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Radioman
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User Since
Mar 13 2013, 10:41 PM (386 w, 5 d)

Recent Activity

May 10 2016

Radioman added a comment to T82562: Incredibly low FPS when in multiplayer servers. When the status "reviewed" will change to "resolved"?.

A majority of clientside lag on MP is the scripting used in the mission.

Most missions run scripts in parallel to the client (IE, all run the same scripts, 1x per player) so the comparison between server FPS dragging down client FPS is somewhat wrong.

The server is struggling because it's running all the same things the client is running, but is also running all the other player's scripts in parallel also.

The scripts are poorly written/designed and thus drag your clientFPS through the sand, as well as the server's. BUT the server's FPS does NOT actually affect client FPS, it just seems that way, due to poor scripting on the client-ran scripts.

^ Very unfounded conclusion, but imo, it seems to be the case in the way I've written missions. I've just as much code as most others, yet I execute it in a more structured, CPU time friendly manner.

Just my 2 cents.

May 10 2016, 11:07 AM · Arma 3
Radioman added a comment to T76846: Poor performance of Linux dedicated server due to 'mallinfo()' calls.

How on earth do you download attachments? I'm trying to do Nics' fix for this issue, but clicking on the attachments above does nothing. I must be missing something obvious...

May 10 2016, 8:11 AM · Arma 3
Radioman added a comment to T66300: Scope's reticle not displayed properly when leaning out of a corner..

Essentially, what the OP is saying, is that the reticule is meant to be leaning with the player.

Currently, the horizon of the reticule is the same as the rendered horizon, when it should actually be at the same angle as the player's lean.

May 10 2016, 2:35 AM · Arma 3
Radioman added a comment to T65008: BIS - remove the everytime attached handleDamage EVH from the players object.

^ this.

What good does this EH do exactly? From what I can tell, it just records useless stuff.

At least save the index to a variable, so people can get it and remove the damned thing, or know if it's defined, so they can waituntil {!isnil BIS_var_HDEHIndex} and define their own afterwards. Eliminating guess work.

May 10 2016, 1:44 AM · Arma 3
Radioman added a comment to T65008: BIS - remove the everytime attached handleDamage EVH from the players object.

The 'solution' that DarkDruid has given, is rather confusing.

What does he mean by 'Add sleep before adding your EH (for example "sleep 0.1").' ?? At what point? Is this to put it on the EH list at a specific index? What if the player is initialised, and then later given the EH, or, what?

A full example is needed.

May 10 2016, 1:44 AM · Arma 3
Radioman edited Steps To Reproduce on T64887: Script function to strip all occurrences of script functions within a string..
May 10 2016, 1:40 AM · Arma 3
Radioman added a comment to T64683: enableSimulation not working in a MP environment..

This is odd, as I am using a similar set up and am not having this issue. Attach a reproduction mission?

May 10 2016, 1:33 AM · Arma 3
Radioman added a comment to T64300: No Message Received error, then disconnect..

I'd say it's because the servers have updated to the latest game version, and they've not updated their missions for the class name change in the Ilfrit vehicles, so, they're probably just crashing, restarting, everyone piles back in and starts playing like nothing happened.

Who knows...

May 10 2016, 1:20 AM · Arma 3
Radioman added a comment to T64300: No Message Received error, then disconnect..

If your modem's connection drops, and reconnects with another IP (dynamic IP), you wont be able to reconnect via waiting. You'll have to do as you said, that being, exit to server list and rejoin.

Whilst playing, have a cmd prompt open running 'ping google.com -t'

if it shows any packet drop, then your connection is dropping, and that's why you're being disconnected.

May 10 2016, 1:20 AM · Arma 3
Radioman added a comment to T64297: Player ID problem.

I too have noticed that the latest patch (279) has caused the player IDs to be huge numbers vs how they were before.

May 10 2016, 1:20 AM · Arma 3
Radioman added a comment to T64285: Frequent server crashes after Memory Access Violation.

Has anyone tried using a different memory allocator?

I personally use ned_malloc, and I've not had any issues, but I don't have a server to test.

http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator

May 10 2016, 1:19 AM · Arma 3
Radioman added a comment to T64257: Option to disable small animals.

^ I for one would still like an option to disable them is missions, for the sake of clientside radius checks etc, it's all unneeded overhead, when within a 5 metre radius, you've got 14 different butterflies floating around....

May 10 2016, 1:18 AM · Arma 3
Radioman added a comment to T64257: Option to disable small animals.

There's a script function called 'enableEnvironment' which does not seem to do what it says it does on the wiki: http://community.bistudio.com/wiki/enableEnvironment

May 10 2016, 1:18 AM · Arma 3
Radioman added a comment to T64257: Option to disable small animals.

yes please!

May 10 2016, 1:18 AM · Arma 3
Radioman added a comment to T64173: Body Corpse Limit.

^ another way is to put 'killed' event handlers on every 'man' when they spawn.

The eventhandler script can just have "sleep 10; deletevehicle _this select 0;"

http://community.bistudio.com/wiki/addEventHandler

May 10 2016, 1:15 AM · Arma 3
Radioman added a comment to T64173: Body Corpse Limit.

This is all due to poor mission scripting.

BIS has already got a Garbage collector module built into the game, all the scripters need to do is use it. OR better yet, make their own!

This is no fault of BIS, again, it's poor mission script quality.

May 10 2016, 1:15 AM · Arma 3
Radioman added a comment to T64131: Triggers not working for civilians due to wildlife sharing same properties....

if only there were an option to disable the spawning of rabbits, snakes, 1 billion flying insects, etc. They cause way too much overhead on clientside scripts that get objects within a radius, and in most cases, don't add anything to the mission/gameplay anyway.

May 10 2016, 1:14 AM · Arma 3
Radioman added a comment to T63893: Functions "vest", and "uniform" return empty string when invoked for a dead player.

Have you tried running this on a respawn eventhandler?

The event handler passes the corpse of the previous player object on respawn. Refering to that, rather than 'player' could yield other results.

May 10 2016, 1:03 AM · Arma 3
Radioman added a comment to T63838: Military Cargo House disables 40mm rounds.

At what range was the target? Grenades from launchers have a minimum required travel distance before their fuse arms. If the building is within this distance, then they will not explode.

May 10 2016, 1:00 AM · Arma 3
Radioman added a comment to T63836: [Tracker] feedback.arma3.com js scripts got injected with obfuscated malicious code.

I could suggest that, for now, people add online1you.com and howtoplaycard.com to their hosts file and set them to 127.0.0.1 (localhost). That way, any attempted connections will be redirected by your hosts file to your own PC, and not to those sites.

OR

you could add some firewall rules or something.

May 10 2016, 1:00 AM · Arma 3
Radioman added a comment to T63836: [Tracker] feedback.arma3.com js scripts got injected with obfuscated malicious code.

My AV has been spiking for the past few hours and I was just about to post a ticket on it. +1

May 10 2016, 1:00 AM · Arma 3
Radioman added a comment to T63829: lineIntersectsWith not detecting infantry.

Thank you for approving this. I can't wait to finally be able to ditch 'cursorTarget' from my scripts.

May 10 2016, 1:00 AM · Arma 3
Radioman edited Steps To Reproduce on T63829: lineIntersectsWith not detecting infantry.
May 10 2016, 1:00 AM · Arma 3
Radioman added a comment to T63760: ctrlText and lbCurSel not working.

I'm pretty sure it's just a matter of breaking up those statements into defined variables, and then using those, vs having a long line of functions getting variables, because they can have some odd syntax issues, ie
""""

getposATL _x select 1; // <- This errors out, because the _x is an array. It doesn't get the position of the object in index 1, because the getposATL function only cares about the first righthand operand.

""""

May 10 2016, 12:56 AM · Arma 3
Radioman added a comment to T63760: ctrlText and lbCurSel not working.

These commands are working perfectly for me in my UI in Arma 3. Perhaps post some code to see if it's just a minor issue in change of syntax?

May 10 2016, 12:56 AM · Arma 3
Radioman added a comment to T63724: Hint has lost it's ping.

Confirmed, the 'hint' function has no sound effect, so thus it behaves just like hintSilent.

May 10 2016, 12:51 AM · Arma 3
Radioman added a comment to T63224: CreateVehicle is not creating the vehicle at the correct position while in water.

This issue is more a bug in your own programming, than a bug in the script functions.

In order for a vehicle to be created EXACTLY at the position specified, you need to use "createvehicle [array]". http://community.bistudio.com/wiki/createVehicle_array

With that, you can use the 'special' "CAN_COLLIDE", which will spawn the vehicle at the exact given position.

May 10 2016, 12:33 AM · Arma 3
Radioman added a comment to T62430: Manual ragdoll control via script commands..

+1.

A command to force 'man' object into a ragdoll state is something I'd really like to see and use.

May 10 2016, 12:00 AM · Arma 3

May 9 2016

Radioman added a comment to T62154: Can't remove helmets or NVGoggles in editor.

http://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List

May 9 2016, 11:47 PM · Arma 3
Radioman added a comment to T59908: Terrible SLI Performance.

@OP

Reason you got good FPS on that mission is because it's not at all script intense. Most MP missions are written with hundreds of threads, all hogging up CPU time and delaying render calls (via other means), which causes FPS to plummet.

A3 has also a few engine bugs that are inhibiting it from getting good performance on near enough anything. (By good performance, I mean, using > 60% CPU/GPU at any one time).

May 9 2016, 7:19 PM · Arma 3
Radioman added a comment to T59631: Incredibly low FPS when in multiplayer servers.

A majority of clientside lag on MP is the scripting used in the mission.

Most missions run scripts in parallel to the client (IE, all run the same scripts, 1x per player) so the comparison between server FPS dragging down client FPS is somewhat wrong.

The server is struggling because it's running all the same things the client is running, but is also running all the other player's scripts in parallel also.

The scripts are poorly written/designed and thus drag your clientFPS through the sand, as well as the server's. BUT the server's FPS does NOT actually affect client FPS, it just seems that way, due to poor scripting on the client-ran scripts.

^ Very unfounded conclusion, but imo, it seems to be the case in the way I've written missions. I've just as much code as most others, yet I execute it in a more structured, CPU time friendly manner.

Just my 2 cents.

May 9 2016, 7:04 PM · Arma 3