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Alt 31.08.2013, 19:39   #481 (permalink)
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Zitat von piedebeouf Beitrag anzeigen

Hello ,
I've pass in the DEV branch , and it was impossible to play DOMI on Altis , I was looking for what could be , don't find .
The game freeze after 1 or 5 minutes of playing and stay about 30 sec to 1 min .
I just found this post on the bohemia interactive forum : 1-2 FPS on Altis and 60 fps on stratis. - Page 14

it's say the command nearest could do that ! .

thanks a lot . and DOMI must live !!!!!

Yes, I agree. As Xeno stated we have to wait a bit for his hard work to be done (if he willing to do so). I think the best for us is wait for final release of arma 3 (or alpha 3 . More stuff to come and probably more bugs..., but I'm happy Xeno is still around with us and I hope he will not leave us with that disaster we have. Live Long And Prosper !
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Alt 01.09.2013, 23:21   #482 (permalink)
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I was just playing a domination on altis (half working / half broken) and I wonder if there is any chance to spawn anemy AIs inside houses or inside towns. I checked in editor and noticed they spawn outside town centres so streets are empty...
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Alt 05.09.2013, 16:24   #483 (permalink)
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Xeno, quick question.

In our Altis Domina, we've put the radius of some of the main targets to be bigger or smaller depending on the actual size of the town using this setVariable ["d_cityradius", 200] in the marker. We've got two towns that are radius 500, for example.

Does Domina recognize this and spawn more AI in towns that have a bigger cityradius set?
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Alt 05.09.2013, 16:32   #484 (permalink)
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The only thing it changes is the radius where the AI units get spawned not the number of AI units.

Btw, no Mash tents in A3

Xeno
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Geändert von Xeno (05.09.2013 um 16:35 Uhr).
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Alt 05.09.2013, 17:53   #485 (permalink)
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Zitat von Xeno Beitrag anzeigen

The only thing it changes is the radius where the AI units get spawned not the number of AI units.

Btw, no Mash tents in A3

Xeno

Theres a land cargo type building thats a medic centre, but i would like to see you pull that outta ya carryall
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Alt 05.09.2013, 22:07   #486 (permalink)
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I've found a script that spawns AIs in houses, but if it can be impemanted in domi I do not know. It can be very difficult though...

script here:

Random House Garrison Script [ALPHA] - Scripts - Armaholic

cheers, Xares
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Alt 05.09.2013, 22:08   #487 (permalink)
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Zitat von Xares Beitrag anzeigen

I've found a script that spawns AIs in houses, but if it can be impemanted in domi I do not know. It can be very difficult though...

script here:

Random House Garrison Script [ALPHA] - Scripts - Armaholic


cheers, Xares

You could also try using SpunFins Fill House script too
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Alt 05.09.2013, 22:10   #488 (permalink)
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Theres a land cargo type building thats a medic centre, but i would like to see you pull that outta ya carryall

Yeah, it's massive. It's basically a reskin of the decontamination building that's in the chemical weapons research building.
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Alt 05.09.2013, 22:11   #489 (permalink)
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Zitat von Xeno Beitrag anzeigen

The only thing it changes is the radius where the AI units get spawned not the number of AI units.

Oh OK. Would you have any suggestions how we might do this?
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Alt 05.09.2013, 22:35   #490 (permalink)
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Oh OK. Would you have any suggestions how we might do this?


find file fn_preinit in x_init folder , it that file find:

case 0: {
GVAR(vehicle_numbers_guard) =

all those lines below can change numbers of AIs, there are comments made by Xeno , it explains everything.
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Alt 06.09.2013, 23:16   #491 (permalink)
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Hallo,

mal ne blöde Frage, sorry! Geht co40 wieder oder hat mir jemand eine funktionierende Version? Das Problem war ja, dass nach einiger Zeit das Spielgeschehen einfriert und auf einmal wieder weiterläuft ...

DANKE EUCH!!!

lg

Topper
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Alt 10.09.2013, 17:00   #492 (permalink)
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Found a smaller mash building, 20 ft extended container :-
Land_Medevac_house_V1_F
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Alt 11.09.2013, 00:43   #493 (permalink)
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Zitat von Xares Beitrag anzeigen

find file fn_preinit in x_init folder , it that file find:

case 0: {
GVAR(vehicle_numbers_guard) =

all those lines below can change numbers of AIs, there are comments made by Xeno , it explains everything.

Xares,

Thanks for that. I looked into doing this and came up with a different solution.
This is line 79 to 84 of x_createmaintarget...
Code:
for "_xx" from 0 to (count _type_list_guard - 1) do {
 _typeidx = _type_list_guard select _xx;
 _nums = call compile format ["_number_%1_guard", _typeidx select 0];
 if ((GVAR(MTDynamicAIFill) == 0) && (_radius > 399)) then {_nums = (_nums * 4)};
 if (_nums > 0) then {
  for "_xxx" from 1 to _nums do {
The ((GVAR(MTDynamicAIFill) is a parameter, and we've changed the radius of some of the bigger towns using the setvariable. The capital, Kavala is 500 and Korini is only a 100.
The above code works on the list guard. I've done the same further down for guard static and for guardstatic2 and list patrol.

So, for towns of 400 or more, it can create up to 4 times as many troops. It's random, of course so it's unlikely to create that many, but don't forget, as the radius of the circle increases, the area goes up much faster. πr². A 400 radius town has 4 times the area of a 200 one.
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Alt 11.09.2013, 19:59   #494 (permalink)
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One day before release and a simple nearestBuilding player executed in the debug console in editor preview on Altis still freezes the game completely. Nice!

Taskmanager->Kill process and immediately lost motivation again, aka watching a movie now instead of fiddeling around with Alpha 3

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Alt 12.09.2013, 11:22   #495 (permalink)
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Zitat von Xeno Beitrag anzeigen

One day before release and a simple nearestBuilding player executed in the debug console in editor preview on Altis still freezes the game completely. Nice!

Taskmanager->Kill process and immediately lost motivation again, aka watching a movie now instead of fiddeling around with Alpha 3

Xeno

HeHe, I made test with 20000 radius and it gave me nearly 300,000 counts , I7@4.8GHZ stopped for 5 mins and back with total memory usage at 2.8GB . I Wonder ft there is any chance to add radius to that script in domi mission.
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Alt 12.09.2013, 11:49   #496 (permalink)
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Zitat von Xeno Beitrag anzeigen

One day before release and a simple nearestBuilding player executed in the debug console in editor preview on Altis still freezes the game completely. Nice!

Taskmanager->Kill process and immediately lost motivation again, aka watching a movie now instead of fiddeling around with Alpha 3

Xeno

It's appalling, I know. Joris says there's a load of performance enhancements theta we'll get in the Dev branch AFTER release day. Hopefully it'll be fixed there but I don't hold out much hope. In the meantime, we're using nearobjects and filtering for house which isn't perfect, but is a good standin for now.

Xares, I'm going to backpedal on my 4 times multiplier IO talked about earlier. It ruined our server. I did worry it was going to be too much and last night, that proved to be the case. I'm going wind that back to *2.
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Alt 18.09.2013, 00:41   #497 (permalink)
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If somebody is interested, here is a Altis version:
2.99m

If nothing changes regarding Alpha 3 performance problems (especially in MP) before the next Alpha 3 stable patch gets released then this will be the last version (I seriously doubt that anything will change).
During a test the server did run with 45+ FPS during the whole mission with a hand full of targets cleared and some sidemissions resolved (most of the time the server run with 48 FPS and all AI spawned, just one or two clients connected; no HC test because a local HC gets kicked no matter what one tries so no idea if it still works).

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Alt 18.09.2013, 05:36   #498 (permalink)
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Thanks Xeno

I would test on the new version 2.99m in the week (after customization for my team)

i currently runs with a version of the 2.99L modded gaming pc, it is quite stable (following the updates of BIS). With the new update of Arma 3 (branch DEV 1.01.110133 ) it was running perfectly this evening (apart a few slowdowns due to the optimization of Altis) on server Nitrado 18 slots.

[FR] FunFrancais Arma 3 Altis-R3F-FA/18 - Co40 Domination Xeno 2.99l FunFrancais. Altis

Thank You Xeno for this new update and we do take advantage of this excellent Domination!

]FF[ Walt71 - FunFrancais
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Alt 18.09.2013, 11:46   #499 (permalink)
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This is fantastic news, thanks Xeno.
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Alt 18.09.2013, 11:51   #500 (permalink)
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Zitat von Xeno Beitrag anzeigen

I; no HC test because a local HC gets kicked no matter what one tries so no idea if it still works).

Xeno

It absolutely does work, mate. It's actually been improved recently in that it can now join passworded servers.

It needs a different account to the one your player client is on, so effectively, you can't do it on a local dedi ( not if you want to join the server, lol) unless you virtualize the server. We have a remote box with a steam account just for the HC and I have to say, it works a treat. It's testament to your coding that you can make it work as well as it does without actually having a test environment. Good job.
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