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galzohar

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Everything posted by galzohar

  1. If you want help I can explain what I ended up doing with my script. It is fairly simple, and not 100% reliable (though should be 99.9%), but it works without causing discrepancy between clients or client/server. In short, it seems you have to run the setDamage, setFuel etc commands on the machine where the vehicle is local, and since you don't know where the vehicle is local, you have to broadcast the event to all machines so everyone can check if it's local for them or not, and only execute it if the vehicle is local. Trying to just execute it on all machines (which is what some scripts do, maybe yours too) will cause issues.
  2. Do you really think it is better to allow people to lone wolf vehicles? If you are not playing with a team, you should be happy you can even play. I had some requests to make non-teamplayers have no weapons and not be able to leave the base, but I decided to still allow non-teamplayers to have the basic features (rifleman kit, teleport to MHQ or join a vehicle of another team if they didn't lock it) in case they are just learning the game mode. If you know how to play well enough to not ruin the game for your team by taking a vehicle, you should know how to play well enough to work with a team of at least 4 players. You only need 2 for a vehicle at the same time, and only need a squad of 4 members to have full access to everything everyone else have access to. Join a group and play nice so that they don't kick you out! Pilot role being selected before joining the game is terrible. Since helicopters are either used with pilot+gunner or used for transport, I see no reason for anyone to leave the base with 1 of those by himself in a way that actually helps the team. Also, once you have left the base for the first time, the vehicle no longer has any restrictions and can be used alone. The only problem is the opfor transport helicopter which can be used for basic CAS, but it is an exception and overall I think it's still best to keep it this way so you don't have random players going in the helicopter alone while the team needs transport, not to mention they usually just crash it shortly after. Remember vehicles give the enemy team a lot of points when abandoned or destroyed (except transport jeeps with no MG, which are only worth 1 point when destroyed and 0 when abandoned). You are supposed to use the vehicles wisely, not play with them like some personal toy. This is not COOP - This is competitive PvP, adjusted to work in a public server environment.
  3. Even if you run the headless client on the same server, what you benefit is that the CPU load of the AI will not affect the server's ability to handle network traffic. Right now, the way the engine works, is that if the CPU load is heavy for whatever reason (usually AI), server FPS goes down, and thus the responsiveness of the server goes down. As far as I'm aware, server does not keep handling network traffic while it is waiting for AI to finish processing the next frame. When the AI processing is on a headless client, the AI might not perform better (unless you have very weak CPU and offload it to a different computer to split the effort, or unless you use complicated scripting to split the AI load to multiple headless clients and find a way to make them sort of communicate), but at least the network traffic won't be affected by the AI CPU load as the AI will only cause the HC's FPS to go down, while the server FPS can stay high and thus the server will be responsive. If your server is already running at high FPS (20-30 or higher) then this won't help much. But if you're dropping lower than that, using a HC will help connectivity. Keep in mind, though, that if you use this many AI, AI might still be unresponsive even with a HC, as it will still cause FPS to be low on the client that's handling it. As for $$, the only cost is another copy of ArmA 3 required to run the headless client.
  4. All scripts errors are bad! Some of them might not break the mission behavior, but if you don't fix them you'll never be able to find out what is wrong with your scripts for real. Dev branch shows errors that are hidden on main by default (and in the past even more errors were hidden but now show up thanks to BIS for improving the error detection). Basically if a script gives an error, it is not doing what the person who wrote the script intended to do. Sometimes, with some luck, the mission will work anyway. Usually parts of the mission or the whole mission will stop working. Since I'm not aware of any bugs in CBA, it's probably one of the mission scripts overriding a variable that is used by CBA. That could be a game reserved variable (for example the vehicles array), which is more likely, or an internal CBA variable, which is less likely but still possible if mission tries to use CBA features and is doing it in a very wrong way. Anyway, if CBA is giving errors, then it is probably a very major bug, even if it currently appears to have no effect (as in, scripts added in the future have a good chance to fail if the get affected by the same reserved variable being overridden by the mission).
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