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Showing results for tags 'delay'.
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Remove forum search delay as it interferes with searches
nesan posted a topic in BOHEMIA INTERACTIVE: Web-Pages
The search delay frequently interferes with searches on this forum as a lot of them need to be corrected to find what someone is looking for, therefore needs to be removed. Yes I know the search delay is part of some stupid anti-ddos crap but still... -
Respawn template MenuPosition delay?
Flightcaptain93 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible that a dead player can spectate his body in 3rdperson and after one minute or the respawn delay time the respawn template "Menu Position" is activated? At the moment the menu position template is activated at the moment the player dies. -
Greetings, fellow Comrades! I need some advise from you - some time ago I started to think about making a mission in Arma 3's editor, where CSAT forces are trying to conquer Neochori and kill all AAF defenders (alt. history, long time before "Eastwind" operation). The mission is planned to have 5 or 6 stages: 1st - To-199 strike on city, 2nd - approach of two CSAT gunboats, covering three (or more) pontoons with infantry, 3rd - three Marid's crossing the bay and transporting another load of troops, (optional between 3 and 4 - parachute drop from Orca's), 4th - armored strike of two Varsuk's and two Tigrises, 5th - artillery fire. Now, back to my beg for advise - how can I delay order for artillery to start firing at Neochori? I tried to do so with "Artillery Fire" waypoint and timer set between 5-6 mins, but arty started firing at very beginning of mission's preview and didn't stopped. Is there any command, script or unit/waypoint option to delay this? (Also, I'm not searching for option to fire or not to fire, assuming to mission status - CSAT have to lose in this battle and it's gonna be forced to call artillery). I'd be very appreciated of your help :) Ah, BTW - how can I make a parachute drop? Thanks for advices to that!
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Eden editor delay / lag when selecting multiple units
munger posted a topic in ARMA 3 - TROUBLESHOOTING
Hello. Recently I have noticed really bad lag when selecting or moving multiple units in the Eden editor. This happens whenever I drag a selection box around lots of units at once, either in map or 3d. It also happens when dragging lots of units at once to a different part of the map. With a single unit the lag is minor but when selecting many (e.g. 20) I get a screen freeze for 20-30 seconds until they all become highlighted and editable again. I am using a lot of mods but the issue is the same when running stock vanilla. I have also tried dev branch and non-dev branch. Non-dev seems slightly faster but there's not much in it. It's been a while since I played Arma 3 but I never used to have this problem. In the past selection and movement of units in the editor was basically instant. I should add that apart from this issue Arma runs very smoothly for me, so it isn't caused by an under-spec system. My settings are all mostly on max. Is anyone else experiencing this, or perhaps someone knows what causes it? Thanks. -
Hi, I've noticed it takes about 1 minute to load a savegame, even if you are loading it from the same location, e.g. after being shot on the spot. Is this normal? Would one of the game developers kindly explain why does it need to take so long? If the game engine reloads everything from scratch, it looks like very inefficient approach, considering the textures, polygons and data should already be in the GPU memory and/or in RAM. It would be nice if loading a savegame after you've entered the game didn't take more than 10 seconds. Thanks and regards
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[SOLVED] synchonizeWaypoints not working [needs delay]
sarogahtyp posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I need to solve this problem for a project (Spawn Script Creator) that deletes all specified units, vehicles and waypoints created with editor and spawns all of it with all needed informations at a later time. Its so long, Ive to do a break here and end that post later. Ill bump the topic if I ve finished this post... Okay guys I ve a problem and I try to solve it since days but I ve no luck. I checked everything multiple times forwards and backwards but it doesnt work. I ll give u the code snippet but I think its hard to understand it because of the multiple nested array. I wrote a description below but if u have questions just aks please. { _max_wp_index = (count _x)-1; { if(_forEachIndex < _max_wp_index) then { _synced_indexes = (_x select 18); if ((count (_x select 18)) > 0) then { _synced_wps = (_x select 18) apply {_all_wps select (_x)}; (_all_wps select (_x select 19)) synchronizeWaypoint _synced_wps; }; }; } forEach _x; }forEach _all_wp_info; decription of process: I ve 2 main arrays _all_wp_info and _all_wps. _all_wp_info is an array which contains all information about all waypoints it looks like: [[[pos,name,...],[pos,name,...],..., curWPindx],[[pos,name,...],[pos,name,...],..., curWPindx]]] the first nested structure is group 1, group2, ... nested in the groups is wp1, wp2, ... and the last element is not the last WP but the index of the current wp of the group. nested in each WP is the information as position, name, behavior ... the second array _all_wps is just a straight array containing all already spawned waypoints in waypoint format [group, index]: [[grp,indx],[grp,indx],[grp,indx],[grp,indx],[grp,indx],[grp,indx]] The script has 2 main loops where the outer one iterates over every group and the inner one over exery waypoint in _all_wp_info. the first if condition inside the inner loop is to exclude the last element because its not filled with waypoint information, its just the index of the current waypoint of the group. (_x select 18) is an array of indexes for _all_wps of all synchronized Waypoints [index, index, index, ...] for the actually processed waypoint. this line: _synced_wps = (_x select 18) apply {_all_wps select (_x)}; uses apply to push the waypoints in waypoint format [group, index] from _all_wps to _synced_wps. _synced_wps is filled with the correct information after that, i checked that multiple times. (_x select 19) contains the index in _all_wps of the actually processed waypoint. so that this line: (_all_wps select (_x select 19)) synchronizeWaypoint _synced_wps; selects the current processed wp from _all_wps and synchronizes it with the waypoints stored in _synced_wps. Its so long, Ive to do a break here and end that post later. Ill bump the topic if I ve finished this post... The problem: syncing works only in a few cases. I created 2 groups each with 3 waypoints. In each of my tests I synced 2 waypoint each other only. I tested each combination of synced waypoints possible and I get the following table containing the successes: grp1 grp2 1sw2 2sw1 F F Y N F M Y N F L N N M F Y N M M Y N M L N N L F N N L M N N L L N N description of table: column grp1 shows the waypoint of group 1 which I tried to sync column grp2 shows the waypoint of group 2 which I tried to sync column 1sw2 (1 synced with 2) shows if syncing waypoint group 1 with wp grp 2 was a success column 2sw1 (2 synced with 1) shows if syncing waypoint group 2 with wp grp 1 was a success F - first waypoint of group M - middle waypoint of group L - last waypoint of group Y - Yes, syncing worked N - No, syncing didnt work As u can see in the table, only syncing of first and middle waypoint of group 1 with first and middle waypoint of group 2 worked. Not vice versa... I hope anyone of u is fancy to this theme and has the time for it to dig in... Download: mission folder in dropbox if anyone likes to download and test the whole thing. the code snippet above is inside "spawn_script_creator.Altis\functions\spawn\fn_spawn_all_in.sqf" If u downloaded the mission and dont get where is what and which script is called by what then just PM me...- 2 replies
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