Tuesday, November 17, 2015

Arma 3, Module Testing

For the last few weeks I have been tinkering in the background (away from public eyes) inside the Arma 3 Editor, correcting my modules/scripts, updating/optimizing code, etc.

Bombing Run System - Debug Markers On


The above screen shot shows the normal game markers everyone in game would see which are the black circle (map zone) and the blue circle (current game zone), as well as the bombing zones (orange/red circle markers).

The other colored arrow markers are debug markers to show the random chosen base location(s), the random chosen bomb location(s) (which must be inside the current game zone), and the flight path of each air vehicle with color codes in regard to current speed. The start/finish markers are cut off the above screen shot.

Today, after much anticipation... I can happily say that I ported one of my modules/scripts (Bombing Run System) over to multiplayer to test, and it worked flawlessly with multiple players on the server.

At first I had ALL debug markers on server wide (see above screen shot) so any connected/connecting client could see them, and to make sure in what I had coded worked for everyone... and it sure did. *happy dance*

I then turned off all debug markers and ran the "Bombing Run System" again once. Everything worked as intended, no lag/lost frames. I then ran 3 bombing zones at once, no lag/lost frames. I then ran 12 bombing zones at once, no noticeable lag, fps dropped by 1. Then again to stress test/load up the server I ran 24 bombing zones at once, no real lag as such, but fps did drop by about 10fps for each client, which was noticeable. Each instance of the script ran as intended, cleaned up after itself and exited, which made the fps (when the script ran 24 times at once) gradually get back to "normal".

All in all, it was a successful outcome to the effort of learning and scripting/coding within Arma 3 for my own mission/mod.

Watch this space, as there is a lot more to follow.

-soul.