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Discussion: ArmA - Development / ArmA - Mission Development - Operation Storm Shadow - Originally Posted by Blackdog1 I find the game runs so much smoother with grass turned
  1. #16
    Inq
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    Re: Operation Storm Shadow

    Quote Originally Posted by Blackdog1 View Post
    I find the game runs so much smoother with grass turned off... and to be honest, it really does not have a huge impact on the visual effects of the game, it still looks good..

    I think all missions should default if possible with grass on low and if people truly want to get their "vegatation" fix then they can set their grass higher...

    Personally I think there is a further setting with would be ideal and that would be a little bit of clutter, just a bit more than the exisiting low settings and about half of the current medium setting...
    I have my trigger set up so it turns the terrain mode to low ( a patch of grass around the player) maybe a bit more mp friendly than medium.

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  3. #17

    Dslyecxi's Avatar

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    Re: Operation Storm Shadow

    Quote Originally Posted by Inq View Post
    I have my trigger set up so it turns the terrain mode to low ( a patch of grass around the player) maybe a bit more mp friendly than medium.
    Any reason why you wouldn't simply go this route in the init.sqf?

    Code:
    [] spawn {while {true} do {setTerrainGrid 25; sleep 10;};};
    (replacing 25 with whatever setting you'd plan to use)

    afaik doing it that way will be less intense than trying to do it via a trigger or somesuch. It would definitely not cause "lag" or "desync" to do it that way.

    On the other hand, if someone actively wants to cheat, they can counter this (and your trigger idea) very easily. It might be better to just leave such code out to begin with, in the interest of not inadvertently affecting the performance of legitimate players.

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  5. #18
    Inq
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    Re: Operation Storm Shadow

    Quote Originally Posted by Dslyecxi View Post
    On the other hand, if someone actively wants to cheat, they can counter this (and your trigger idea) very easily. It might be better to just leave such code out to begin with, in the interest of not inadvertently affecting the performance of legitimate players.
    Perhaps but if it does not have any real hit on the fps/latency of the game I don't see why I shoulden't add it. Most tg players woulden't go out of there way to cheat in a mp game I hope - Although id imagine some have low grass or fps mod or instant view distance (from arma) for coop and my trigger would at least add some grass to these people if they turned it off.

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  7. #19

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    Re: Operation Storm Shadow

    Quote Originally Posted by Mikee View Post
    Loop in the script will cause desync and lag.
    Loops in a script do not/should not cause any/much desync or lag on a server. Think about the triggers that you put in the editor. They are constantly checking if the condition is met meaning that it is continuously looping. When you make an infinite loop in a script, it's basically the same as making a trigger on the editor sort of.

    Also, Inq, if you are worried that it will slow down the server, you should probably make the loop run client side.

    Code:
    //Makes the loop run client side
    if (!isServer) then
    {
       while {true} do
       {
          setTerrainGrid 25;
          sleep 10;
       };
    };


    IN GAME ARMA: |TG-Irr| Lq.Snake


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