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PiZZADOX

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core_pfieldgroups_2

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    45 or 9mm?  

    1. 1. 45 or 9mm?

      • 45 ACP
        0
      • 9mm
        0
      • No Guns/Yuropoor
        0
    2. 2. ArmA 2 or 3?

      • ArmA 2
        0
      • ArmA 3000 Advanced Bee Combat Simulator
        0

  1. http://forums.unitedoperations.net/index.php/page/ArmA3/missionlist/_/livemissions/co12-gulags-night-out-v2-r1290? No Player Slots
  2. UO Framework addon was updated and the NATO briefing setting (was previously just "UO_FW_Briefing_*teamName*") is now "UO_FW_Briefing_*teamName*_NATO" which requires a simple text replacement in the mission file, or opening it in the editor again and enabling the setting and saving. For any compatibility issues in the future I will try and keep track of them. There should be very few in the future (Framework has gone through a major rewrite recently that will be pushed to server in the next week or two)
  3. I would definitely make some 'nam missions. The 'nam missions we had back in A2 were some of the best we played, and with firing from vehicles we have some pretty cool opportunities now
  4. 1) The entire array: if ((random 1) <= 0.4) then {["arrayname"] call HC_fnc_SpawnonHC}; For individual units/vehicles the presence parameter and conditional parameter are taken into account when spawning the array. 2) If you have more than one waypoint for the AI they are not overridden by the module and will activate as normal, so conditions and waypointactivation will work as intended. edit: I will have a newer version out later this week, I have redone the info sharing and coordination system for the groups which allows for more realistic and aggressive reinforcement and mission maker customization of ai group combat responses. If anyone has suggestions for some core functionality or some specific AI functions they would like to see I would be glad to hear it.
  5. Has someone asked specifically if we can put it in @UOMods? I miss the ArmA 2 days when people didn't have a legal team on each of their mod teams.
  6. "The TFAR Radios are optional. If you are not using TFAR you can just delete the pbw_radio.pbo." On the armaholic page. Did they say something contrary when asked?
  7. The NVME drive is worth it. An internal soundcard will be as good (bad) as a nice motherboard's onboard sound. You probably have some realtek ALC variant which is just fine for 99% of stuff. Check the ohms rating on your headphones. If your pair of cans is good enough then again, opt for an external DAC and AMP. No one worth their salt buys an internal sound card anymore. Almost all of the limitations on an onboard solution are found on an internal sound card. I hate to be the guy recommending more expensive stuff, but if you only care about gaming and care not about audio production, and you are a complete madman, you should get this: https://mayflowerelectronics.com/arc-overview/ The output is extremely clean/flat, it has a toslink input, it's own microphone input, has a good volume dial, and can power resistant headphones.
  8. It's something fucky with the module I made, Start_in_Vehicle (meant to alleviate initialization and JiP problems with simply using init moveIn commands) Apparently didJIp counts people who join in briefing as Jips, which is not intended behaviour. I've changed the initialization checks in the module and sent it to the mission maker.
  9. That's what you get for ripping a random version from someone's mission! Also you are evil for placing bunker AI in those buildings
  10. The module will spawn in the initial arrays and any arrays called with HC_fnc_spawnonHC if it is in singleplayer. It spawns them on the client's computer (just for testing, has no effect in multiplayer) If you are still not getting the function defined after checking recompile functions and reloading the mission try previewing the mission and returning to the editor. 3DEN is just really bad at doing the recompiling function. If I turn this module into an addon, we can not only move the large scripts from the missions to addon functions for space but we can also add custom buttons in 3DEN under tools, something like "Export Selected AI to Clipboard" without having the mission maker deal with the debug console. I'm working on redoing the AI scripts from the ground up instead of using a VCOM base so that's where my attention is right now.
  11. No professional or even good amateur audiophile would buy an internal sound card anymore. You only buy one if your PC doesn't come with a D/O output already. If you want to waste your money on an expensive sound setup at least get an external DAC/AMP setup since your motherboard has D/O. You are spending a good chunk of cash on this PC and you aren't getting an NVME drive, you are spending a lot of money on the graphics card which will have outdated tech in the next year, and you are picking 3000mhz ram when your chip can support 4000mhz.
  12. As of now I just built it for one headless as that's what the UO servers are set to, and adding units to another headless client has the requirement of sharing some variables about the units between them for the AI scripts to work. I am currently experimenting with some different ways to compile an efficient array of group data from the AI for use with an emulated commander logic and balancing the behavior and aggressiveness of the AI to make the mission more than one large firefight. If I can get my array change update more efficient, then sharing that between multiple HC shouldn't be a problem anymore and multiple HC would give us even more room for AI scripts.
  13. https://github.com/PiZZAD0X/Olsen-Framework-Arma-3/wiki/How-to-Implement-the-Headless-Module-in-your-Mission
  14. No, the point of the module is to export the editor placed units to an SQF array with the data and spawn the units either before mission start or live spawning them in. And yes, a large culprit of bad server fps from AI was because it was running the loop and using the setowner commands. I have a test mission on Utes in which you can live spawn in some more AI with the debug command ["Enemy_1"] call spawnonHC. Get it up to ~250 AI and get them all in combat with you and you can see the performance difference. The lowest I went to was 38 fps on the headless client, 43 fps on the server. The same test with the ACEX module simply crashes the server.
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