unit under the simulation management in a village, be killed then respawn all the unit are hidden so it working fine, but when i disconnect from the server all the unit activated by me are excluded from sim manager, so if there few player roaming around the map and activate many AI unit each time a client disconnect from the server, the monitored unit activated by each client are excluded from sim manager, so on a long session it can result to a serious performance issue. Here the code provided by @Larrow (i use a game logic named fps_manager) and call it globally. sim_manager.sqf if ( !(isNil "fps_manager") ) then { fps_manager setVariable ["radius",1500]; fps_manager setVariable ["excludeAir",true]; [fps_manager] execFSM "\a3\modules_f\ObjectModifiers\functions\fn_moduleSimulationManager.fsm"; }; I call it in init.sqf "sim_manager.sqf" remoteExec ["execVM",0,true];
  11. I didnt have any issue if i don`t use dynamic sim or sim manager, im uploading a video right now to show whats happen on the same server with a scenario that use the same script (like vehicle spawner, R3F log...). The first part its with dynamic sim and no AI simulated, the 2nd part that spawn AI in an area, there is no dynamic sim enabled. Thats just really weird cause the server bandwith increase to +500 kbps just by looking in a binocular and got massive stuttering, that not happen without dynamic sim or sim manager, with my friend we just looking in a scope like the first part of the video the server bandwith up to 1000 kbps and a lot of stuttering without any AI simulated, the server running on an other machine at home there is no other program running just 1 Arma 3 server instance. For info this issue not happen in editor or solo with dynamic sin, only on dedicated server, the only mod used is CBA... i will try without CBA.
  12. Yesterday i playing with friend and got a weird issue, for info we are playing on a dedicated machine at home and we got this issue poped up yesterday (we played for month without problem). So when anybody zoom or use scope we got stuttering client side but the weird thing that really increase the bandwith, i mean we are patroling FPS server side 50 bandwith +/- 30 kbps, if 1 player zoom or use scope the bandwith increase to 500 kbps for 1 sec if 2 player zoom or scope in the same direction we reach +1000 kbps bandwith for 1 sec. So this issue only happen if we played a mission if the AI are under the management of the Dynamic simulation or Simulation manager. For info the dynamic simulation setting is straight its 1500m whatever the client view distance... same for for simulation manager 1500m. An other info the bandwith issue and stuttering client side happen all the time (AI simulated or not) at every view distance client side (100m or 2000m) We were not playing with this set up for a long time (sim manager) and i think a previous A3 server update broke this feature on dedicated server.
  13. damsous

    Community Factions Project

    Did you plan to replace Iran main battle rifle by the G3 added in the last cup update ?
  14. damsous

    Ravage

    I think thats because its a cheap made in china tool box, so you breack tool each time you try to repair :) But seriously i agree with few more tool or vehicle part to be able to repair different vehicle part its a must have, i think its too easy to repair a vehicle with ravage, also it can be nice to add an armored track as requirement to be able to repair any tracked vehicle.
×