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Found 5 results

  1. Hello, @super-truite and I have made a little piece of script to allows missions maker to make a better use of AIs and vehicles on missions. We are guessing that a similar system already exists but we wanted to have a custom system for some of our projects and thought it would be nice to share it. This compilation of script allows a mission make to cache units suchs as vehicles and soldiers with their respective properties (waypoints, stance, direction, position, health, ...). This allows for greater performance and (if chosen) persistence. Features: Grid caching GCS allows the mission maker to automatically cache into the memory AIs andvehicles. Waypoints assigned to a group or a unit are also cached and are reapplied when the unit or group is set up. The mission creator, if necessary, can also exclude a unit or a vehicle from the cache so that the system does not take it into account. Persistence system (optionnal) In addition to all the caching made, the mission maker can also integrate a data persistence system via MySQL so that, even with a restart of the mission or the machine, the units and vehicles will still be saved. How it works: GCS will create a virtual grid on the map based on three parameters available in GCS_configServer.sqf : GCS_VAR_SIZE_SQUARE_GRID - Represents the total size of each cell on the grid GCS_VAR_SIZE_ACTIVATION_SQUARE_GRID - Represents the trigger distance where AIs and vehicles will be created in the cell GCS_VAR_SIZE_UNSPAWN_SQUARES - Represents the trigger distance where AIs and vehicles will be cached and removed in the cell Each cell is defined by these three variables, as described, GCS_VAR_SIZE_UNSPAWN_SQUARES will trigger the caching and removal of units for the given cell, GCS_VAR_SIZE_ACTIVATION_SQUARE_GRID will activate a cell, retrieve it's cached content for the memory or database and will spawn the units. GCS_VAR_SIZE_SQUARE_GRID Defines the cell size. You can disable the caching system on a unit or vehicle by adding the variable "UseGrid" to false on the unit/vehicle init: this setVariable ["UseGrid", False] In this way, even if no player is near the unit or vehicle, it will never be cached and removed. The following gif shows a simple example with a single grid cell being cached, unloaded (player leaving the cell) and reloaded with cached data once the player re-enter the cell: https://i.imgur.com/ai7PeLh.mp4 and the picture below demonstrates a more complete case: Video example: https://streamable.com/jrh43r (4601 units on Stratis) By default, the persistence system is disabled, you will need to install a MySQL database, have the InterceptDB mod installed aswell with CBA. A full tutorial is available on the readme on Github (https://github.com/Super-truite/arma3_GCS.vr/blob/master/README.md) Download: Get the latest release here: https://github.com/Super-truite/arma3_GCS.vr
  2. Hey there, I am trying to implement a caching script similar to ZBE_HCCache to free up some resources on my custom beCTI mission. It is working as intended so far, when any unit gets in range to any enemy unit it will be reenabled via _x enableSimulation true; on all machines (server, hc1, hc2, hcX and so on), BUT in the enemy check all aircraft are somehow being ignored. They do not get their simulation reenabled other than on the client they are local to. Here is the code: { _y = _x; _count_enemies = count ((_y nearEntities [["CAManBase", "Air", "Car", "Motorcycle", "Tank", "Ship"], CTI_GRAPHICS_VD_MAX/2]) select {side _x != side _y && side _x != civilian}); if ((_count_enemies > 0) || (local _y) || (isPlayer _y)) then { if (_y != (vehicle _y)) then { if !(simulationEnabled _y) then { (vehicle _y) enableSimulation true; _y enableSimulation true; }; } else { if !(simulationEnabled _y) then { _y enableSimulation true; }; }; } else { if (_y != (vehicle _y)) then { if (simulationEnabled _y) then { (vehicle _y) enableSimulation false; _y enableSimulation false; }; } else { if (simulationEnabled _y) then { _y enableSimulation false; }; }; }; } forEach allUnits; _cachedUnits = (count allUnits - ({simulationEnabled _x} count allUnits)); _cachedVehicles = (count vehicles - ({simulationEnabled _x} count vehicles)); diag_log format["All/Cached Units %1/%2::All/Cached Vehicles %3/%4",count allUnits, _cachedUnits, count vehicles, _cachedVehicles]; _time = time + 5; Do I need to create an exception for all "AIR", or am I missing sth? I thought nearEntities creates a 3D sphere with given range? Oh and feel free to criticize my code above, it runs in an FSM with several checks to make sure it all runs on server/hc side. Performance is key! (Ignore the diag_log, it's just a check for personal use, will be removed later)
  3. Anyone experiencing this issue? Armahosts.com is saying that it's a Bohemia issue.. Although, nobody else has reported it.... RPT> == arma3server.exe == "arma3server.exe" -port=2582 -Autoinit -MaxMem=3072 "-servermod=@ExileServer;@Advanced Urban Rappelling;@Advanced Towing;@A3XAI" "-mod=@Exile;@namalsk;@Zombies;@ExBaseMod;@RHSUSAF" -profiles=ARMAHOSTS -config=ARMAHOSTS\server\server.cfg -cfg=ARMAHOSTS\server\basic.cfg "-name=armahosts" -Server Original output filename: Arma3Retail_Server Exe timestamp: 2018/11/29 16:47:03 Current time: 2018/12/04 04:08:31 Type: Public Build: Stable Version: 1.86.145229 Allocator: Dll\tbb4malloc_bi.dll [2017.0.0.0] [2017.0.0.0] PhysMem: 96 GiB, VirtMem : 4.0 GiB, AvailPhys : 83 GiB, AvailVirt : 3.9 GiB, AvailPage : 89 GiB ===================================================================== 4:08:31 SteamAPI initialization failed. Steam features won't be accessible! 4:08:32 Waiting for a different process to release the cache lock... 4:08:33 Waiting for a different process to release the cache lock... 4:08:34 Waiting for a different process to release the cache lock... 4:08:35 Waiting for a different process to release the cache lock...
  4. Server will not Boot, Host Has No Resolution To Ongoing Issue. RPT file States: 9:15:31 Waiting for a different process to release the cache lock... 9:15:32 Waiting for a different process to release the cache lock... 9:15:33 Waiting for a different process to release the cache lock... 9:15:34 Waiting for a different process to release the cache lock... 9:15:35 Waiting for a different process to release the cache lock... 9:15:36 Waiting for a different process to release the cache lock... 9:15:37 Waiting for a different process to release the cache lock... Attempted, to Reinstall With No Results. Our Server Has No Addons, And Only Running New Warlord Mode When Issued Occurred.
  5. *********************************************** Sarogahtyps Spawn Script Creator - SSSC Alpha 0.5 the easy way to cache ur units, vehicles and their waypoints by Sarogahtyp Gives mission designers the ability to delete and spawn their editor created units, vehicles and waypoints as often as they want and at the time they wanna. Its partially very similiar to Jebus - Just Editor Based Unit Spawning written by @dreadpirate but has complete different way of using and of course very different scripting methods. Actual version: Alpha 0.5 Key Features: units and vehicles spawn with the same behavior, damage, loadout (and so on) as they had before they were deleted waypoints are synced with other waypoints and triggers as they were before they were deleted every spawned object has the same group assignement as prior deletion see the full list of what is stored and reset after spawning in spoiler: How to apply this script to your mission: Download and unpack the .rar file. copy the content of the folder "SSSC" to ur mission root. If u already have a description.ext then integreate the one in SSSC to your own description.ext If u have a whitelist for remote execution of commands in your mission then you have to ensure that the following commands are whitelisted because they are remotely executed (HowTo): setVehicleVarName How to use this scripts functions in your mission: everey function returns true if it is ended. thats usefull for checking if its ended when using spawn instead of call. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 1. you have to mark one unit of each group which should be handled (saved, deleted, spawned) at the same time: saroSSC_fnc_mark [_unit, _index] call saroSSC_fnc_mark; _unit is those one unit of the group which should be handled. _index is a number chosen by you to differentiate sets of groups to handle. Example: if u have 2 groups ( A and B ) which should be deleted at start of mission and another group ( C ) which should be deleted after its done something then u mark like this: In the init field of one unit of group A and one unit of group B: [this, 0] call saroSSC_fnc_mark; In the init field of one unit of group C: [this, 1] call saroSSC_fnc_mark; now group A and B r marked with index 0 and group C with index 1 ----------------------------------------------------------------------------------------------------------------------------------------------------------------- saroSSC_fnc_save [_index] call saroSSC_fnc_save; Use this function at the time u want to save the actual behavior of ur prior marked groups. At this point all information is saved and your groups will be spawned later with the behavior of this point of time. [0] call saroSSC_fnc_save; [1] call saroSSC_fnc_save; ----------------------------------------------------------------------------------------------------------------------------------------------------------------- saroSSC_fnc_delete [_index] call saroSSC_fnc_delete; Use this function at the time u want to delete all objects and waypoints of ur prior marked and saved groups. [0] call saroSSC_fnc_delete; [1] call saroSSC_fnc_delete; ----------------------------------------------------------------------------------------------------------------------------------------------------------------- saroSSC_fnc_spawn [_index] call saroSSC_fnc_spawn; Use this function at the time u want to spawn all objects and waypoints of ur prior marked, saved, and deleted groups. Ensure that there is a small delay after using this function until all objects are spawned. This is neccessary because this scripts contents are spawned (scheduled environment) and run parrallel to other stuff. This is the only function which uses scheduled environment because it needs some more time/performance. [0] call saroSSC_fnc_spawn; [1] call saroSSC_fnc_spawn; ----------------------------------------------------------------------------------------------------------------------------------------------------------------- saroSSC_fnc_destruct [_index] call saroSSC_fnc_destruct; Use this function at the time u dont need the information stored with saroSSC_fnc_save before to free some memory. After using this function u could use saroSSC_fnc_save, saroSSC_fnc_delete and saroSSC_fnc_spawn again on the same marked sets of groups. [0] call saroSSC_fnc_destruct; [1] call saroSSC_fnc_destruct; ----------------------------------------------------------------------------------------------------------------------------------------------------------------- saroSSC_fnc_unmark [_index] call saroSSC_fnc_unmark; Use this function at the time u dont like to do anything with ur prior marked set of groups. After using it u have to mark again first before u can save, delete and spawn. [0] call saroSSC_fnc_unmark; [1] call saroSSC_fnc_unmark; ----------------------------------------------------------------------------------------------------------------------------------------------------------------- saroSSC_fnc_update_triggers call saroSSC_fnc_update_triggers; This function is needed only if mission designer creates triggers by script during mission. It should be run after such scripted trigger creation to update known triggers. Thats neccessary because SSSC gets all triggers at mission start only. no arguments and no return value. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- saroSSC_fnc_set_options This function can be used to choose which options should be saved and restored. This is useful if u dont want to save everything which is featured. Less saving means more performance. See fn_set_options.sqf header for further informations. this function has to be called before saroSSC_fnc_save. it will destroy all allready saved information because of array structure changes. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Planned features: implement option to pass mission designers custom code for execution after spawning (like EHs) store and reset units trait - DONE store and reset units hitparts - DONE store and reset vehicles hitparts - DONE store an reset vehicles loadout - DONE add killed EH for group leaders to ensure group handling works after leader died - DONE add function to update known triggers (if someone creates triggers during mission) - DONE add options array to switch storing of specific info on/off - DONE relase BETA version add function to copy the whole spawn script to clipboard. with this feature mission designers are able to create their own spawn script without saving all information to memory during mission. release FINAL version armaholic release page Script Download (Dropbox) Example Mission (Dropbox) Known issues: 1. A set of group with e.g. index 0 cant interact with waypoints or triggers of a set of groups marked with 1. If u need to interact groups with the same waypoints and trigger then you have to ensure that they are marked with the same index. 2. Found a bug if a group waits at a join (or join and lead) waypoint for the other group and then using save, delete and spawn methods at this situation. Both groups r double spawned if that bug encounters and after that they behave weird. I think I know why that happens and will fix it soon. Changelog: V 0.5 Alpha - 07.06.2017 fixed a bug with editor given variable names (thx for report @gavc) added saving of stuff in backpacks, vests and uniforms inside of vehicle inventories. added saroSSC_fnc_set_options - now u r able to set saving options for units and vehicles. see fn_set_options.sqf header for further informations. this function has to be called before saroSSC_fnc_save. it will destroy all allready saved information because of array structure changes. added support for setFace and face added support for setNameSound and nameSound added support for setPitch and pitch added support for setAmmo and ammo added support for setBleedingRemaining and getBleedingRemaining added support for getOxygenRemaining added support for unitRecoilCoefficient restructured some array for faster handling V 0.4 Alpha - 13.06.2016 added new function saroSSC_fnc_update_triggers to update known triggers added vehicle loadout support substituted some forEach with count to speed up things a bit did some clean up work on scripts added killed eventhandler to leaders to get script also working if a leader dies added support for partial hitpoints of units and vehicles. V 0.31 Alpha - 09.06.2016 fixed a bug with muliple deletions and spawns, it was not working - now it is added handling of units trait (medic, engineer, explosiveSpecialist, UAVHacker, camouflageCoef, audibleCoef, loadCoef) V 0.3 Alpha - 08.06.2016 Initial Release Enjoy! *********************************************** Development Section in this section u can get information about the progress since the latest release and you can get a downloadable dev version with an own changelog and an own dev version number, too. I added that section because I want to give mission designers the ability to add all new features as soon as possible without bothering foxhound everytime I added 2 or 3 commands to the scripts. next steps: global: fix bug desribed in known issues (double spawning maybe caused by group unification and seperation) add function to pass custom code which will be executed after spawning. that could be EHs or disable AI commands or whatever u like. add support for allVariables, getVariable and setVariable units: add support for getObjectTexture and setObjectTexture vehicles: add support for setCollisionLight and isCollisionLightOn add support for getFuelCargo, getAmmoCargo, getRepairCargo add support for isLightOn and setPilotLight add support for locked and lock add support for lockCargo and lockedCargo add support for lockDriver and lockedDriver add support for lockTurret and lockedTurret add support for canUnloadInCombat and setUnloadInCombat add support for getObjectTexture and setObjectTexture groups: add support for setGroupIdGlobal instead of setGroupId release: release Beta version actual dev version: none Changelog since latest relase: none download link: none
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