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ScaRR reacted to Darth_Rogue in Arma 3 1.44 - Performance warning
CPS affects AI calculations mainly. The higher the CPS value the more responsive AI entities will be to player interactions and the environment. For instance, low CPS will cause things like Sappers to run around randomly instead of seeking out players based on their location, or AI units at missions to not accurately respond to incoming fire. FPS is more of a measure of how responsive the server is to player interactions, like how quickly the inventory window is populated when you bring it up while looting, or how often position updates are sent when there are multiple people riding together in a vehicle. Of the two, FPS is more important since player perception is what matters, but part of the experience is having responsive AI too, so it's best to keep them both as high as possible.
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ScaRR got a reaction from Nic in Epoch Helicopters Issues
Hey, I have written a little script to deal with this issue until BI resolves it.
It is not perfect but works. The installation and configuration information is in the script.
Short description
The damage is only disabled when the following conditions are true:
- Player gets in pilot seat
- AND The rope is attached to an object
- AND the Taru's altitude is greater than _altitudeDisable
- AND (
the Taru's pitch is greater than the angle parameter or smaller than the angle parameter * -1
OR the Taru's bank is greater than the angle parameter or smaller than the angle parameter * -1
)
Damage is re-enabled when the Taru is hit by bullets or projectiles
OX3_Taru_SL_ATRQ_Lock.sqf
Updated - added the option to turn on the collision lights when the ATRQ lock is enabled and added the Epoch version of the Taru to the helis to check and updated the BE filter in the description
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ScaRR got a reaction from danmac in Epoch Helicopters Issues
Hey, I have written a little script to deal with this issue until BI resolves it.
It is not perfect but works. The installation and configuration information is in the script.
Short description
The damage is only disabled when the following conditions are true:
- Player gets in pilot seat
- AND The rope is attached to an object
- AND the Taru's altitude is greater than _altitudeDisable
- AND (
the Taru's pitch is greater than the angle parameter or smaller than the angle parameter * -1
OR the Taru's bank is greater than the angle parameter or smaller than the angle parameter * -1
)
Damage is re-enabled when the Taru is hit by bullets or projectiles
OX3_Taru_SL_ATRQ_Lock.sqf
Updated - added the option to turn on the collision lights when the ATRQ lock is enabled and added the Epoch version of the Taru to the helis to check and updated the BE filter in the description
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ScaRR reacted to Darth_Rogue in [RELEASE] Status Bar With Icons & Server FPS display v1.36
Status Bar With Icons & Server FPS display
After seeing all the struggles people were having in other threads I decided to redo this script to make it easier for folks to understand and edit. This has much of the same functionality and generally appears similar to Scarr's build but the back end code is much simpler and should therefore be easier for scripting noobs like myself to see what's going on where and make changes as needed.
The color gradients can be edited to suite your liking, but I feel it's pretty well spot on the way it is. Your mileage may vary.
Admins can add their UIDs to have the status bar show a real-time server FPS reading and also display their world space coords, which will be very helpful when doing map edits and object placement without having to use an editor just for a few small items.
UPDATE - v1.36 Released
Due to multiple requests I have added a feature to the status bar where the bar will resize automatically based on player interface size.
To update: Remove the current 'status_bar' folder from your mission file and replace it with the 'status_bar' folder you will download from Github. No other changes should be needed. BE filters are the same.
Here are a couple screenshot showing what it looks like
For Admins
For Players
Install Instructions
DOWNLOAD
Credits: See Github
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ScaRR got a reaction from Darth_Rogue in Zafir won't load ammo after 1.42 / 0.3.0.2 update
If you get kicked for addMagazine script restrictions, add this to the end of your addMagazine line (26 in mine) in your scripts.txt file
!="_unit addMagazineGlobal \"150Rnd_762x54_Box\";" !="_unit addMagazineGlobal \"150Rnd_762x54_Box_Tracer\";"
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ScaRR reacted to Darth_Rogue in [HOWTO] Adding a player statusBar
I decided tonight I'm making some big changes to this. Will repost it in a separate thread when I'm done (with appropriate credits where applicable of course). No ETA.
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ScaRR reacted to Darth_Rogue in Zafir won't load ammo after 1.42 / 0.3.0.2 update
It's already been reported on the feedback tracker. Please upvote the issue to gain visibility.
http://feedback.arma3.com/view.php?id=23306
Server admins can execute this code via an addon that will fix it for now
Code Source: https://gist.github.com/Wolfenswan/6f47be48591dc23aa103
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ScaRR reacted to Darth_Rogue in [HOWTO] Adding a player statusBar
I made some changes and additions to this.
Added admin section to display real-time server FPS and world space coords ([X,Y,Z] + DIR) for admins only Modified health, food & drink values to display starting from 100% (full) instead of starting at 0% (Badly hurt, super hungry/thirsty) and changed colors accordingly. (Thanks, Scarr!) Added second section to hpp file to provide properly aligned background for players vs. admin menus Added GRIDREF display for players Install directions are included in the zip.
Status_Bar.zip
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ScaRR got a reaction from Ghostrider-GRG in [HOWTO] Adding a player statusBar
Hi, have a heavily modified version of the status bar with images and changing color values.
The color will change gradually from green to red and flash when the values fall within a certain range.
This is what it looks like
I have since changed the stamina to the actual value instead of the %
The status bar, time till restart is using real time and not the time since server restart because I found that the original code didn't cater for restarts outside the normal cycles (unscheduled restarts)
To achieve that I made use of Kilzone Kids real_date.dll . You can keep the original time till restart code and remove the dependency on the dll if you want. To use the dll you will have to put it in your root arma folder on the server and use the restartTime.sqf code and add some entries in your init.sqf.
fn_statusBar.sqf code
restartTime.sqf code
init.sqf code
Place the icon images in an images folder under your mission root or modify the code to point to your folder
you can use my images or create your own.
Battleye script.txt filters
I can only provide limited support due to time constraints. Hope it helps someone.
Please note that I am by no means an Arma scripting ninja :ph34r: and only have a month or so worth of Arma scripting experience. So some of the code may not be optimal.(but it works)
Constructive feedback will be greatly appreciated. :)
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ScaRR got a reaction from jaikaiman in [HOWTO] Adding a player statusBar
Hi, have a heavily modified version of the status bar with images and changing color values.
The color will change gradually from green to red and flash when the values fall within a certain range.
This is what it looks like
I have since changed the stamina to the actual value instead of the %
The status bar, time till restart is using real time and not the time since server restart because I found that the original code didn't cater for restarts outside the normal cycles (unscheduled restarts)
To achieve that I made use of Kilzone Kids real_date.dll . You can keep the original time till restart code and remove the dependency on the dll if you want. To use the dll you will have to put it in your root arma folder on the server and use the restartTime.sqf code and add some entries in your init.sqf.
fn_statusBar.sqf code
restartTime.sqf code
init.sqf code
Place the icon images in an images folder under your mission root or modify the code to point to your folder
you can use my images or create your own.
Battleye script.txt filters
I can only provide limited support due to time constraints. Hope it helps someone.
Please note that I am by no means an Arma scripting ninja :ph34r: and only have a month or so worth of Arma scripting experience. So some of the code may not be optimal.(but it works)
Constructive feedback will be greatly appreciated. :)
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ScaRR reacted to vbawol in What you can expect from future major milestone updates
There have many bugfixes since the initial release of the 0.3.x client files and we will have more fixes to come soon. A Client side hotfix build will likely be released in about 2 weeks to roll up any client side fixes. Now for the best part, A small taste of what you can expect from future major milestone updates (0.4,0.5,...): Advanced crafting with total UI overhaul fully extensible and customizable. [Released] Refined P2P and NPC trade systems. More Custom Base building objects and base building refinements. More server and user configurable options. [Released] Documentation on backend DLL calls and usage. [Released] More antagonists and AI refinements. CRC check and server file obfuscation removed. [Released] Custom Vehicles, Weapons, Uniforms and apparel. Custom map based in America. Linux server support. [Released] Bugfixes and much more. Download server files here: http://epochmod.com/download_server.php