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damsous

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Posts posted by damsous


  1. On 7/6/2021 at 3:49 AM, MuRaZorWitchKING said:

    Also @haleks I forgot to ask, but is there anyway to remove the rating system? Playing with friends we gift items / share food and medical items via backpack just cause it is easier to trade items this way... Is there anyway to remove the rating system for pick pocketing / shooting people on the same side?

    It's hard entering a safezone if you're classed as a renegade as the AI instantly recognize you as a "threat" and start shooting you...

    It's also an annoyance when you're playing with friends and you have to get out of the vehicle everyone is trying to get in as once you're a renegade it "soft locks" the vehicle you're in.

    I'm assuming this is also a base Arma system setting as well eh? 

     

    You can also add a small amount of rating overtime to all connected player. So a player with a negative rating can't go in a safe zone and he must hide somewhere to recover rating... Like this a player who have done a small mistake like unvolontary friendly fire will be not blacklisted for a long time, a big PK will be like banned from safe zone.

    With GRAD custom variable its also possible to save player unit rating, or you can also add rating in many way (for each Zombies killed, complete a mission...) to create a sort of minigame to recover rating. 

     

    https://community.bistudio.com/wiki/addRating 

    • Like 3

  2. I write this post cause i noticed JEmalloc was still avaible for year 2021, so read few post about Malloc and found ton of **** about it, like "i got a 50 fps boost...", or some result with YAAB, i didn't wrote this to put a bad review on YABB, (useful for graphical settings), but I think relying on YABB (vanilla) is not really the best solution to test allocators, especially since most players spend their time on Arma with various modes, heavy scripts.... and they are generally not playing for 2 minutes session.

     

    First here my result with YAAB :

     

    huge page 64bit.exe
    System Malloc = 31.2
    Tbb Malloc = 31.3
    JEmalloc = 31

     

    NO huge page 64bit.exe
    System = 30.9
    tbb Malloc = 31.2
    JEmalloc = 30.7

     

    32bit.exe
    System = 31
    tbb Malloc = 32.2
    JEmalloc = 30.6

     

    So we cannot say that the results are conclusive because is simply impossible to notice any difference.

     

    So i made a test for more than 2 week by playing the same scenario, +/- 2hour session, we used this scenario "LIBERATION", ported to Tanoa with custom faction and added few custom user scripts... (Ai, TAW View distance...)

    So the mission by itslef is heavy scripted and we added more, the mission run on a dedicated server and we were 3 players, note : the perf server side was great.

     

    I make 2 session with each Malloc, i only used 64bit.exe/hugepage enabled, i have no idea if there a support for hugepage with system Malloc or JEMalloc, so maybe my test are not really accurate.

     

    TBB MALLOC :

    Everything goes well over a short time, the performances deteriorate over time, after 2h of games if I attack a big city (bigger objectives) the client FPS are abhorrent, I am forced to decrease the view distance under 300m. I didn't notice any stuttering or texture/object popping.

     

    Sytem MALLOC :

    FPS client side keep solid even after a long session, i always got this performance drop when triggering the big city, but its still playable at 500m viewdistance. Few micro stuttering when moving fast and sometimes texture popping.

     

    JEmalloc :

    FPS client side keep solid even after a long session, i always got this performance drop when triggering the big city, but its still playable at 500m viewdistance. No micro stuttering, but massive object popping when changing viewdistance. For exemple with TAW view distance script i can set up custom view distance on foot/car/air, my set up are 1200m on foot, 2000m in car, 4500 in air (object are sync with VD), so if i enter in a chopper and the VD switch from 1200 to 4500 i can see all the tree popping on the far away nude land, that only takes 1 or 2 sec.

     

    I’m not a very demanding person, and seeing trees gradually appear in the far away land when my viewing distance changes is not really a problem. After all this impression is purely personal, when I play a Arma its for a 2 or 3 hours session and I attach more importance to the general stability on long run than a short loading time of objects in the distance that takes les than 2 sec. So for my part the results with JEmalloc are pretty good.

    TBB is not bad at all, but it look like more perfect for a short session or a controled scenarion builded in eden editor.

     

    Conclusion TBB its an ugly woman with a ton of make-up that not last long 😉

     

     

     

     


  3. On 6/20/2021 at 12:55 PM, haleks said:

    f it's the Settings module, it does delete everything (unless there's a "owned" variable on it). Don't use it if you have doubts - Ravage-generated loot is virtually saved & cached anyways. 😉 

    Ho nice thank you.


  4. On 6/18/2021 at 4:31 AM, pSiKO said:

     

    ok, I can extract one playable side USA  and another one (RUSSIA) for AI.

     

    if some want make playable RUSSIA (classnames_west.sqf) and/or AI template for USA (classnames_east.sqf)

     

    Yeah i think classnames_west.sqf is friendly side and classnames_east.sqf enemy side ?

    I don't know how did you modified the mission, but in the original version there a file called  "gameplay_constants.sqf", this file need to be adjusted with playable faction for sector activation, respawn and sector color.

    Here an exemple with independent (green) VS West (blue) :

    GRLIB_side_friendly = RESISTANCE;
    GRLIB_side_enemy = WEST;
    GRLIB_side_resistance = EAST;
    GRLIB_side_civilian = CIVILIAN;
    GRLIB_respawn_marker = "respawn_guerrila";
    GRLIB_color_friendly = "colorIndependent";
    GRLIB_color_enemy = "colorBLUFOR";
    GRLIB_color_enemy_bright = "ColorBlue";

     


  5. 6 hours ago, pSiKO said:


    hi,

     

    this way of customize faction, is now very far from Liberation RX,

     

    now the template for faction are built in the game and you can choose them in lobby

    there is a folder for that (search on previous post about this)

     

    but your template will be very useful to add template for  RHS_USA as playable side and RHS_RUSSIA for the enemies

     

    btw, did you make the opposite template ? RUSSIA vs USA

    No just got template with private faction.


  6. The better and easiest way is  simple, custom this file \scripts\shared\classname.sqf or this one classnames_extension.sqf  and the side can be adjusted in gameplay_constant.sqf.

     

    For exemple if you want to play as Russian against any Bufor Faction just add the russian asset under // *** FRIENDLIES *** , Blufor asset under  // *** BADDIES ***

    just change this value in gameplay_constant.sqf

    GRLIB_side_friendly = EAST;
    GRLIB_side_enemy = WEST;

    here a custom RHS asset with a working attach-to coordinate for the ammobox in this exemple player side is blufor (USA) ennemy side Opfor (RUSSIA) : (note : i didnt edit elite and support source cause it just an exemple.

    // This file allows you to add content to the mission without conflict issues after each update of the original classnames.sqf
    // If you want more modifications to be supported by this file, let's discuss it on the forums.
    
    
    
    // *** SUPPORT STUFF ***
    
    // Setting a value here will overwrite the original value found from the mission. Do that if you're doing a total conversion.
    // Each of these should be unique, the same classnames for different purposes may cause various unpredictable issues with player actions. Or not. Just don't try.
    FOB_typename = "Land_Cargo_HQ_V1_F";						// Default "Land_Cargo_HQ_V1_F";
    FOB_box_typename = "B_Slingload_01_Cargo_F";					// Default "B_Slingload_01_Cargo_F";
    FOB_truck_typename = "B_Truck_01_box_F";				// Default "B_Truck_01_box_F";
    Arsenal_typename = "B_supplyCrate_F";					// Default "B_supplyCrate_F";
    Respawn_truck_typename = "rhsusf_m113_usarmy_medical";			// Default "B_Truck_01_medical_F";
    huron_typename = "RHS_CH_47F";					// Default "B_Heli_Transport_03_unarmed_F";
    ammobox_b_typename = "Box_NATO_AmmoVeh_F";				// Default "Box_NATO_AmmoVeh_F";
    ammobox_o_typename = "Box_East_AmmoVeh_F";				// Default "Box_East_AmmoVeh_F";
    opfor_ammobox_transport = "rhs_kamaz5350_open_msv";			// Default "O_Truck_03_transport_F";    // Make sure this thing can transport ammo boxes (see box_transport_config down below) otherwise things will break
    commander_classname = "rhsusf_army_ucp_officer";				// Default "B_officer_F"
    crewman_classname = "rhsusf_army_ucp_crewman";				// Default "B_crew_F";
    pilot_classname = "rhsusf_army_ucp_helipilot";					// Default "B_Helipilot_F";
    
    
    
    
    
    // *** FRIENDLIES ***
    
    // Each array below represents one page of the build menu
    // Format : [ "classname", manpower, ammo, fuel ]
    // Example : [ "B_APC_Tracked_01_AA_F", 0, 40, 15 ],
    
    // If overwrite is set to true, then the extension list will entirely replace the original list defined in classnames.sqf. Otherwise it will be appended to it.
    // Useful for total conversions to RHS and such, without having to alter the original file.
    infantry_units_overwrite = true;
    infantry_units_extension = [
    	["rhsusf_army_ucp_autorifleman",3,0,0],
    	["rhsusf_army_ucp_rifleman_m590",2,0,0],
    	["rhsusf_army_ucp_medic",3,0,0],
    	["rhsusf_army_ucp_engineer",3,0,0],
    	["rhsusf_army_ucp_explosives",2,0,0],
    	["rhsusf_army_ucp_grenadier",2,0,0],
    	["rhsusf_army_ucp_helipilot",1,0,0],
    	["rhsusf_army_ucp_crewman",1,0,0],
    	["rhsusf_army_ucp_machinegunner",4,0,0],
    	["rhsusf_army_ucp_marksman",4,0,0],
    	["rhsusf_army_ucp_rifleman",1,0,0],
    	["rhsusf_army_ucp_riflemanat",2,0,0],
    	["rhsusf_army_ucp_sniper",4,0,0],
    	["rhsusf_army_ucp_sniper_m107",5,0,0],
    	["rhsusf_army_ucp_sniper_m24sws",3,0,0],
    	["rhsusf_army_ucp_aa",5,5,0],
    	["rhsusf_army_ucp_javelin",5,5,0],
    	["rhsusf_usmc_recon_marpat_wd_rifleman_lite",5,0,0],
    	["rhsusf_usmc_recon_marpat_wd_rifleman_at_lite",5,0,0],
    	["rhsusf_usmc_recon_marpat_wd_marksman_lite",5,0,0]
    ];
    
    light_vehicles_overwrite = true;
    light_vehicles_extension = [
    	["rhsusf_M1237_M2_usarmy_wd",0,10,4],
    	["rhsusf_M1237_MK19_usarmy_wd",0,15,4],
    	["rhsusf_M1117_W",0,20,4],
    	["rhsusf_m1025_w_m2",0,10,2],
    	["rhsusf_m1025_w_mk19",0,15,2],
    	["rhsusf_m998_w_2dr_halftop",0,0,2],
    	["rhsusf_M1078A1P2_wd_open_fmtv_usarmy",0,0,5],
    	["rhsusf_M1083A1P2_B_M2_wd_fmtv_usarmy",0,10,5],
    	["rhsusf_M977A4_BKIT_M2_usarmy_wd",0,10,5],
    	["rhsusf_M977A4_BKIT_usarmy_wd",0,0,5],
    	["B_UGV_01_rcws_F",0,20,2],
    	["B_Quadbike_01_F",0,0,1]
    ];
    
    heavy_vehicles_overwrite = true;
    heavy_vehicles_extension = [
    	["rhsusf_m113_usarmy",0,10,10],
    	["rhsusf_m113_usarmy_MK19",0,10,10],
    	["RHS_M2A2_wd",0,50,10],
    	["RHS_M2A3_BUSKIII_wd",0,55,15],
    	["RHS_M6_wd",0,55,15],
    	["rhsusf_m1a1aimwd_usarmy",0,100,20],
    	["rhsusf_m1a2sep1tuskiiwd_usarmy",0,120,25],
    	["rhsusf_m109_usarmy",0,250,25],
    	["B_MBT_01_mlrs_F",0,300,25]
    ];
    
    air_vehicles_overwrite = true;
    air_vehicles_extension = [
    	["RHS_UH60M",0,20,15],
    	["rhsusf_CH53E_USMC",0,0,20],
    	["RHS_UH1Y_FFAR",0,20,15],
    	["RHS_C130J",0,0,30],
    	["RHS_AH1Z_wd",0,175,30],
    	["RHS_AH64D_wd",0,400,50],
    	["rhsusf_f22",0,500,75],
    	["RHS_MELB_MH6M",0,0,10],
    	["RHS_MELB_AH6M_M",0,30,10],
    	["RHS_MELB_AH6M_H",0,60,10],
    	["RHS_A10",0,600,75],
    	["B_UAV_01_F",0,0,1],
    	["B_UAV_02_dynamicLoadout_F",0,150,5]
    ];
    
    static_vehicles_overwrite = true;
    static_vehicles_extension = [
    	["RHS_Stinger_AA_pod_WD",0,30,0],
    	["RHS_M2StaticMG_WD",0,10,0],
    	["RHS_M2StaticMG_MiniTripod_WD",0,10,0],
    	["RHS_TOW_TriPod_WD",0,30,0],
    	["RHS_MK19_TriPod_WD",0,15,0]
    ];
    
    buildings_overwrite = false;
    buildings_extension = [
    
    ];
    
    support_vehicles_overwrite = true;		// If you're going to overwrite this, make sure you have at least Arsenal_typename, Respawn_truck_typename, FOB_box_typename and FOB_truck_typename in there
    support_vehicles_extension = [
    	[Arsenal_typename,10,0,0],
    	[Respawn_truck_typename,20,0,10],
    	[FOB_box_typename,30,50,0],
    	[FOB_truck_typename,30,50,5],
    	["Box_NATO_AmmoVeh_F",0,154,0],
    	["Box_East_AmmoVeh_F",0,115,0],
    	["rhsusf_M977A4_AMMO_usarmy_wd",15,0,5],
    	["rhsusf_M977A4_REPAIR_usarmy_wd",15,0,5],
    	["rhsusf_M978A4_BKIT_usarmy_wd",15,0,5],
    	["rhsusf_M977A4_REPAIR_BKIT_M2_usarmy_wd",15,10,5],
    	["B_Slingload_01_Medevac_F",5,0,0],
    	["B_Slingload_01_Repair_F",5,0,0],
    	["B_Slingload_01_Fuel_F",5,0,0],
    	["B_Slingload_01_Ammo_F",5,0,0]
    ];
    
    // All the UAVs must be declared here, otherwise there shall be UAV controlling issues. Namely: you won't be able to control them.
    uavs = [
    
    ];
    
    // Pre-made squads for the commander build menu. These shouldn't exceed 10 members.
    // Light infantry squad
    blufor_squad_inf_light = ["rhsusf_army_ucp_squadleader","rhsusf_army_ucp_autorifleman","rhsusf_army_ucp_riflemanat","rhsusf_army_ucp_grenadier"];
    
    
    // Heavy infantry squad
    blufor_squad_inf = ["rhsusf_army_ucp_squadleader","rhsusf_army_ucp_autorifleman","rhsusf_army_ucp_riflemanat","rhsusf_army_ucp_grenadier","rhsusf_army_ucp_riflemanat","rhsusf_army_ucp_machinegunner","rhsusf_army_ucp_marksman","rhsusf_army_ucp_medic"];
    
    
    // AT specialists squad
    blufor_squad_at = ["rhsusf_army_ucp_teamleader","rhsusf_army_ucp_javelin","rhsusf_army_ucp_javelin","rhsusf_army_ucp_javelin","rhsusf_army_ucp_javelin"];
    
    
    // AA specialists squad
    blufor_squad_aa = ["rhsusf_army_ucp_teamleader","rhsusf_army_ucp_aa","rhsusf_army_ucp_aa","rhsusf_army_ucp_aa","rhsusf_army_ucp_aa"];
    
    
    // Force recon squad
    blufor_squad_recon = ["rhsusf_usmc_recon_marpat_wd_teamleader_lite","rhsusf_usmc_recon_marpat_wd_rifleman_at_lite","rhsusf_usmc_recon_marpat_wd_rifleman_at_lite","rhsusf_usmc_recon_marpat_wd_rifleman_lite","rhsusf_usmc_recon_marpat_wd_marksman_lite","rhsusf_usmc_recon_marpat_wd_autorifleman_lite"];
    
    
    // Paratroopers squad
    blufor_squad_para = ["rhsusf_usmc_recon_marpat_wd_teamleader_lite","rhsusf_usmc_recon_marpat_wd_rifleman_at_lite","rhsusf_usmc_recon_marpat_wd_rifleman_at_lite","rhsusf_usmc_recon_marpat_wd_rifleman_lite","rhsusf_usmc_recon_marpat_wd_marksman_lite","rhsusf_usmc_recon_marpat_wd_autorifleman_lite"];
    
    
    
    
    
    
    
    
    // *** BADDIES ***
    
    // All OPFOR infantry. Defining a value here will replace the default value from the original mission.
    opfor_sentry = "rhs_msv_emr_sergeant";
    opfor_rifleman = "rhs_msv_emr_rifleman";
    opfor_grenadier = "rhs_msv_emr_grenadier";
    opfor_squad_leader = "rhs_msv_emr_junior_sergeant";
    opfor_team_leader = "rhs_msv_emr_efreitor";
    opfor_marksman = "rhs_msv_emr_marksman";
    opfor_machinegunner = "rhs_msv_emr_machinegunner";
    opfor_heavygunner = "rhs_msv_emr_arifleman";
    opfor_medic = "rhs_msv_emr_medic";
    opfor_rpg = "rhs_msv_emr_grenadier_rpg";
    opfor_at = "rhs_msv_emr_LAT";
    opfor_aa = "rhs_msv_emr_aa";
    opfor_officer = "rhs_msv_emr_officer_armored";
    opfor_sharpshooter = "rhs_vdv_recon_marksman_vss";
    opfor_sniper = "rhs_vdv_flora_marksman";
    opfor_engineer = "rhs_msv_emr_engineer";
    opfor_paratrooper = "rhs_vmf_recon_rifleman_lat";
    
    // OPFOR Vehicles to be used in secondary objectives
    opfor_mrap = "rhs_tigr_msv";
    opfor_mrap_armed = "rhs_tigr_sts_msv";
    opfor_transport_helo = "RHS_Mi8mt_Cargo_vdv";
    opfor_transport_truck = "rhs_kamaz5350_msv";
    opfor_fuel_truck = "RHS_Ural_Fuel_MSV_01";
    opfor_ammo_truck = "rhs_gaz66_ammo_msv";
    opfor_fuel_container = nil;
    opfor_ammo_container = nil;
    opfor_flag = "rhs_Flag_Russia_F";
    
    // Militia infantry. Soldier classnames the game will pick from randomly
    militia_squad_overwrite = true;
    militia_squad_extension = [
    	"LOP_ChDKZ_Infantry_Bardak",
    	"LOP_ChDKZ_Infantry_Corpsman",
    	"LOP_ChDKZ_Infantry_Commander",
    	"LOP_ChDKZ_Infantry_Engineer",
    	"LOP_ChDKZ_Infantry_GL",
    	"LOP_ChDKZ_Infantry_AT",
    	"LOP_ChDKZ_Infantry_MG",
    	"LOP_ChDKZ_Infantry_Marksman",
    	"LOP_ChDKZ_Infantry_Rifleman",
    	"LOP_ChDKZ_Infantry_Rifleman_2",
    	"LOP_ChDKZ_Infantry_Rifleman_3",
    	"LOP_ChDKZ_Infantry_SL",
    	"LOP_ChDKZ_Infantry_TL"
    ];
    
    // Militia vehicles to choose from
    militia_vehicles_overwrite = true;
    militia_vehicles_extension = [
    	"LOP_ChDKZ_BM21",
    	"LOP_ChDKZ_UAZ_AGS",
    	"LOP_ChDKZ_UAZ_DshKM",
    	"LOP_ChDKZ_UAZ_SPG",
    	"LOP_ChDKZ_BMP2",
    	"LOP_ChDKZ_BMP1",
    	"LOP_ChDKZ_BTR60",
    	"LOP_ChDKZ_BTR70",
    	"LOP_ChDKZ_T72BB",
    	"LOP_ChDKZ_ZSU234"
    ];
    
    // All the vehicles that can spawn as sector defenders and patrols
    opfor_vehicles_overwrite = true;
    opfor_vehicles_extension = [
    	"RHS_BM21_MSV_01",
    	"rhs_gaz66_zu23_msv",
    	"rhs_btr80a_msv",
    	"rhs_tigr_sts_msv",
    	"rhs_Ob_681_2",
    	"rhs_t72bd_tv",
    	"rhs_zsu234_aa"
    ];
    
    // Same with lighter choices to be used  when the alert level is low
    opfor_vehicles_low_intensity_overwrite = true;
    opfor_vehicles_low_intensity_extension = [
    	"RHS_BM21_MSV_01",
    	"rhs_gaz66_zu23_msv",
    	"rhs_btr80a_msv",
    	"rhs_tigr_sts_msv"
    ];
    
    // All the vehicles that can spawn as battlegroup members
    opfor_battlegroup_vehicles_overwrite = true;
    opfor_battlegroup_vehicles_extension = [
    	"rhs_zsu234_aa",
    	"RHS_Ural_Zu23_MSV_01",
    	"rhs_btr80a_msv",
    	"rhs_tigr_sts_msv",
    	"rhs_bmd4_vdv",
    	"rhs_bmd2",
    	"rhs_bmd1",
    	"rhs_t90a_tv",
    	"rhs_t80a",
    	"rhs_bmp3mera_msv",
    	"rhs_kamaz5350_msv",
    	"RHS_Mi24P_CAS_vdv",
    	"RHS_Mi24V_UPK23_vdv",
    	"RHS_Mi8AMT_vdv",
    	"RHS_Mi8AMTSh_vvsc",
    	"RHS_Mi8AMTSh_UPK23_vvsc",
    	"rhs_pchela1t_vvsc",
    	"RHS_Ka52_vvsc",
    	"RHS_Ka52_UPK23_vvsc",
    	"rhs_mi28n_s13_vvsc",
    	"rhs_mi28n_vvsc"
    ];
    
    // Same with lighter choices to be used  when the alert level is low
    opfor_battlegroup_vehicles_low_intensity_overwrite = true;
    opfor_battlegroup_vehicles_low_intensity_extension = [
    	"RHS_Ural_Zu23_MSV_01",
    	"rhs_btr80a_msv",
    	"rhs_tigr_sts_msv",
    	"rhs_bmd1",
    	"rhs_kamaz5350_msv",
    	"RHS_Mi8AMT_vdv",
    	"RHS_Mi8AMTSh_vvsc",
    	"RHS_Mi8AMTSh_UPK23_vvsc",
    	"rhs_pchela1t_vvsc"
    ];
    
    // All the vehicles that can spawn as battlegroup members (see above) and also hold 8 soldiers as passengers.
    // If something in here can't hold all 8 soldiers then buggy behaviours may occur
    opfor_troup_transports_overwrite = true;
    opfor_troup_transports_extension = [
    	"rhs_btr80a_msv",
    	"rhs_bmd4_vdv",
    	"rhs_bmd2",
    	"rhs_bmd1",
    	"rhs_bmp3mera_msv",
    	"rhs_kamaz5350_msv",
    	"RHS_Mi24P_CAS_vdv",
    	"RHS_Mi24V_UPK23_vdv",
    	"RHS_Mi8AMT_vdv",
    	"RHS_Mi8AMTSh_vvsc",
    	"RHS_Mi8AMTSh_UPK23_vvsc"
    ];
    
    // Battlegroup members that will need to spawn in flight. Should be only helos but, who knows
    opfor_choppers_overwrite = true;
    opfor_choppers_extension = [
    	"RHS_Mi24P_CAS_vdv",
    	"RHS_Mi24V_UPK23_vdv",
    	"RHS_Mi8AMT_vdv",
    	"RHS_Mi8AMTSh_vvsc",
    	"RHS_Mi8AMTSh_UPK23_vvsc",
    	"rhs_pchela1t_vvsc",
    	"RHS_Ka52_vvsc",
    	"RHS_Ka52_UPK23_vvsc",
    	"rhs_mi28n_s13_vvsc",
    	"rhs_mi28n_vvsc"
    ];
    
    // Opfor military aircrafts
    opfor_air_overwrite = true;
    opfor_air_extension = [
    	"RHS_T50_vvs_052",
    	"RHS_Su25SM_KH29_vvsc",
    	"RHS_TU95MS_vvs_irkutsk"
    ];
    
    
    
    
    
    
    
    // Other stuff
    
    // Civilians
    civilians_overwrite = true;
    civilians_extension = [
    	"LOP_CHR_Civ_Citizen_03",
    	"LOP_CHR_Civ_Citizen_04",
    	"LOP_CHR_Civ_Priest_01",
    	"LOP_CHR_Civ_Profiteer_02",
    	"LOP_CHR_Civ_Rocker_02",
    	"LOP_CHR_Civ_Villager_01",
    	"LOP_CHR_Civ_Villager_03",
    	"LOP_CHR_Civ_Woodlander_03",
    	"LOP_CHR_Civ_Worker_02",
    	"LOP_CHR_Civ_Random"
    ];
    
    // Civilian vehicles
    civilian_vehicles_overwrite = true;
    civilian_vehicles_extension = [
    	"LOP_CHR_Civ_Landrover",
    	"LOP_CHR_Civ_Offroad",
    	"LOP_CHR_Civ_UAZ",
    	"LOP_CHR_Civ_Ural"
    ];
    
    // Everything the AI troups should be able to resupply from
    ai_resupply_sources_extension = [
    
    ];
    
    // Everything that can resupply other vehicles
    vehicle_repair_sources_extension = [
    
    ];
    vehicle_rearm_sources_extension = [
    
    ];
    vehicle_refuel_sources_extension = [
    
    ];
    
    // Elite vehicles that should be unlocked through military base capture.
    elite_vehicles_extension = [
    	"Steve_MBT_Kuma",
    	"Burnes_FV4034_01",
    	"RHS_AH1Z_wd_GS",
    	"H_RAH66",
    	"RHS_AH64D_wd",
    	"JS_JC_FA18E",
    	"JS_JC_FA18F",
    	"greuh_pandur_wdld",
    	"RHS_M2A3_BUSKIII_wd",
    	"usaf_f22",
    	"USAF_F35A",
    	"rhsusf_m1a2sep1tuskiid_usarmy",
    	"FIR_F16C",
    	"FIR_F15E"
    ];
    
    // Blacklisted arsenal items such as deployable weapons  that should be bought instead
    // Useless if you're using a predefined arsenal in arsenal.sqf
    blacklisted_from_arsenal_extension = [
    	"RHS_Podnos_Bipod_Bag",
    	"RHS_Podnos_Gun_Bag",
    	"RHS_Metis_Gun_Bag",
    	"RHS_Metis_Tripod_Bag",
    	"RHS_AGS30_Tripod_Bag",
    	"RHS_AGS30_Gun_Bag",
    	"RHS_DShkM_Gun_Bag",
    	"RHS_DShkM_TripodHigh_Bag",
    	"RHS_DShkM_TripodLow_Bag",
    	"RHS_Kord_Tripod_Bag",
    	"RHS_Kord_Gun_Bag",
    	"RHS_M2_Gun_Bag",
    	"RHS_M2_Tripod_Bag",
    	"rhs_M252_Gun_Bag",
    	"rhs_M252_Bipod_Bag",
    	"RHS_M2_MiniTripod_Bag",
    	"RHS_Mk19_Gun_Bag",
    	"RHS_Mk19_Tripod_Bag",
    	"RHS_NSV_Tripod_Bag",
    	"RHS_NSV_Gun_Bag",
    	"RHS_SPG9_Gun_Bag",
    	"RHS_SPG9_Tripod_Bag",
    	"rhs_Tow_Gun_Bag",
    	"rhs_TOW_Tripod_Bag"
    ];
    
    // Configuration for ammo boxes transport
    // First entry: classname
    // Second entry: how far behind the vehicle the boxes should be unloaded
    // Following entries: attachTo position for each box, the number of boxes that can be loaded is derived from the number of entries
    box_transport_config_extension = [
    	[ "rhs_kamaz5350_open_msv", -6.5, [0,	  0.8,	  0], [0,	  -0.8,	  0.0], [0,	-2.5,	0] ],
    	[ "rhsusf_M1078A1P2_wd_open_fmtv_usarmy", -6.5, [0,	  -0.2,	  0.6], [0,	  -1.8,	  0.6] ],
    	[ "rhsusf_M1078A1P2_B_M2_wd_fmtv_usarmy", -6.5, [0,	  -0.2,	  0.6], [0,	  -1.8,	  0.6] ],
    	[ "rhsusf_M977A4_BKIT_usarmy_wd", -6.5, [0,	  0.5,	  1.5], [0,	  -0.9,	  1.5], [0,	  -2.4,	  1.5], [0,	  -3.8,	  1.5], [0,	  0,	  3], [0,	  -1.5,	  3], [0,	  -3,	  3] ],
    	[ "rhsusf_M977A4_BKIT_M2_usarmy_wd", -6.5, [0,	  0.5,	  0.8], [0,	  -0.9,	  0.8], [0,	  -2.4,	  0.8], [0,	  -3.8,	  0.8], [0,	  0,	  2.3], [0,	  -1.5,	  2.3], [0,	  -3,	  2.3] ],
    	[ "RHS_CH_47F", -7.5, [0,	2,	-1.8], [0,	0.6,	-1.8], [0,	-1.2, -1.8], [0,	-2.6, -1.8] ]
    ];

     

    • Thanks 1

  7. On 4/1/2020 at 1:59 PM, Dedmen said:

    This is now part of the engine itself using the -limitFPS= parameter.
    I think I'll leave this thread open for feedback.

    Yeah on my side that really reduce the desync or AI Rollback when stuff are spawning, i set the cap to 100 its enough and nobody on the server notice when AI are spawning.


  8. I can confirm @MuRaZorWitchKING post, Grads work great got myself few mission using Grad that we play sometimes, the server profile are few years old and it keep solid all the data (Vehicle, BaseBuilding, Crate Inventory), sometimes if the player make few comblicated structure with a lot of wall, plank.... and if there a lot of stuff that need to be saved few object are not saved/loaded properly there will be few static object with a small shifting.

     

    Compared to an external data base, Grad is really easy to set up, so the people just need to put a mission on their server then play.

     

    Personnaly for Ravage i use Grad for static object made by the player, crate and vehicle and the included Ravage persistence for player state without issue, i also modified the script to activate dynamic simulation on any loaded object, it make the server and player FPS much more stable on the long run.

     

    The only issue (that can be solved) with Grad are the destroyed or damaged map building, so if you want something clean you must exclude all the damaged, destroyed and ruins building model classname if not at mission start Grad will load the damaged/destroyed building into his original building... So with ravage if you not plan to make a huge war on a village or a scripted bomb that destroy everything its not a big deal.

    • Like 1
    • Thanks 1

  9. About suppressors and stealth discussion : (sorry for my bad english)

    After many experiment in Arma, supressors are more or less effective if there other unit without suppressor, the AI will have more focus on unit who firing without suppressor... So if you are playing a 100% stealth mission (every teamate equiped with suppressors) the suppressors is useless if you play with AI mods that call reinforcement on enemy spotted. Cause whatever you do if you kill an AI you will be spotted.

     

    The only way to make a nice stealth environement its too work in editor without any AI mods, like attach spotted timout trigger on a leader patrol unit or guard (60 sec timout/300m radius for exemple) then sync other AI waypoint or exec a script that will spawn an AI reinforcement group.... then delete the detection trigger when the squad leader die. Don't forget too decrease AI skill for all the patroling unit at 0.1.

     

    Like this you can create your own condition, in this exemple the condition are :

    -I can't be spotted if i kill any guard at more than 300m distance.

    -I can't be spotted if i kill any guardleader under 300M distance in less than 60 sec.

    -I will be spotted if im not able to kill the leader patrol team in less than 60 sec under 300m.

     

    You can also add a timout to delete the detection trigger (to simulate the teamate who are able to take the squadleader radio and call reinforcement)

    • Like 1
    • Thanks 1

  10. On 5/5/2020 at 3:49 AM, Dantspa said:

    Now I have these mods:   @Ruha;@CBA_A3;@CUP_Terrains_Core;@CUP_Units;@CUP_Vehicles;@Asian_Factions_for_CUP;@CUP_Weapons;@CZ_584_Kozlice;@Enhanced_Movement;@JSRS_SOUNDMOD;@Project_Infinite_all_in_one;@Ravage;@Sam Weapons Pack_v03;@Zombies_and_Demons;@Robert_Hammer_Pistols_Pack.

    Is I missing something

    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.


  11. 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.


  12. 10 hours ago, Joe98 said:

    Simple way:

     

    Set up a trigger

    Activation is Civilian, Once and Present

    in the condition field:   count  thislist   <  4:

    When there are less than 4 civilians in the trigger area, the trigger will fire.

     

    (You have to actually use civilians. BlueForce are blue colour,  OpForce are red colour and Civilians are purple colour).

     

     

    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.

     

     


  13. On 9/22/2016 at 4:07 AM, Grumpy Old Man said:

     

    Won't work because you're using the local variable _civsKilled, it's undefined.

    The side enemy check is neat, could work out fine.

     

    This should do the trick:

    
    MyCivKillCounter = 0;
    
    addMissionEventHandler ["EntityKilled",{
    
        params ["_killedUnit","_killer","_triggerMan"];
    
        if (side _killedUnit isEqualTo civilian AND side _triggerMan isEqualTo west) then {
    
            MyCivKillCounter = MyCivKillCounter + 1;
    
            if (MyCivKillCounter >= 3) then {endMission "End4"};
    
        };
    
    }];

    Cheers

     

    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


  14. On 4/4/2020 at 11:48 AM, quickdagger said:

    Hey @damsous,

     

    Please, is there a way to make the "mission", which is a composition de-spawn after the tasks of that mission are complete?

     

    This way, the objects would not simply disappear in front of you when you reach the maximum time limit.

     

    Yes, just add the line to pick up randomly a new task  with a trigger that detect if the task is completed.


  15. 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.


  16. 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.

     


  17. 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];

     


  18. 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.

     

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