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PITN

VG Clan Alumni
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Everything posted by PITN

  1. Was checking out War Storm today. It has potential. Some really neat and efficient scripts are running in there.
  2. Gabe's box sounds cool. But you can just partition your PC drive to do the same thing. With the direction that MS is going with Win8 then Linux may be the only way to go in the future. If some of you like win 8 then good for you. I just built a Win8 machine and it started super easy and ended with frustration over simple things like windows update (d/l errors) or setting up email (had to d/l windows outlook cuz the built in one was an adware trap. C'mon Bill G., really?) Short answer is the product has bugs, missing legacy programs, and is filled with MS specific bloatware. And the last two gerations ofconsoles are just as bad. I miss the old Atari days. Pong anyone?
  3. Pvt. Charry LAN_WROTE ... ... But I like to share my new idea about the process on how we complete our Tasks and wich one is in the row. Let's say we've got 7 Objectives. The objects are not numbered like 1, 2, 3 etc.. Each objectiv has it's own "requirments". I take objectiv 1 for example. It says "Take the Hill A-872". Requirments: 2 FT's minimum, Airsupport aviable, Mortarsupport aviable, Medevac aviable. If we fulfill those critereas we are able to go to that objectiv. It's still an idea and I don't know if this is going to work properly so changes could be still taken. And please feel free to add YOUR ideas about this concept. That's a very kewl idea. Basically you can do something like side missions based on the difficulty of the objective. So you could request a dynamic mission based on the size and makeup of the forces you command. One way would be to have a gui where you can fill in your assets and it spits out a custom mission. Two man recon team? Get small recon/sniper missions. Small squad. Patrol or ambush mission. Platoon mission. Get to capture town/crossroad/fob mission.
  4. The error you see aabout the vehicle names itself is generic. It just means something somewhere else is not properly named / coded based on mission design and not sqf language. Problem is it won't tell you where the real issue is. The main issue is the scripts that counts the vehicles begins properly and does it's little count. When it reaches the last vehicle instead of closing that loop it repeats and makes vehicles again. and again and again. It does the same thing for the AI per player. Somewhere there is a coding error that's obsolete and needs to be redone. The other problem is that Arma 3 and anything dynamically created cause problems. It piles up obsolete information on the cpu until the server can no longer handle all the little requests for info that really are no longer relevant to the mission. It was the same way in A2 Insurgency. That's why server restarts were needed occasionally to clear that 'array'. It's just sad that this is magnified in A3. This issue is not limited to Insurgency. Any mission that creates or spawns an object adds to cpu load. These objects can be anything including ai, weapons, items, vehicles etc. Even if you use a cleanup command the server is still trying to track these deleted 'dynamically created objects' and send the information to the client. Even though the 'object' is no longer relevant the server is sending a packet to the client talking about this 'object' that once existed. Eventually enough 'objects' are created that the server can no longer update all of the clients effectively. This is were the server FPS starts to drop and eventually it becomes so overwhelmed it is unplayable. This issue is magnified if the clients are creating the object instead of the server. Almost every mission creates stuff over and over. Even if you had a vehicle at the start you may still spawn a replacement when it's lost. Unless of course you made everything indestructible. Insurgency type missions are very intensive when it comes to spawning stuff. AI being the biggest load followed by the support system and then the base vehicles. But other missions also suffer. Some worse than others. The current life missions are one example. Within an hour of a life mission's restart the server is degraded by excessive crap spawned by clients. Cars, clothes, items, guns etc. with each item being tracked by that poor little server and it's trying to update every client about these things even when it's no longer relevant. The short answer is Insurgency may never reach the same level of playability as long as the server is unable to be cleansed of old dynamic spawns. I' really afraid it may need a major rewrite regardless if we can get this version working. If a major rewrite is done it's the dynamic nature of Insurgency that I would like to preserve. The random and scalable playability is Insurgency's greatest strength and also it's Achilles heal.
  5. Bug report July 1, 2015 MHQ deploy distance is too large. fn_hq_deploy.sqf<br />Line 4    (nearestBuilding InsurgencyMHQ)) < 300)  <br />Reduce 300 to maybe 20<br />Line 5  (InsurgencyMHQ nearObjects 50)<br />Reduce 50 to 5. AI are spawning too close to players and too soon. They should only spawn at a specific distance and only respawn after five minutes if the square hasn't been cleared. Sometimes if you kill an AI it immediately respawns on the Ai just killed. AI counts are too high. The cap appears to be per player. if several players enter and AO then you can have 20 AI spawn within 150 meters. With the AI repawning instantly this makes it extremely difficult to clear a building. Ai should spawn at 500-600 meters and despawn after 30 seconds after they leave. @ Savage I like the Arsenal over VAS. The only change about that is I'd like mission to remember my loadout so upon death I respawn on a team mate I spawn my loadout and not the default kit. I also noticed a bug where you cannot respawn. i.e. Respawn Disabled. Where did you see zues?
  6. GITHUB would be kewl but I'm a newb when it comes to using it. Sem, I sent you the file. Vet, I like your scrript. I see how the menus are added now. I'm not sure how I'm going to make that work with the old version I have since it has four menus based on parameters. Did you ever figure out submenuss? Savage, no static bases. The dynamic nature of insurgency is imho why it's number one. You never know where your going to start, if the start zone is safe, and you can be in the fight within a minute vs. any mission using a static base. Besides. one mission parameter and the base becomes static but it's start location is still random. There are other reasons to have dynamic spawns. They can be changed by mission parameters or edits easier than redoing the mission.sqm. !cheers
  7. Right now I think I am the only one working on it. If I can get it working I'll email it to him for the official release. Right now the counter for respawning vehicles and ai is broken. I think it's a naming issue but I'm not sure. It counts them all fine but when the counter reaches the last one then it goes nuts and spawns all of them over and over. It does the same thing for the AI soldier. I should only see a few AI soldiers but I get tons of them. The caches work, the base works, the enemy vehicles work. I have VAS as a placeholder weapons crate. I'd like to rewrite the old weaposn/gear script and make it dynamic instead of arrays. Vehicle respawn and dynamic Ai are not counting correctly. Support does not work. I removed the lift script and vehicle rearm/repair. Those are low priority. I'll replace them with newer scripts at a leter date. So I guess the only progress I made so far is that I removed some easy processInitCommands and was able to get the missions to run. There are still some more difficult ones left to do.
  8. \a3\air_f\Heli_Light_02\Data\heli_light_02_ext_civilian_co.paa \a3\air_f\Heli_Light_01\Data\Skins\heli_light_01_ext_blueline_co.paa heli_light_01_ext_blueline_co.paa heli_light_01_ext_digital_co.paa heli_light_01_ext_elliptical_co.paa heli_light_01_ext_furious_co.paa heli_light_01_ext_graywatcher_co.paa heli_light_01_ext_jeans_co.paa heli_light_01_ext_shadow_co.paa heli_light_01_ext_sheriff_co.paa heli_light_01_ext_speedy_co.paa heli_light_01_ext_sunset_co.paa heli_light_01_ext_vrana_co.paa heli_light_01_ext_wasp_co.paa heli_light_01_ext_wave_co.paa \a3\air_f_beta\Heli_Transport_02\Data\Skins heli_transport_02_1_dahoman_co.paa heli_transport_02_2_dahoman_co.paa heli_transport_02_3_dahoman_co.paa heli_transport_02_1_ion_co.paa heli_transport_02_2_ion_co.paa heli_transport_02_3_ion_co.paa
  9. Have some candy just for good measure. These textures are now in the game by default. !senile
  10. Thought I'd show one of the major bugs in Insurgency atm. I'll give you a hint. It has nothing to do with me being superman.
  11. I'd almost flip a coin to answer that one. Some days I want to play and other days I want to test. Currently I'm on stable though. They've had two major updates since launch. One added Mortar Soldiers. Broken mortar backpacks reported tho.
  12. I got it to move using a boat names "boat1" and attach to. traw attachto [boat1,[0,0,4]];
  13. I used the attachto command. I named the trawler. In my case I used traw1 player attachTo [traw1,[0,19,1.5]]; // I think that is the position I used. Just play with the numbers until you find a good spot. To attach other objects name them aswell. i.e. Gun1 attachTo [Car1,[0,0,0]]; http://community.bistudio.com/wiki/attachTo Now I just need to adds some velocity modifiers and see if I can cheat it into moving.
  14. It's a shame the trawler is just a static. http://imgur.com/a/6zhky#0
  15. Thought I'd repost the wannabe pirates.
  16. I'll be at work, bud. Maybe after 10 or 11. If you guys need me to login before then let me know.
  17. Echo, Try this. Hostage Rescue Extreme Edition. http://forums.bistudio.com/showthread.php?149766-Hostage-Rescue-Extreme-Edition btw. you can only change paint on vehicles that have hiddenselections available. For example the Ifrit does not have them so no fancy paint job.
  18. All in Arma: Take some A3A and add a little TKOH and .... btw you can drive most of the ambient vehicles in TKOH. Sorta. !superman
  19. Murderface =VG= LAN_WROTE ... being retextures we wouldn't be able to run them together with standard 'army' textures Oh, but you can! You can even do it on a public mpmission with no mods! Just makes the missions file a little bigger. Those two textures at 100% would add 5mb or so to the mission.
  20. Just some textures buried in the game files.
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