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Last active April 1, 2024 12:10
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Arma 3 - Problematic Mods

ACSTG AI Cannot See Through Grass

https://steamcommunity.com/sharedfiles/filedetails/?id=2946868556

yes, I looked at the code when it was released, does a bunch of raycasts for every AI that's on the server

_allEnemies = allUnits select {simulationEnabled _x && {side _x getFriend playerSide <0.6}};

every 3 seconds...

MCC Sandbox 4 - Mission Making The Easy Way

https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=338988835

questionable code Breaks a bunch of other mods, sometimes ACE too

webknight mods

extensive use of scheduled code

Did you know webknight's headlamps once caused 300 spawn threads?

Drongo's Active Protection System

https://steamcommunity.com/workshop/filedetails/?id=1447351824

Somebody reported that it causes Overthrow to break (infinite loading screen), and looking at the code I can kinda see how, it's not on Git tho AFAIK, you'll need to subscribe to the mod and open the pbo to see for yourself

voyagerCompass HUD lite (deprecated)

https://steamcommunity.com/sharedfiles/filedetails/?id=1138842442

Just reading description/comments provides enough context It breaks Zeus Enhanced, Tfar, and likely more

crub's Compositions

https://steamcommunity.com/id/chrisdw1002/myworkshopfiles/?appid=107410 grafik

you mean the ones that crash servers?

oh they do, one of our junior zeuses tried to use them and bricked the server

As in, we had to fully wipe the OS and reinstall

yes you read right. They had to reinstall the serverbox completely new.

while those might seem enticing, it is easily possible with script heavy compositions, to crash a server, espl. when sloppy code is used. use with caution.

Crub team map intel caused us to desync massively and we had to restart mission last night'

Why is X a problem?

Scheduled Environment

Anything Scripted in Scheduled Environment can cause issues. ( spawn, sleep, waituntil etc.)

If you have many scripts running in parallel with the Scheduled Environment, scripts will get paused, might not get completed etc. shit becomes unpredictable. I witnessed an issue with Webknights Headlamps myself, where the Lightsource attached to AI's headlamps did not despawn anymore after they got killed, keeping a floating orb over their body.

Its not game breaking immediately, but the more shit you have that uses Scheduled, the easier/sooner/etc the Scheduler gets overloaded and shit gets wonky.

For more detailed information:

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