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Everything posted by woodysg
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If I install the game on SSD and mods on HDD will it slow down loading time?
woodysg replied to F_Society's topic in General Discussion
I tend to opt for a hybrid approach: game installed on SSD, mods on HDD, with specifically identified PBOs mods moved to SSD and maintained with a directory [symbolic junction] link. As an example, I recently started playing on a Chernarus Redux map and profiled file operations with ProcMon. The picture above shows results based on just over an hour in-game. I noted down the times when I hit decreased frames/stuttering/lag. This information, along with occurrence counts (outlined in red) provides a pretty good indication of what would benefit being placed on an SSD. A few months back I went through the same process with Chernarus Winter and it dramatically reduced performance degradation I experienced in game. YMMV. -
They are stored in the user profile. From the profileNamespace wiki "variables are stored next to the user profile in a file named myUsername.vars.GAMENAME" for Arma this is stored in the My Documents/Documents\[Arma/Arma 3 - Other Profiles] folder as myUsername.vars.Arma3Profile. ExAd stores the variables with a prefix of "ExAd_SB_". Presuming that no other data is required in the user profile the most simplest action would be for the player to create a new Arma profile, configure ExAd and overwrite the xxxxxxx.vars.Arma3Profile file in their original profile directory with the newly created one delete their myUsername.vars.Arma3Profile file, it will be recreated when starting Arma. The rather longer alternative, if using another profile/overwriting the existing profile doesn't fly, is to reinitialize the affected vars with the defaults (simple script from debug console would do the trick).
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A different version of the code to be merged in to ExileClient_gui_hud_event_onKeyDown.sqf code. This version lets the player define which key (i.e. user custom key) to use for bandage, Vishpirin or Insta:
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Karabiner 98k Patience
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Class names are documented here: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_Structures
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At the end of the line you had "}}" it should read "};}".
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Comparing yours to the example above you have a missing semicolon (";") on your line 8 - it should read: /////////////////////////////////////////////////////////////////////////////// // GhostHawk /////////////////////////////////////////////////////////////////////////////// class B_Heli_Transport_01_F { skins[] = { {"class B_Heli_Transport_01_F", 1000, "NST MP Only", {"images\nsa_gh_mp_front.paa","images\nsa_gh_mp_hinten.paa"};} }; };
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Up until a few minutes before I posted this I never knew it didn't show players. I had to wait for someone to join the server to test it
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Remove the _objClass != "Exile_Unit_Player" && from line 34 (or thereabouts) from Functions/fn_showUnits.sqf
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Are you sure you have spelt that error correctly? If you have then search your config and change the spelling as shown below. A3_Structures_F_Argo_Signs_Warnings is part of the Malden DLC. Check your RPT and ensure that it is available and being loaded. Edit: This is not a server issue, this is a client issue.
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[ADogs] Aussie Dogs - Arma 3 Exile Developer Wanted!! Great Opportunity - READ MORE
woodysg replied to JaffaCakes's topic in Server Staff
Colour me confused but is this a great opportunity for a developer or for your community? -
You mean like this? [Release] Fix ASDG JR / CBA Attachment Compatibility at Traders
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Welcome to PC Gaming and Arma. Google "arma 3 install and play exile" and you will get plenty of results and helpful videos. By default you do not need any of the DLC to play and the majority of servers do not require them. If you are playing on server without DLCs and you come across DLC content on the server you will simply not be able to either equip or drive/pilot said content.
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The most often spoken phrase when commanding AI, "Where the hell are you going?!".
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It appears that this is part of C2 1.4.8: ADDED: ReArm function split up and overhauled. Player can now decide where to reArm from (lClick on icon). rClick on ReArm Icon will make AI look for best gearSource themselves. So it would appear you could load a vehicle/crate with supplies and they can rearm from there.
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You could change the "unitList" class names in bodyguard.sqf (line 12) or alternatively define your own.
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ExileMoney
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Your CUP terrains does not match the version on the server or you have CUP terrains loaded but the server doesn't. Use the Arma launcher or A3Launcher to join servers, it will assist you in downloading and installing required mods on a per server basis. (Don't cross post/hijack other threads, that's a good way to get ignored/banned.)
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Yep. It's a tricky one. The more nonanecdotal inputs here the better. One consolation being that server owners can breath a sigh of relief as it is not something, for once, to do with their specific config.
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I've had this happen on numerous servers but what makes it most annoying is that I, as a player, can not reproduce it. Yesterday I was firing upon a mission from my base and in the space of a 10 minutes I had my primary, ammo and attachments deleted three times. Fast forward an hour or so and the same position (roughly), same primary weapon and I am firing again at the same range on to a mission - didn't delete my weapon once. As far as I recall this has only happened while firing upon a DMS mission. For the record these are the versions/mods that the servers had in common.
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I've had a quick think about it and there's no reason why it couldn't plot the radar blips relative to the direction the player is facing but I feel it would need some additional work to keep it accurate. As you know, as it works today 000° (or North) is always straight up and any plotted point is accurate to the degree. So based on the plot point you can bring out your compass or point your turret/barrel in the direction of the offending dot. If however, the top was instead the direction the player was facing and the blips were plotted relative you would have find a "simple" method* of plotting the directional text positions around the circumference of the radar screen to maintain its accuracy as removing the degree notations would certainly impede the players ability to read it with precision. Not entirely sure of the capabilities here to manipulate strings that a) would maintain the same look and feel and b) would not introduce an unwanted processing overhead. *A very quick and very dirty alternative would be to create 359 radar HUDs and call the one corresponding to the direction the player is facing. Told you it was dirty! A possible compromise to usability could be to install the voyagerCompass HUD or I guess players can just put the compass direction in their status bar. I am not in a position to muck around with it at the moment but I may start with a fork of it to see what is possible. I am in the process of building a house so I prefer playing** to release my daily frustrations rather than adding to them with SQF. **Really enjoying playing on your PvE server Slider, good job. tl;dr Yes it is possible but it is not a simple code change.
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Fantastic server with an even better owner! I came across Gravelton purely by chance a few weeks ago and it has kept me entertained for close to 60 hours. All of the necessary scripts/mods are there but what differentiates Gravelton is the owner @Gristle. He goes above and beyond to help out, is a player himself and really listens to players wants and needs. Coupled with a friendly community it really is worth checking out. If you are in the mood for a welcoming community PVE server with plenty to keep you entertained you can't go far wrong with Gravelton.
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- custom unit scanner
- zeds
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(and 8 more)
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I find that the player scanner is great for PvE players and admins (fewer calls about not be able to find the last AI on missions) but it didn't look particularly appealing, so I redesigned the screen and with the help of a friendly server owner (thank you @Gristle) we worked out the changes necessary to getting it up and running. Changes made: New UI New markers Increased working distance to 200 meters Changes: \JX\onLoad.sqf (change multiplier and show radar.jpg) If you do not have zombies replace radar.jpg with radar_noZed.jpg. \Functions\fn_loadContent.sqf (increase range from 150 to 200 meters) \Functions\fn_showUnits.sqf (increase plot divisional) Assets are available to download here. Replace paa files and put jpgs file in your ExAdClient\XM8\Apps\JX folder.
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Out-of-the-box User-3 is clear waypoints (i.e. waypoints created in the map and not related to the 3D marker) as detailed in the release notes. Added: Using Custom User Key 3 will remove all active waypoints on the screen/map However, each server is free to customize ExileClient_gui_hud_event_onKeyUp.sqf to their own preferences.
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Key Description 1 Primary weapon 2 Secondary weapon (pistol) 3 Optional weapon (axe/launcher/etc.) 4 Holster weapon 5 Ear plugs 6 Open XM8 tablet User-1 Toggle lock/unlock (doors/safes/vehicles) User-2 Place 3D marker (must be in party/family) User-3 Clear all waypoints