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I played Malden Downfall again after a year. It's still one of your top scenarios!
But yeah, huge drop in FPS. I think I have a solution.
Tested with an edit version of your scenario.
Divide the entire route into multiple layers, to delete the last layer by means of a trigger when reaching the next layer.
Important to put all modules and trigger in those sections, because they take up the most memory, even though they are no longer relevant.
To delete the layers I have the following line:
trigger:
[["layer_0", "layer_1"], false, true] call you_hide_layers;
player init field:
you_hide_layers={
params [["_layers", []], ["_show", false], ["_remove", false], ["_exec", {}]];
if _remove then {_exec ={deleteVehicle _x}} else {_exec= {_x hideObjectGlobal _show}};
for "_i" from 0 to count _layers -1 do {
{call _exec} forEach ((getMissionLayerEntities (_layers select _i)) select 0)
}
};
@KrZo Thank you very much, I'm glad you liked it! There are indeed some remaining enemy AI who flew the combat area that can still attack the helicopter during the extraction. I should have fixed that :(
@WaggleNinjaBeast
@Choal
@Cousteau
About the optimization, this mission is clealy a mess and I can only be totally agree with that. I wanted to create something bigger than usuall with more details, and I didn't knew how to properly do it without having frame issues. However, I finally found the way so my next scenarios will be bigger and more optimized ;)
@J4nB1: Thank you very much mate, placing many details is my speciality! Sometimes it looks great, and sometimes it is just too much for the Arma Engine haha
But I couldn't finish it, yet, because when I am extracting with the heli, I always got shot by something/someone and I am dying before the mission ends.
However, for me it's finished.
Thank you for the work and time you spent for creating this great mini campaign!
Merci beaucoup! Oui malheureusement, moi qui aime les détails j'en ai peu être mis un peu trop...
J'ai encore un scénario où le joueur est solo en préparation et qui sortira probablement ce mois-ci, puis dans le prochain le joueur sera normalement bien accompagné ;)
Merci encore pour ton commentaire !
In fact no, but it happens because there are still AI alive in the area... unfortunately the AI is f*****g bad, i'll see what i can do to fix that :)
Are you supposed to die during extraction in a chopper? Whenever I get into the chopper, end credits start and I get shot unable to properly finish the mission.
Yeah, a new mission will be released next Saturday :)
Slt.
Encore merci pour tout ce que tu fais pour nous les Armaholics !
@thatgamerguy Hi !! No i'm sorry but not for this one, unfortunately it's complicated, i can't really share files of some scenarios.
However, if you are interested in files of a other mission, i could see what i can do.
Thank you mate! i appreciate
Thank you a lot for your comment !!
I'm still learning from the editor, and i think that your tip will help me a lot for my future missions, i love trying to improve myself.
I'm glad you liked my campaigns, and i'll do my best to make more playable missions, thanks to this method.
I will not hesitate if i need some help and advice.
Thank you again, i really appreciate
objs = nearestObjects [position XXXX, [], #]; { if (isplayer _x) then { hint ""} else { deleteVehicle _x}; }forEach objs;
Replace "XXXX" with your desired object to act as the center of the circle, then modify "#" to whatever desired radius (in meters). Place this within the init of a trigger when a player passes over the area and it will delete all objects (and triggers) within a circle of "XXXX" with a radius of "#".
If you need any help just PM me, keep making those awesome missions!
You make beautiful battlefield scenery and atmosphere, I always am completely immersed in your campaigns.
The FPS issue in this mission can be fixed easily, you can set up the upcoming battles and scenery through .SQF's, calling upon one at a time so the map isn't cluttered, and after the player has passed the area you can trigger the area to be deleted. This alone would help FPS significantly.
As far as the large number of people who are missing triggers, this is also attributed to FPS. Arma's triggers check for init conditions every 3-5 frames but when FPS is low it prioritizes basic engine functions and increases the time required to check every trigger. So players with really low FPS can completely cross over a trigger without activating it, especially if the trigger area is small.
I would recommend checking online about Achilles .SQF builder for creating zones.
Thanks for the report again