Malick that's good info ... any word on performance gains?Originally Posted by (Malick @ Jan. 28 2008,22:04)
i noticed that supression script drops server perf to half
if there are dozens units fighting ...
Malick that's good info ... any word on performance gains?Originally Posted by (Malick @ Jan. 28 2008,22:04)
i noticed that supression script drops server perf to half
if there are dozens units fighting ...
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Second is using the very command in the very script. My question was if it really works. I did some tests myself and (at least with those skills I tried it - aimingAccuracy, aimingShake, aimingSpeed) I wasn't able to determine if it works at all.Originally Posted by (Doolittle @ Jan. 28 2008,21:24)
I think I'll do some more tests.
Blessed are those who have nothing to say but yet remain silent.
Yep, the suppression scripts do use a lot of CPU... I had almost +50% in FPS without it![]()
As of now, I can't really tell the difference with sqf, as I'm still trying to make it run without bugs ! Some things seem to be easier in sqs
Malick
I was using the setSkill array command. During the release of TrueRangeAi I was using during the filming of Mod Retalliation with and without TrueRangeAi. The one noticeable difference is the spotDistance. Run ArmA without TrueRangeAi, then try using the spotDistance at 1 - engaging ranges, if I remember correctly, were much higher.Originally Posted by (Doolittle @ Jan. 28 2008,12:24)
Malick that's great to know someone is working on the suppression pack, I have used it but once or twice - due to lack of time but it seems like a great pack. Would be great to have Ai on your team affected by the suppression fire.
Okay, I am forum lurking lol.
Great Work *** but big battles not possible
need ***to much performance ***
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Hi all. I just rememberred this topic and see that there has been discussions.
I've been testing it in SP (it's designed purely for SP), i've created big battles where there are aprox 400-500 guys for Blu and Red side battling together in Rahmadi (everyone shooting like mad men). No notable defference laq with and with out scripts, infact forexample FDF sound pack v 1.1 seemed to cause much more laqWell i can't tell more than about my computer and laq in that, but i was supprised how low amount it put strain to my CPU (my computer: 2.8 Ghz (AMD Sempron), 1,5 GB, ATI x800).
Infact ArmA handles scripts better than OFP (i wrote it to OFP too), in it laq became quite notable with 200 men.
However, like Dwarden said there is this error:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
Error in expression <_skill_bank = (sup_skillarray select _man)>
Error position: <select _man)>
Error Zero divisor[/QUOTE]
Seems to cause severe laq. I don't know from where it comes from, my guess is respawn and/or creating units and that it gives several scripts for one group somehow overwrites arrays or something (i really can't tell).
I haven't been able to produce that error in testing condition.
Lecholas: Those arrays with setskills haven't shown any effect in my tests, i've left them there for that miracle that BIS finally makes them working.
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Hi Second, nice to see you here !
Regarding the error you are talking about, it's due to a group spawning/appearing when the game has already started, with a slight delay between each unit. The script tries to reach the skill of the unit number _select_man, which has been created after the script launch. This happens particularly with DAC or any dynamic mission.
I'm currently translating these scripts in sqf, with some addition to them. I'm still struggling with the main script (suppression_m.sqs) as it has a lot of interlaced loops ! But I believe an updated release is close, if you see no problem
Malick
Hi MalickOriginally Posted by (Malick @ Feb. 13 2008,09:47)
I don't see anykind problem, so keep on working and publishing what you can make. You and anybody else really shouldn't even be asking my permission![]()
As someone might have quessed i'm not scripting for ArmA anymore, so it's good to see that there are others who keeps on working with ArmA.
Ah! So that is the source of error, never did that come to my mindand it's soooo logical and easy explanation
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Ps. About these "copyrights": i'm not demanding anyone to ask permission form me with tweaking and publishing scripts and i'm not demanding to keep the name as second's suppression pack. If, forexample, Malick wishess to make 'Malick's suppression pack' he has every right to do so. I don't actually know community's rules on this one, but they can't forbit this, can they? This just in case that person can't get contact with me.
Yeah Malick mate, please do share your updated works because in a wee bit im going to change from design phase into development phase
Originally Posted by [b
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Hehe, nice, Sickboy.
I'll try to hurry a bit more tonight so that I can finish the main script in sqf. I'm slowly learning the sqf syntax and coding habits...
As you said, I believe many data are already collected somewhere by other scripts. Instead of each and avery addon collecting the same data, it's way better to have it all regrouped, then dispatched to the "effects" section.
I'm sure the impact on the CPU will be much lower if such "collection" and "effect" are regrouped into an addon combo, very much like 6th sense. Eventually, your mod turns into ArmA's ECP![]()
I'll keep you informed with what I manage to code tonight and release whatever is ready by this week end. By the way, thank you Second for your 'permanent agreement'. I don't think anything is against it, by forum rules or EULA, or whatever !
Malick