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but now u force whith module and client nees have the same?????
ago just script he is realy fonctionnal
thx return ! :-)
Yes, the CTI is very extensive, many new spawns have happened. There are also many exceptions, very many. Because otherwise the mission will no longer work.
as an example: [true, 30, false, true, 5,3, true, ["West", "East", "WFBE_EASTMHQNAME", "WFBE_WESTMHQNAME", "WFBE_WESTDEFENSES_MG", "WFBE_WESTDEFENSES_GLDE", "WFBE_WESTDEFENSES_GLDE", "WFBE_WESTBEODESFENSES" , "WFBE_WESTDEFENSES_CANNON", "WFBE_WESTDEFENSES_AASAM", "WFBE_WESTDEFENSES_AARAD", "WFBE_WESTDEFENSES_AASYS",
"WFBE_WESTDEFENSES_ATGUN", "WFBE_WESTDEFENSES_MASH", "B_Heli_Transport_03_F", "I_Heli_Transport_02_F", "uns_Mi8TV_VPAF_MG", "O_Heli_Transport_04_covered_F", "B_Heli_Light_01_F", "O_Heli_Light_02_unarmed_F", "vn_b_air_uh1d_02_01", "vn_o_air_mi2_03_01"]] execVM "WerthlesHeadless.sqf";
Interesting that it would do the outsourcing to HC very well.
I have already spent xx hours integrating this into my CTI mission. Countless tests and changes made.
It also seems to work very well in debug, including the exceptions.
But there is one thing I have never had, increased performance.
On the contrary, the performance of the server only breaks after 15 minutes, FPS quickly drops to 5. Without this tool, with the same settings, the server remains at 25-30 FPS.
What's wrong?
Server performance is just 15-20% CPU performance, HC with the same PC and network, full connection speed. Server CPU is bored, doesn't even get warm. But why does this HC tool not work, does anyone know this problem?
I am having the same problem as Valr. The HC connects and starts to transfer the units, but then stops on Not-On-HC and the units run on the spot.
I have triple checked the mod names and mod paths, to no avail?
Please let me know any other details if you come across them.
1) HC connects to server fine.
2) Start mission
3) Place Zeus Units
4) Units start to transfer and then the units run on the spot.
5) Debug shows that the units are not on located on zeus, HC or server.
6) I can not delete them or do anything with them unless I disconnect HC.
7) HC works in other mission like Liberation.
I'd like to have an HC set up for just vanilla play on certain missions or testing, and different HC's for different mission layouts.
I run an experimental server for my unit, and have multiple custom command lines for different missions. Is there some way other than manually changing the mods in the .par file every time I want to use different mods?
I've been doing whet the guide says to build the HC. It's ok when I host a LAN game, but, on the map screen, the HC slot is with the sand clock icon forever.
Im doing it for testing purposes of my mission.
Any tip?
Thanks in advance!!
As of now, I just wanted to test it out quick and easy. Makes the Zeus mode more useful for quick missions too.
Thank you :)
This works as a usual mod. So you would run the mod on the HC, server and clients. The only other thing you need to do with this version is to place a WHM module in your mission from the mission editor, and configure it as you like (see How To Use on WHM page).
If you use the module version, you need to remember to remove WHK scripts from your mission as well!
Pardon my ignorance, but does this mod, when enabled on server, HC, and clients, work out of the box whilst using Zeus mode to spawn units? The HC seems to work correctly, it connects and is assigned to the correct slot.
I've tested to just run it as is, but I'm really not sure whether it works for me as of yet. Either that, or I don't know the real effect of a HC. I tried creating many AI just to see how FPS was affected. If MCC Sandbox tool reports the correct server FPS, it didnt seem to change much, whilst I got lower FPS on my client. I am unsure what FPS the HC was experiencing though.
Any feedback is appreicated, thanks.
Any Ideas?
B) - general documentatio update to reflect current script version. For example...
Current Set-up .txt file states...
"c) If WH may transfer AIs while they are waiting at trigger-synced waypoints, add a non-overlapping waypoint before it, and sync this to the same trigger. HC transfer causes a temporary desync. "
But version-history/change-notes here on Steam says that as of version 2.2...
"Waypoint duplication workaround no longer required."
(Sorry if I've made a wrong connection here ... I'm assuming "waypoint duplication workaround" here refers to the issue above about units "waiting at trigger-synced waypoints")
Thanks again for this script - looks really useful!
My only suggestions so far would be around documentation. Specifically...
A) it would be really handy to have some doucmented 'tips' for using some of the parameters in the init.sqf more effectively. For example...
Param 1) - in what situations might it be best to use repeating or once-only;
Param 2) - perhaps a suggested time range or tradeoffs that people might need to consider? (what sort of times might be too fast or too slow and lead to unwanted results)
Param 4) - does it matter if Adavanced balancing is "true" but there's only one HC (I assume not, but would be good to make the situation explicit)
Param 5) - as per param 2 - suggested time range and/or considerations
Param 6) - as per param 2 - suggested time range and/or considerations
@Yuri, were you using a larger number of vehicles in your mission than usual? I'll keep looking into this.
https://github.com/Fullerpj/United-States-Air-Force-Mod/issues/60
Basicly well using certain aircraft from the USAF mod pack players begin to experience extreme desync... the kicker is this only occures when one or more HCs are connected to the server. I am far from an expert when it comes to this kind of stuff but perhaps someone with more knowledge, such as yourself, might be able to find the root cause?
(the 1st video above is no longer available, the new 1 will be up there soon. you may delete this werthles)
https://youtu.be/0-WKHrC661g