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Usermade Missions Der Platz für eure selbsterstellten Missionen und Kampagnen für ArmA3

 
 
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Alt 25.10.2013, 16:17   #821 (permalink)
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Zitat von Predator.v2 Beitrag anzeigen

Wie kann man eigentlich die Thermal Scopes (Night Stalker und TWS) aus der Ammobox entfernen?

Aus der normalen Ammobox oder aus der Virutal Ammo Box?
Such mal mit Notepad++ nach den Einträgen:
optic_Nightstalker
optic_tws
optic_tws_mg

Vielleicht hilft dir das weiter. Soweit ich weis, sind das die Scopes mit Thermalsicht.
Meine Frage wird ignoriert.
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Alt 25.10.2013, 19:28   #822 (permalink)
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Zitat von Xeno Beitrag anzeigen

Danke, die zwei Fehler die drin sind in der HC RPT sind für die nächste Version gefixt.

Werde den Support danach für die headless client Unterstützung komplett einstellen wegen Mangel an lokalen Testmöglichkeiten.

Xeno

Nooo we are happy to test for you if you like? We are a little behind last few days as homelife has taken over but intending on getting to it tonight/tomorrow. Will be happy to feedback what we find...
We regularly use a HC, please keep it in

Champy
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Alt 25.10.2013, 19:35   #823 (permalink)
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War es eigentlich geplant, dass inzwischen jeder Artillerie anfordern kann und dafür immer die First Arty benutzt wird?
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Alt 26.10.2013, 00:53   #824 (permalink)
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Zitat von Champy_UK Beitrag anzeigen

Nooo we are happy to test for you if you like?

I'm sorry but that's not the way I work, it takes much too long
If something doesn't work I prefer to change and test it again immediately (just takes a few seconds to build a new version and start server and client again). That's not possible for headless client as I can't do that there, so it's easier to drop support for it alltogether.

Zitat von Predator.v2 Beitrag anzeigen

War es eigentlich geplant, dass inzwischen jeder Artillerie anfordern kann und dafür immer die First Arty benutzt wird?

Das geht nur wenn AI oder die AI Features an sind. Dann gibt es nur First Arty.

Xeno
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Alt 26.10.2013, 01:31   #825 (permalink)
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Ah, das erklärt einiges. Ist das ein Bug oder ein Feature?

Und wo kann man nochmal das Loadout der Ammoboxen editieren? Würde gerne die Thermal Scopes rausnehmen.
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Alt 26.10.2013, 01:49   #826 (permalink)
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Feature wenn wie schon gesagt entweder "With AI recruitment" oder "With AI features but no AI recruit" an ist. In den beiden Versionen können alle Spieler alles, also neben Artillery auch einen Drop anfordern, sind alle Engineers usw.

Ammoboxen in x_client\x_weaponcargo....sqf

Xeno
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Alt 26.10.2013, 14:54   #827 (permalink)
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Zitat von Xeno Beitrag anzeigen

I'm sorry but that's not the way I work, it takes much too long
If something doesn't work I prefer to change and test it again immediately (just takes a few seconds to build a new version and start server and client again). That's not possible for headless client as I can't do that there, so it's easier to drop support for it alltogether.

Xeno

That's a shame for those of us with lower power servers. HC really helps us spread the load when running missions that are full of features like Domina.

I've a question about clearing up in MT after they've been captured. I notice that deleteempty.fsm uses nearentities and that this only finds alive vehicles. So as far as I can see, AI wrecks are left in completed main targets?

I ask because we deliver AI reinforcements by Mohawk (Independents are enemy in our version) until the radio tower is taken down. If we shoot the Mohawk down we end up with their wrecks littering completed main targets. I looked into getting deleteempty.fsm to delete them, but first I noticed it uses GVAR enemy side, which is set to OPFOR, not independent and secondly, I noticed what I mentioned about nearentities.

Is this by design? Is there another routine that is removing AI wrecks?

Do I need to write my own script to find and delete the dead Mohawks and if so, where would be the best time to fire it up from? I was thinking x_server\x_f\fn_target_clear.sqf, probably just after the deleteempty fsm is exec'd.

Sorry for all the questions and thanks so much for your work.

Tanky
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Alt 26.10.2013, 19:55   #828 (permalink)
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Zitat von Tankbuster# Beitrag anzeigen

That's a shame for those of us with lower power servers. HC really helps us spread the load when running missions that are full of features like Domina.

Yes, it is. Quality over quantity.

Zitat von Tankbuster# Beitrag anzeigen

I've a question about clearing up in MT after they've been captured. I notice that deleteempty.fsm uses nearentities and that this only finds alive vehicles. So as far as I can see, AI wrecks are left in completed main targets?

No. They are deleted later on. Any object which Domina creates gets deleted, some earlier, some later (even dead insects which were not created by Domina get deleted).

This includes reinforcement choppers (creation and deletion of those have nothing to do with main targets so it must be something else in your scripts).

Xeno
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Geändert von Xeno (26.10.2013 um 20:00 Uhr).
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Alt 26.10.2013, 20:04   #829 (permalink)
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There def are some performance issues - even after removal on cluster-mines.
I would say i have a pretty high-performance server (i7 4770k @ 4.3GHz/16Gb mem/SSD). All starts very well 50fps on server even when starting with 30 players, but after 1-3 taken main-targets server-fps will be as low as 10-15fps.
This drags all clients down to 20 to 25 fps. Xeno can you think of anything that might be the issue for this. Its such a shame for this mission, can it be anything with some routiines still going on at finishes main target?
I have travelled in already taken Ao's and they seem to be pretty well cleared for
old wrecks. Will there be any way to some extend to reset things between main targets. Sorry if my sugs are not doable, as i dont have the knowledge of scripting, im merly a humble server-operator.
Right now my server crawls at 7fps, we are on 3rd AO and mission have been running for about 3hours.
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Alt 26.10.2013, 23:14   #830 (permalink)
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Really no idea, during testing my server FPS never dropped below 40 even after clearing multiple main targets (though it was done via setDamage all AI units at each mt and only a max of 2 clients).

Do you use any addons on the server? Because I only test without server addons (I just have one addon installed for Alpha 3 which is my custom made debug console and that one gets started only for a client).

Edit:
These are some server values at mission start (dedicated server, no main target AI units spawned):
Zitat:

[5.01,161.369,24855,"FPS:",45.4545]
["allgroups:",9,"allunits",27,"alldead",0,"alldeadm en",0]
["allMapMarkers",123,"allMissionObjects",105]

This is after clearing three main targets and the fourth target fully setup with all units (and one side mission also up):
Zitat:

[3405.36,3561.73,181028,"FPS:",47.7612]
["allgroups:",55,"allunits",135,"alldead",38,"allde admen",37]
["allMapMarkers",128,"allMissionObjects",229]

As you can see FPS are at 47 and all other values are fine too. What I can tell you is that just a single AI aircraft like a Kaiman attack chopper cuts server FPS by 4-5 FPS.

Xeno
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Geändert von Xeno (27.10.2013 um 00:33 Uhr).
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Alt 27.10.2013, 00:54   #831 (permalink)
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Zitat von Xares Beitrag anzeigen

Hi Xeno, Thx for new version,
I've checked a few parameters on dedicated server like ranked, less armor, respawn time. It looks it works fine. I've found a problem with air drop: calling it (clicking on the dialog map air drop place and kind of vehicle to drop) gives error line 28 in fn_getranpointouterair file. Just call drop in editor and error will appear. Vanilla version of domi.

in fn_getranpointouterair.sqf change line 28 to

Code:
 
_radius = _pos distance [_px1,_py1,0];
I think this might fix Dorph's problems too, especially if you found you weren't getting any enemy air activity.
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Alt 27.10.2013, 09:26   #832 (permalink)
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Zitat von Champy_UK Beitrag anzeigen

Are you aware of the titan missiles not reappearing on re spawn, you load and save on spawn and then when you die.. you re spawn with tube empty? and have to reload before firing it? It has been present for us for a long time as we added them, as i think you only recently included them in yours?
Is this a BIS bug or a miss fire in Domi...

After further investigating this it is YAAB (yet another Alpha 3 bug).

The gear dialog allows you to pick up a Titan launcher plus missile but addMagazine doesn't allow adding it (a check via canAdd returns false).

So the gear dialog does no check if there is enough space left to pick up the missile (or if it is too heavy?!?) and simply adds it while addMagazine (to add gear after respawn) simply does not add it again, simply spoken, ignores it

Edit: already reported about 2 months ago: http://feedback.arma3.com/view.php?id=14255
(and fixed in Domina with yet another workaround)

Xeno
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Geändert von Xeno (27.10.2013 um 09:39 Uhr).
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Alt 27.10.2013, 09:59   #833 (permalink)
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Will dom ver Q be ok on non-DEV or shall i wait till 31oct for official A3 stable update.
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Alt 27.10.2013, 10:04   #834 (permalink)
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It does not work on the current stable version anymore, sorry. But 31st is not that far away

Xeno
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Alt 27.10.2013, 10:09   #835 (permalink)
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Zitat von Xeno Beitrag anzeigen

After further investigating this it is YAAB (yet another Alpha 3 bug).
The gear dialog allows you to pick up a Titan launcher plus missile but addMagazine doesn't allow adding it (a check via canAdd returns false).

So the gear dialog does no check if there is enough space left to pick up the missile (or if it is too heavy?!?) and simply adds it while addMagazine (to add gear after respawn) simply does not add it again, simply spoken, ignores it
Xeno

Thanks for trying

Champy
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Alt 27.10.2013, 10:57   #836 (permalink)
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Zitat von Shona Beitrag anzeigen

Was mir noch eingefallen ist.
Wenn über der Main ein gegnerischer Jet fliegt wird er von den Gegner selbst beschossen.
Was wohl daran liegt das nur die Independent derzeit einen jet haben und du eingestellt hast das diese mit den Blufor verbündet sind.

Habe das gerade nochmal überprüft. Es wird korrekterweise ein OPFOR Unit als Pilot gespawned.
Warum andere OPFOR KI jetzt das Flugzeug angreift, keine Ahnung. Wohl YAAB (yet another Alpha 3 bug).

Hoffen wir mal das die Fulltime Modeller bei BIS irgendwann mal die zwei angekündigten CAS Flugzeuge fertig bekommen, die armen, scheint ja mächtig viel Arbeit für Fulltime Modeller zu sein wenn sowas Wochen und Monate dauert... (wie lange es dann wohl dauern wird die A2/OA Modelle auf A3 Stand zu bekommen wenn die MLODs released werden...)

Xeno
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Geändert von Xeno (27.10.2013 um 10:59 Uhr).
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Alt 27.10.2013, 10:58   #837 (permalink)
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Zitat von Champy_UK Beitrag anzeigen

Thanks for trying

It's fixed in my version (with the "add backpack, add missile, remove backpack" workaround when the player has no backpack).

Edit: There's just one issue left regarding inventory/gear handling, sometimes after respawn/retrieving layoutgear weapon items like scopes are not added again. I can't reproduce it in the editor, it just happens sometimes when I test it on a dedi server. But tracing it does not show anything wrong, the script tries to correctly add the item but somehow it fails. Most likely YAAB.

Edit2: And I found another issue regarding deletion of dead AI units, the FSM was still using allDead instead of allDeadMen, also fixed.

Xeno
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Geändert von Xeno (27.10.2013 um 11:03 Uhr).
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Alt 27.10.2013, 11:18   #838 (permalink)
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Zitat von Tankbuster# Beitrag anzeigen

in fn_getranpointouterair.sqf change line 28 to

Code:
 
_radius = _pos distance [_px1,_py1,0];
I think this might fix Dorph's problems too, especially if you found you weren't getting any enemy air activity.
thx for helping me out. cheers, xares
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Alt 27.10.2013, 12:51   #839 (permalink)
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Zitat von Xeno Beitrag anzeigen

Do you use any addons on the server? Because I only test without server addons (I just have one addon installed for Alpha 3 which is my custom made debug console and that one gets started only for a client).

Yes i have 3mods on server, and i do feel stupid to some extend, by not testing without them before writing in here. I will revert later with testing results, have a real bad feeling about my favorite mod (mcc sandbox), which i greately used uptill now for admin purposes.
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Alt 27.10.2013, 14:15   #840 (permalink)
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Zitat von Xeno Beitrag anzeigen

It's fixed in my version (with the "add backpack, add missile, remove backpack" workaround when the player has no backpack).

Edit2: And I found another issue regarding deletion of dead AI units, the FSM was still using allDead instead of allDeadMen, also fixed.

Xeno

Seen the alldead and fixed here.
.. need to test our version as im sure im getting intermittent results with the missile. Im sure it worked the other day then not the next which is random

Cheers

Champy

Oh one quick question... Norrins revive (latest Ver) is that the same or similar as the Domination version?? And/or is there any view to keep and update or remove ??
TIA
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