25.10.2013, 16:17 | #821 (permalink) |
Registriert seit: 12.09.2009
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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. |
25.10.2013, 19:28 | #822 (permalink) |
Registriert seit: 29.07.2013
Beiträge: 96
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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 |
26.10.2013, 00:53 | #824 (permalink) |
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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. Das geht nur wenn AI oder die AI Features an sind. Dann gibt es nur First Arty. Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. |
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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In arma everything is made of refined explodium, armored with wet paper towels. |
26.10.2013, 14:54 | #827 (permalink) |
Registriert seit: 12.08.2013
Beiträge: 45
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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 |
26.10.2013, 19:55 | #828 (permalink) |
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Yes, it is. Quality over quantity. 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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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (26.10.2013 um 20:00 Uhr). |
26.10.2013, 20:04 | #829 (permalink) |
Registriert seit: 27.08.2013
Beiträge: 22
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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. |
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): This is after clearing three main targets and the fourth target fully setup with all units (and one side mission also up): 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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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (27.10.2013 um 00:33 Uhr). |
27.10.2013, 00:54 | #831 (permalink) |
Registriert seit: 12.08.2013
Beiträge: 45
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in fn_getranpointouterair.sqf change line 28 to Code:
_radius = _pos distance [_px1,_py1,0]; |
27.10.2013, 09:26 | #832 (permalink) |
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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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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (27.10.2013 um 09:39 Uhr). |
27.10.2013, 10:09 | #835 (permalink) |
Registriert seit: 29.07.2013
Beiträge: 96
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Thanks for trying Champy |
27.10.2013, 10:57 | #836 (permalink) |
Registriert seit: 03.01.2008
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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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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (27.10.2013 um 10:59 Uhr). |
27.10.2013, 10:58 | #837 (permalink) |
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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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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (27.10.2013 um 11:03 Uhr). |
27.10.2013, 12:51 | #839 (permalink) |
Registriert seit: 27.08.2013
Beiträge: 22
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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. |
27.10.2013, 14:15 | #840 (permalink) |
Registriert seit: 29.07.2013
Beiträge: 96
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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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domination, domination arma³, opa xeno, terpmussbwmodmachen, xeno dominus est, xeno wechseljahre, xeno weibliche hormone, xenoichwilleinkindvondir, xeno_goes_feminin |
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