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Invade & Annex 3 Version History And Feedback Thread


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On 10/11/2018 at 1:32 AM, Nibbs said:

Just a minor one, been trying out the autonomous GMG and MG backpacks.
They might be a little over the top as available assets.

With a Prowler I was able to bring 4 of them to an AO, Despite them being a UAV asset, they automatically engage any enemy they see, so don't really need a UAV guy to be effective. (they correctly ID friendly/enemies, so you can place them without giving a damn)
Additionally the GMG has quite a large ammo load out, and can level most buildings in 3-5 shots. (essentially you have enough ammo to flatten ~20 buildings)

 

Thankfully it seems no-one's noticed that as (for example) a sniper they could take a couple of these to watch their backs on a hillside.
Or just set up a bunch overlooking a city to annihilate any enemy that becomes visible for a millisecond.

They seem a bit too potent for I&A3

What I would like to know is who gets credited for the kills! :D

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Just a quick note for the beta of I&A4 (which I'm putting the final touches on now), I've decided that UAVs are just too problematic for player control, for a variety of reasons; hence I have crafted some script which makes them fully autonomous.  They work in conjunction with a new spotting mechanic that lets players target enemies, and you can spend reward points to issue recon and strike orders to the UAV.

 

Ground-based UAVs we can investigate in the future, but I think they're pretty OP.

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Just a minor one, been trying out the autonomous GMG and MG backpacks.
They might be a little over the top as available assets.

With a Prowler I was able to bring 4 of them to an AO, Despite them being a UAV asset, they automatically engage any enemy they see, so don't really need a UAV guy to be effective. (they correctly ID friendly/enemies, so you can place them without giving a damn)
Additionally the GMG has quite a large ammo load out, and can level most buildings in 3-5 shots. (essentially you have enough ammo to flatten ~20 buildings)
 
Thankfully it seems no-one's noticed that as (for example) a sniper they could take a couple of these to watch their backs on a hillside.
Or just set up a bunch overlooking a city to annihilate any enemy that becomes visible for a millisecond.

They seem a bit too potent for I&A3

I was trying to find these yesterday but for the life of me couldn’t find them in the arsenal. What is the secret sauce needed?


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Get into the a slot in FSG (FSG teamlead, FSG gunner, UAV operator), go into the arsenal, select the backpacks tab.  In there you'll find backpacks named "Autonomous GMG" (or HMG) and "folded tripod".  Take one of each, put one on the ground one on your back.  Look at the one on the ground and use the assemble scrollwheel option.

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Must be a bug. Maybe I am doing something wrong:

Tried 3 slots. FSG Lader, FSG Gunner UAV Op, loaded Autonomous GMG, HMG, and folded nato tripod onto Prowler, took laser ranging goggles and UAV backpack. Drove 1 k away from base, put GMG on ground and took tripod, looked at GMG and all i get is the hand symbol, Tried reversing tripod and GMG, tried HMG, tried further away from prowler, tried changing role to AT and taking static Titan and that wont assemble either.???

 

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Hi Dev Guru's,

I hope this is the correct place for questions regarding IA3.3.X

I have been looking into why I have performance issues at random times on EU1 and noticed the following errors in my RPT file.

During a Zues session where lag was pretty harsh, my RPT file grew to 400-500kb which is massive compared to other servers.  I'm not sure what the Zues was doing but it seemed to upset my game.  I totally understand that there is alot going on in a server with 40-50 players, fresh AO, fresh side and priority mission - plus a Zues OP.  Yet, I feel something is a little off - either with the Zues/method/units or my game is screwed.  I'm not using any unoffical mods, I stopped using them for testing - so only the official DLC's are being used (yes, not using shactac is wierd).


22:13:44 Setting invalid pitch -0.0780 for L Alpha 1-1:1 REMOTE
22:13:44 Setting invalid pitch 0.0000 for server
22:13:44 Setting invalid pitch 0.0000 for Guest2
22:13:44 Setting invalid pitch 0.0000 for Guest1
22:13:44 Setting invalid pitch 0.0000 for adminLogged
22:13:44 Setting invalid pitch 0.0000 for zeus_1
22:13:44 Setting invalid pitch 0.0000 for zeus_2

This went onto zues_45.  I'm guessing 'pitch' setting is the player character voice?  Dodgy player profile?

22:13:44 Client: Object 2:3536 (type Type_114) not found.

22:13:44 Client: Object 2:3541 (type Type_115) not found.

These entries have variations in the type_### and the ###:### numbers.  Is a Zues using/attempting to use objects that are not in official DLC's?  Is a mod changing an official object?

 

22:13:44 Cannot create object 2:3536 with type[AIUnit], param[unit], NMT code[113]:

These entries have different #:#### - but same code - 113.

 

22:13:44 O_APC_Tracked_02_cannon_F: cannon_ready_light - unknown animation source muzzle_hide_cannon

 

No idea here, is a Zues using a mod that changes animations on vehicles?

22:13:44 hidebullet2_002 - unknown animation source codrivermuzzle_revolving

Another animation error, could be vehicle related.

22:14:03 Error in expression <0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error position: <EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error Undefined variable in expression: ext_drive_dirt_volume
22:14:03 Error in expression <0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error position: <EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error Undefined variable in expression: ext_drive_dirt_volume

Is this related to the earplug script?

22:14:42 Cannot create non-ai vehicle Ares_Module_Zeus_Add_Remove_Editable_Objects,
22:14:42 Cannot create object 12:666 with type[Entity], param[Ares_Module_Zeus_Add_Remove_Editable_Objects], NMT code[91]:
22:14:42 Cannot create object 12:667 with type[AIUnit], param[unit], NMT code[113]:
22:14:42 Client: Object 12:667 (type Type_115) not found.
22:14:42 Client: Object 12:666 (type Type_457) not found.
22:14:42 Client: Object 12:667 (type Type_114) not found.
22:14:42 Client: Object 12:666 (type Type_93) not found.
22:14:42 Client: Object 12:666 (type Type_459) not found.
22:14:42 Client: Object 12:666 (type Type_351) not found.

I think this is a mod for Zues users - not sure - but i'm guess the mod allows something that is not quite right.

22:15:46 Cannot create non-ai vehicle Achilles_ACE_Heal_Module,
22:15:46 Cannot create object 12:689 with type[Entity], param[Achilles_ACE_Heal_Module], NMT code[91]:
22:15:46 Cannot create object 12:690 with type[AIUnit], param[unit], NMT code[113]:
22:15:46 Client: Object 12:689 (type Type_93) not found.
22:15:46 Client: Object 12:689 (type Type_457) not found.
22:15:46 Client: Object 12:689 (type Type_459) not found.
22:15:46 Client: Object 12:689 (type Type_351) not found.
22:15:46 Client: Object 12:690 (type Type_114) not found.
22:15:46 Client: Object 12:690 (type Type_115) not found.

I wish ACE was used in I&A - but i'm guessing this error could be eliminated by Zues/Ares training on what can/can't be used - despite being listed as available?

 

22:16:47 soldier[B_soldier_AR_F]:Some of magazines weren't stored in soldier Vest or Uniform?
22:16:47 Duplicate weapon Throw detected for B_soldier_AR_F
22:16:47 Duplicate weapon Put detected for B_soldier_AR_F
22:16:47 Fresnel n must be >0, given n=0,k=10

Is this a long winded way of saying 'backpack' ?  I have no idea what a Fresnel is.

 

22:17:01 Error in expression <forbiddenScriptsList;for "_i" from 0 to (actionIDs player) do{{_text = (pl>
22:17:01   Error position: <to (actionIDs player) do{{_text = (pl>
22:17:01   Error to: Type Array, expected Number
22:17:01 File mpmissions\__CUR_MP.Altis\scripts\misc\localChecks.sqf, line 121

Some script syntax/typo fault - fairly common showing, with or without Zues online.

 

22:17:05 Cannot create non-ai vehicle Ares_Module_Reinforcements_Create_Rp,
22:17:05 Cannot create object 12:802 with type[Entity], param[Ares_Module_Reinforcements_Create_Rp], NMT code[91]:
22:17:05 Cannot create object 12:803 with type[AIUnit], param[unit], NMT code[113]:
22:17:05 Client: Object 12:803 (type Type_115) not found.
22:17:05 Client: Object 12:803 (type Type_114) not found.
22:17:05 Client: Object 12:802 (type Type_459) not found.
22:17:05 Client: Object 12:802 (type Type_457) not found.
22:17:05 Client: Object 12:802 (type Type_93) not found.
22:17:05 Client: Object 12:802 (type Type_351) not found.

Another Ares related fault - i'm guessing this is the para-drop?

22:17:09 Cannot create non-ai vehicle Ares_Module_Reinforcements_Create_Lz,
22:17:09 Cannot create object 12:806 with type[Entity], param[Ares_Module_Reinforcements_Create_Lz], NMT code[91]:
22:17:09 Cannot create object 12:807 with type[AIUnit], param[unit], NMT code[113]:
22:17:09 Client: Object 12:806 (type Type_459) not found.
22:17:09 Client: Object 12:807 (type Type_115) not found.
22:17:09 Client: Object 12:807 (type Type_114) not found.
22:17:09 Client: Object 12:806 (type Type_93) not found.
22:17:09 Client: Object 12:806 (type Type_457) not found.
22:17:09 Client: Object 12:806 (type Type_351) not found.

Another Ares related fault - i'm guessing the para-drop didn't know where to paradrop?  maybe selected point was not suitable?

22:17:17 Cannot create non-ai vehicle Ares_Module_Reinforcements_Spawn_Units,
22:17:17 Cannot create object 12:811 with type[Entity], param[Ares_Module_Reinforcements_Spawn_Units], NMT code[91]:
22:17:17 Cannot create object 12:812 with type[AIUnit], param[unit], NMT code[113]:
22:17:17 Client: Object 12:811 (type Type_457) not found.
22:17:17 Client: Object 12:811 (type Type_93) not found.
22:17:17 Client: Object 12:812 (type Type_114) not found.
22:17:17 Client: Object 12:812 (type Type_115) not found.
22:17:17 Client: Object 12:811 (type Type_459) not found.
22:17:17 Client: Object 12:811 (type Type_351) not found.

Another Ares related fault - was a certain 'group' type used?  The Type_### are the same, just different order.

22:17:21 Duplicate HitPoint name 'HitTurret' in 'O_APC_Wheeled_02_rcws_F'
22:17:21 Duplicate HitPoint name 'HitGun' in 'O_APC_Wheeled_02_rcws_F'

This doesn't apprear that often, compared to the other errors/faults.

22:18:29 Strange convex component01 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire

component## a fair few are listed - no idea here.  is this something to do with weapon resting?  a CBA related problem?

22:18:53 a3\structures_f\ind\dieselpowerplant\dp_mainfactory_addon2_f.p3d: No geometry and no visual shape
22:18:53 a3\structures_f\ind\dieselpowerplant\dp_mainfactory_addon1_f.p3d: No geometry and no visual shape

Not sure if Zues spawned a building, not sure if there are parameters that need setting when doing so?

22:34:45 c:\bis\source\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing!

This is not on my machine.  Something on the Server?

I totally understand that this is a wall of crud, just wondering if the Guru's have seen these before/aware of them.  If they do/are, is it my end?

I've attached one of the files, so that you guys can see the error/report spam that sometimes is pretty heavy.

Cheers,

Mackers.

Arma3_x64_2018-12-26_20-58-33.rpt

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2 hours ago, Mackers said:

I have been looking into why I have performance issues at random times on EU1

Because I&A3 is a mission that is in no way optimized for client-side performance. 

2 hours ago, Mackers said:

22:13:44 Setting invalid pitch -0.0780 for L Alpha 1-1:1 REMOTE
22:13:44 Setting invalid pitch 0.0000 for server
22:13:44 Setting invalid pitch 0.0000 for Guest2
22:13:44 Setting invalid pitch 0.0000 for Guest1
22:13:44 Setting invalid pitch 0.0000 for adminLogged
22:13:44 Setting invalid pitch 0.0000 for zeus_1
22:13:44 Setting invalid pitch 0.0000 for zeus_2

This went onto zues_45.  I'm guessing 'pitch' setting is the player character voice?  Dodgy player profile?

It's the sound for zeus modules.  It's funny that that pitch is invalid as the UI in the eden editor allows you to set the pitch to that value.  It's not a player, it's zeus modules that were placed down in the mission. 

2 hours ago, Mackers said:

22:15:46 Cannot create non-ai vehicle Achilles_ACE_Heal_Module,
22:15:46 Cannot create object 12:689 with type[Entity], param[Achilles_ACE_Heal_Module], NMT code[91]:
22:15:46 Cannot create object 12:690 with type[AIUnit], param[unit], NMT code[113]:

2 hours ago, Mackers said:

22:17:09 Cannot create non-ai vehicle Ares_Module_Reinforcements_Create_Lz,
22:17:09 Cannot create object 12:806 with type[Entity], param[Ares_Module_Reinforcements_Create_Lz], NMT code[91]:
22:17:09 Cannot create object 12:807 with type[AIUnit], param[unit], NMT code[113]:

2 hours ago, Mackers said:

22:17:17 Cannot create non-ai vehicle Ares_Module_Reinforcements_Spawn_Units,
22:17:17 Cannot create object 12:811 with type[Entity], param[Ares_Module_Reinforcements_Spawn_Units], NMT code[91]:
22:17:17 Cannot create object 12:812 with type[AIUnit], param[unit], NMT code[113]:

Something to do with Achilles/Ares, nothing we can do about that.

2 hours ago, Mackers said:

22:17:21 Duplicate HitPoint name 'HitTurret' in 'O_APC_Wheeled_02_rcws_F'
22:17:21 Duplicate HitPoint name 'HitGun' in 'O_APC_Wheeled_02_rcws_F'

2 hours ago, Mackers said:

22:18:29 Strange convex component01 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire

2 hours ago, Mackers said:

22:34:45 c:\bis\source\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing!

Something to keep in mind that the RPTs primary function is provide information for BI-devs who are working on arma.  These kind of hints are there to tell BI devs that they did something wrong somewhere.  They're completely useless for mission makers.

2 hours ago, Mackers said:

22:17:01 Error in expression <forbiddenScriptsList;for "_i" from 0 to (actionIDs player) do{{_text = (pl>
22:17:01   Error position: <to (actionIDs player) do{{_text = (pl>
22:17:01   Error to: Type Array, expected Number
22:17:01 File mpmissions\__CUR_MP.Altis\scripts\misc\localChecks.sqf, line 121

It's already been fixed in the next version of I&A3.

2 hours ago, Mackers said:

22:14:03 Error in expression <0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error position: <EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error Undefined variable in expression: ext_drive_dirt_volume
22:14:03 Error in expression <0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error position: <EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error Undefined variable in expression: ext_drive_dirt_volume

This is an error that has been popping up since the last update.  All mission-makers are encountering it but it doesn't seem to be breaking anything.

2 hours ago, Mackers said:

I've attached one of the files, so that you guys can see the error/report spam that sometimes is pretty heavy.

I've run your rpt through a little program I wrote to filter out useless things, the main reason your RPT is so big is because there were 2502 lines that were in that file multiple times.  You also had 2004 lines of "unknown animation source" which is something for BI devs to solve and not us.  And then some various other things. 

 

There's not really nothing you can do client side apart from maybe closing everything but arma to get a bit more performance. 

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6 hours ago, Mackers said:

22:14:03 Error in expression <0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error position: <EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error Undefined variable in expression: ext_drive_dirt_volume
22:14:03 Error in expression <0.7 * EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error position: <EXT_DRIVE_DIRT_VOLUME * DRIVE_DIRT_CONDI>
22:14:03   Error Undefined variable in expression: ext_drive_dirt_volume

Dust animation for vehicles I think.

 

As Stan said, most are not our fault, plus, in my experience, script errors usually won't decrease performance in Arma missions unless they create an infinite loop or something of that kind.
 

Spoiler

 

The real problem is this block of code that runs on the server:

private _blackListArray = [[currentAO, 800]];
{
    private _toPushBack = [_x, 800];
    _toPushBack pushBack _blackListArray;
} forEach BaseArray;

?

 

 

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Thanks for the replies, that means i'll not re-install it - happy days there.  This is just a games machine, nothing work related etc on here.

I used to use the RPT file in A2 to identify faults with mods or my old hideous scripts; I have zero experience with Zues and it's mods - I'm guessing they kinda do what that MCC used to do.  In some ways it was superb, in some ways it was not.  Having to sort through 40-50gb of mods trying to find that one needle in the haystack was a right PITA.  Even then, some faults were generated when certain sequences were performed - not all the time.  Some were Arma being Arma.  I do not envy Ryko for doing what he does ❤️ 

My biggest problem back then was 'group' count - i've not bothered to look into A3 and the groups - but I can't imagine it's changed all that much.  The groups, some would hang around for crazy amounts of time - there was a magic number that I can't recall, but it didn't take much to hit it.  All those times we got a couple of hours into an operation then it ground to a halt.  All those hours spent pretty much ensuring you were entered onto the NSA database due to the searches made trying to make the maps look good and that the hostile forces were semi accurate - then having to split the operation into phases to account for the game.   Much nashing of teeth. 

I do 100% appreciate the efforts done on previous versions of I&A and the continued development of it.  I do not 'blame' anyone for the faults - with various goal posts on the move at various times - it's a testament to you guys that the server is up as much as it is.

I only posted to establish what I was missing.

Cheers.

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