Murcielgo_ESP has
submitted a new version of this practical example of the use of Public Variable Updating in Local Environment System. Check the download page info and readme to discover more about this project.
This new release (version 1.1) includes:
. New version call “Construction Site – The First Real Deathmatch MC” This is the same mission but with a different character for every player! Fun... Fun... and more... FUN!
. Code improvement: Reduced “direct” communication between server an clients a little bit more!
. Fixed problem with an object in dedicated servers.
This looks really cool and really promising, like it should change the way online Arma2 games are played.
Indeed, did u try it?
Good job Murcielgo_ESP! :)
Looks very very nice, and im sure more good will spawn out of this. We really need new fresh ideas wether it being into old gamestyles or new.
Alex
Thanks mates! Have been a long time to release the mission... but it worth it! This mission is perfect for hardcore players or casual ones! HARDCORE SET UP: Night + 5 point limit + Penalized Dead System On CASUAL PLAYERS: Multi_Character version + Day...
Thanks for your time
Enjoy it!
Wait, this introduction in the video cannot be right. How could updating damage values be any more efficient than transmitting a variable publicly? I mean, code is code, heck, maybe what he is doing is less efficient. I've never seen BI doing this in their missions and they made the game. I don't buy it. There is still a lot about the game engine that the community does not know. I think this assumption is wrong.
May be you are right... But I tried to use PublicVariable comands an triggers in "Paraiso 09" (another mission that i created) and it didn't work. It was laggy. As you can see "Constuction Site" it is a more complex project and it works better... Can you tell me why? I didn't want to say that but... Please compare this mission performance and complexity with other deathmatch in Arma 2 today... no comment... This is a fact. I don't know exactly how Arma 2 engine works but I know that I'm pretty good fixing problems and doing experiments (I work doing chemical analysis) I test this mission with my friends in Spain (I live in England) and I was capable to create a Skype server and Arma 2 server and play using a 450kb upload bandwith connection... 4 People were capable to talk and play in my server at the same time. Another fact is that my coputer (Intel Core 2 Duo E6750 / 8Gb Ram / Nvidia 285 GTX SCC Edition 1Gb / Creative X-Fi Extreme) can move this mission at 60 stable FPS! Same or better performance that you will have in a proper PS3 or XBOX game... with Arma 2 set up to maximum levels and nVidia graphic card working at quality level... Even my coleagues they can play this mission with a proper performance... I let you know that Arma 2 campaing is not playable in the same machine... my Pc. In addition if I show to people this project is because people doing bad quality servers or missions are killing our game, Arma 2. How many times can you see laggy servers? Many times problem is due because admin create servers with too many players or some times because because the mission use to much communication between server and clients. Finally I would like to let you that I started editing games 23 years ago. Thanks for your time guys!
Exelent work man! I checked in game recently. nice job thx! :D
The campaign cannot be compared to a deathmatch game though. It is more laggy becuase it contain much much more of - everything and is played on Chernarus. ;)
But im sure you managed to do something good here. Just saying about the campaign.
Peace
Alex
No problem guys! But remember the mission is not the most important thing. The important thing is the thing what moves the mission. A system based on scripts and object's damage values instead variables. This can help a lot in CTF missions, AAS missions, Berzerks... My brother has a problem with his broadband and as result of that he can see only a few servers and the most with high pins... But I don't know how he is capable to play in my mission properly.
About the two “Construction Site – The First Real Deathmatch” the standard one is the one with better performance because is lighter than the Multi-Character version (One different character for every player)
Ask your self why you didn't see a mission like that on mutiplayer before?
Thanks again mates!
Thats awesome stuff mate.....What kind of scripting method is used?
Thanks mate! This is system that uses object's damage values instead variables/triggers. Please take a look to the video (Youtube better = bigger size) This mission is different outside and inside! But it works! Soon I will do a template to make it easier. I found that by using this method you can create bigger and more complex MULTIPLAYER missions.
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