damsous
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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
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mission maker tools MGI ADVANCED MODULES
damsous replied to pierremgi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah it should be the best approach if we can blacklist the crew class name.- 295 replies
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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 😉
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Ho nice thank you.
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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";
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No just got template with private faction.
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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] ] ];
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I got a question about the clean up system provided by the mod Ravage, it delete all the weapon holder or only the one that are spawned by the ravage search loot feature ?
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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.
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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.
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There is a way to add a piece of code that running on the AI Teamate and also manage all the vehicle asset with dynamic simulation ?
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Hey nice update, just a suggestion it can be cool if the script can grab randomly used faction classname (men[]) to fill vehicle for ambient combat cause actually the vehicle are filled with crewman for armored veh and helicrew for heli.
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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)
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CUSTOM WARLORD on MALDEN (vanilla faction) no mods required.
damsous posted a topic in ARMA 3 - USER MISSIONS
Its a heavely customized version for veteran gameplay type (no extented map content...), the parameter are locked and i will explain why later. Parameter of the mission : -Each side start with 1 sector (base) and 0 CP. -Each base got an helipad unlocked. -Teleport to contested sector is disabled, only teleport to owned sector is avaible. -Time acceleration x6, date set on June for shorter night. -Random weather. -Starting time early morning (4h30). Warlord sector : -A total of 36 sector. -The little location give a poor income, they are mainly used to be able to counter attack. -Sector like harbor or industrial area give a good income. -Sector town give normal income. -The big town and Airport give a huge income. -Each side must capture 6 sector (shorter way) to reach the airport. -Each base is separated by 7 sector. -Each harbor sector are connected, so it can be used to cross some part of the island. -Each sector are guarded by AAF, with a reaction force. Custom Asset - Infantry : -Recon unit added, x2 cost for exemple a rifleman cost 100, a recon scout 200... -Support unit added, unit that can carry static weapon. -Cheap unit, crewman and helicrew are avaible for 50 cp. Custom Asset - Vehicle : -Slammer UP added, more expensive. -Rhino MGS UP added, more expensive. -T140K Angara added, more expensive. -Armored Artillery added, very expensive, a side need to conquer a maximum of sector to be able to buy that, i added this if the game stuck in the mud. Custom Asset - Defense : -Static mortar, expensive. Class and speciality : -The OFFICER : He is the high commander, he can assign waypoint to his AI subordinate via zeus interface, Zeus camera and unit edition is locked. He got also the power to call air support (30 min cooldown), and mortar to defend base (15 min cooldown) the mortar used by the officer is out of range the enemy base. !!Its like the officer take in charge the AI calculation, so that reduce server load but reduce performance for the officer if there no player in his side, im not sure of this!! -The SQUADLEADER : They are able to call Airtaxi, 10 min cooldown and its global for the faction, if a player call an heli insertion the other player must wait 10 min to call an other one. -ENGINEER : They are able to repair and build sandbag wall everywhere, they must have a toolkit. -MEDIC : They can heal. Special Weapon and electronic warfare : -There is few truck (CSAT truck device) that carry special weapon, they spawn semi-randomly at mission start, the possible location are marked on the map. They can carry 2 sort of special weapon usable 1 time for each truck : -EMP weapon, this weapon will neutralize every vehicle, launcher, GPS, NVG in a 1km radius, most effective at night. -Atomic Ray, that will destroy everything in a +500 meter radius. Note the weapon can't be activated at long range, so for the ray if somebody want to use it he will die too. For more info check the Alias script, https://steamcommunity.com/sharedfiles/filedetails/?id=1462497370 https://steamcommunity.com/sharedfiles/filedetails/?id=884555116 Other feature and community script for gameplay enhancement : -R3F logistic : Player can carry and load in the vehicle the ammobox, fortification and static weapon to create a frontline, thats why I desactivated the ability to teleport to contested sector. -R3F log (creation factory) : Each side can build fortification and structure to protect a sector, note huge structure like tower or building cant be loaded in a vehicle, its mainly to defend the base. An other note about the creation factory there a hard limit to avoid performance issue. -AIS Revive : Player can see an injured friend on the map, the injured player can be revived by an AI squadmate (press/spam H key). -Advanced sling loading, tranport object by air. -Advanced towing, transport object with ground vehicle. -NRE Earplug, earplug. -TAW Dynamic View Distance, ability to set up viewdistance and terrain quality. Steamworkshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1586185062 Direct download link : https://drive.google.com/open?id=1m_34BBS-IhgcAxtA7AhU1zcJFfmURP0_ -
coop [Co-25] Drongo Altis Campain - NATO
damsous replied to damsous's topic in ARMA 3 - USER MISSIONS
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 replies
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This is a persistent campain using the Drongo RDC Module, check the mod page for more information about this mod. Note, this mission is builded to be played for 25 player on a dedicated server. Steamworkshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1867605255 Main features and rules Drongo RDC is designed to make dynamic campain progression, so its depend if the player complete or fail the mission on each session, so here a quick description on how the mission work. Ticket management There is 40 ticket for the whole team of player, 1 death = 1 ticket lost, 0 Ticket = mission fail. To avoid any exploit every immobilised player cannot leave the session, he must die or be revived. Custom HQ The player can get all the vehicle faction at base, recruit AI, HALO Jump and fast travel between the FOB and MHQ. AI Management The mission is playable alone (or for low amount of player), so each player can recruit 10 AI max/group at the HQ or FOB. Each AI cost 1 Ticket, they can be dismissed and get back the ticket, they also benefit from the same insta death protection, so they can be revived or revive any player. F.O.B The player side got 3 F.O.B box where the player can recruit AI, rearm, build fortification and get soft vehicle or static weapon. The FOB system is totaly persistent, the box and all the construction made by the player are saved between server restart or new generated mission. Secondary features and credit Unique Class Features -Any squadleader class is able to call C.A.S, Air transport, Ammodrop. -Engineer is able to build sandbag wall, woodplank and pole, so they build nice homemade bunker everywhere on the map. (they must have a toolkit in bag) Dynamic Ai Patrol (AI Spawn Script Pack) All vehicle and soldier type. (enemy and friendly) Dynamic AI Artillery (RYD_FFE Script) AI can handle any artillery piece against enemy player or AI. (RYD_FFE Script) Logistic (by R3F team) -Every object builded at the F.O.B can be moved or loaded in vehicle. -Advanced sling loading is used by default in the mission. Client features -Dynamic View Distance (by TAW) -Mag Repack (by Outlaw) Note on client and server performance I spend some time on optimisation client and server side, so the mission is highly optimised and offer a good framerate for client/server and lag free, more detail below : -Dynamic sim is used on each vehicle spawned at base. -Configured GF Cleaning script, so the player vehicle are not deleted (no bad surprise) -ZBE AI cache Script is used. -Max view distance is 3500m. -Every secondary object like vegetation, box, wreck, trashbin are hidden in town to offer the best framerate client side. Mod compatibility -Any sound or movement mod is recommended. -The mission should be compatible with ACE and TFAR. -The new AI mod LAMBS.danger should be compatible. !!!do not use this AI mod!!! -VCOM AI and TCL will breack the mission so do not use it. (I didn't try with ASR AI)
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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.
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Hello, I create this topic to inform you that a new persistent mission for dedicated server using the ravage mode is now available!!! The scenario is a team versus team on the map Ruha. I will describe step by step the goal of the mission. Mission File : https://drive.google.com/open?id=1EkEUWnESTgwZdBKbatfm1xI8vYtjCxhk After 68h of testing on dedicated server here the performance result : So its highly optimised, all the main features are spawned, simulation of AI, static object, weaponholder.... are perfectly managed. Solid 50 server fps/Low bandwith usage with 220 AI Primary objective and relating information Quick description : -Each team got a protected main base (off map) and a contested outpost (center of the map). The main goal is to evolve its 2 bases by bringing the cargo box that can be found on random crash sites. The player must find a truck to be able to load the crate then bring them in a predefined area (at base). Every 6 crate there is an upgrade (fortification, AI guard...). Note, this cargo box can be also used to stock loot. So the main objective is to survive, secure and upgrade the base, then raid the enemy base to steal the cargo box and equipement. Every player will be informed if any hostiles forces (player or AI) are approaching the base. Additional information about the main base : The main base (out of map) is protected except that it is not 100% protected, the enemy side got 5 minute to go trough a 800m radius then come back out of this radius, if not they are killed instantly. So if the main base is upgraded its impossible to raid it. The main base is also the respawn area, there is a map where the player can choose an insertion point, the insertion point are refresh at every server restart. Additional information about the contested outpost : The outpost didn't benefit from any special protection, so the player must hurry up to upgrade and defend this place. Take note that the outpost are closer from everything (loot, crashsite, point of interest...). The 2 ennemy outpost are close to each other to facilitate encounters between players and thus create hot zones. Secondary Stuff Secondary Camp : There is more than 10 static secondary camp on the map, they are hidden and the player must find them, this camp are identifiable cause they got the same set up, an abandoned house, 2 trailer and a white CUP flag. This little place are usefull to hide and secure loot, if any player is able to occupy a secondary camp for more than 1 hour (that also work with a friendly AI), a small team of friendly AI survivor will come to guard the area, there is no side restriction so if a blufor come then occupy the area for 1 h a small team of blufor survivor will guard, if an opfor player kill the guard then occupy the area for 1 h an opfor team will guard the area and vice-versa. Take note this zone can be triggered only 1 time for each side and the player didn't recive any information if the area is under attack. Base Building : There is a simple base building system, there is only few crate that can be found (mainly in warhouse), where the player can select from a panel of asset to build is own safe place, there is no restriction a player can build any asset anywhere or provide more fortification for the main base or secondary camp. AI recruitement : Every friendly AI are recruitable, make sure they got a first aid kit in their inventory to be able to revive you. Other playable unit : Playable Zombie : There is 2 playable Z slot if the player want have fun by doing Zombies stuff, they can jump and got a higher HP than the normal infected. Asian Bandit : There is 4 playable slot, Asian Bandit are the main AI roaming faction, they didn't get any base, protected area or secondary camp, so the player bandit respawn randomly on the map but they got a huge advantage, they can recruit any Asian roaming AI and can approach the crashsite without being attacked by the guard. Renegade : There is 4 playable slot, Renegade are hostile to everyone, this playable slot was added for the lonewolf player or for a more hardcore gameplay. Take note this Playable slot got a forced identity, so the playable Asian Bandit have an Asian face and speack Chinese, the Renegade have a ravage renegade face and speack french. Danger and weird encounter The player will be confronted to an hostile environement, horde of infected, bandit, dynamic radioactive area, radioactive rain, highly dangerous and unidentified threat (no spoil). Information on the loot system There 3 loot system in this scenario : -Ravage loot (ability to search in box, trashpile...) -Loot on the floor, they are part of easy loot but limited loot, this loot are generated only on server restart, so it will more difficult to get easy stuff over the time. -Custom loot where the player can search in closed woodshack structure, train (wagon), boat wreck, plane wreck, big cargo... Credit and community script used in the mission GF AutoLoot Crashsite : GEORGE FLOROS Environement effect and weird stuff : Alias Persistence : GRAD Team Mag Repack : Outlaw AIS : Psychobastard R3F_LOG : R3F Team LARS_Searchloot : LARS Lootspawner : Bangabob Advanced Towing : Duda AI Recruitement : Grumpy Old Man Boss Script : LSValmont Special thanks : Mods used for make this mission Haleck for the Ravage mode CUP team Temppa for Ruha CBA Team Bnae for project infinite CZ 584 by ЛИБЕРАХУ ПОРВАЛО Robert Hammer for the pistols pack Ryan for Zombies and demon. And a very special thank to the arma community who are very helpful.
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spawning compositions on random marker?
damsous replied to meatshield's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
a.i. Group Link - X - ( Test / W.I.P. )
damsous replied to snkman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 ? -
trigger "mission fail" if "x" amount of civilians killed
damsous replied to swiso's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
trigger "mission fail" if "x" amount of civilians killed
damsous replied to swiso's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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 -
spawning compositions on random marker?
damsous replied to meatshield's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, just add the line to pick up randomly a new task with a trigger that detect if the task is completed. -
ArmA 3 Performance Tweaks and Settings Guide
damsous replied to incontrovertible's topic in ARMA 3 - TROUBLESHOOTING
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. -
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.