PC Gaming, Team Play, Co-op, Flight Sims - VETERANS-GAMING :: Forums :: (3) :: Arma: Series :: Arma II
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| Arma ACE MSO Thread from August 2012 | ||
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| Author | Post | ||
| Calv =VG= |
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| Always Right. Medals: 10 Ribbons: 12 ![]() ![]() Registered Member #1247 Joined: Mon May 23 2011, 09:12AMLocation:: Hull Posts: 340 Thanked 88 times in 61 posts | Gaz =VG= wrote ... My point here is, the loadout, I used the M4 from the loadout, everything else was thrown. Backpack was a 0.5KG heavier than it has to be, No medical supplies really, Some random crap in the backpack like IR strobes and smokes.. The only thing i need from the kit was the M4 ironsights it gave me. Other than that i spent all my time getting rid of everything it gave me, then re-established my kit from bottom up once again, a process that usually takes me about 1:30 to about 3-4 minutes of confusion and fustration.. The point is, why give me the backpack if it dosnt have any medical supplies, It weighs 0.5 more than it should, is packed full of basically useless stuff.. I could just stop grab some hand grenades, if it as a night op, some IR strobes and i'd be good... theres no need to add all the filler stuff that can be done by anyone in 30 seconds.. it just makes it that much longer... The reason the backpacks aren't filled with medic gear is that having every soldier running around with tons of medical equipment removes the point of having medics. As stated in the loadout thread though, backpacks will be empty for most loadouts, obvious exceptions being Medic and AT Specialist. The strobe was an item the script maker had in there that I missed when removing stuff. My POV on the purpose of the loadouts is mainly to add a little realism by everyone carrying related weapons, having standardised equipment such as frags/smokes/basic IFAK, and choosing weapons that allow the most versatility while being able to share ammo. When I said the script over to savage I'll include a list of all the ammo/usable items included in the loadouts, which will hopefully lead to just one ammo crate in the spawn area that will enable re-supply and backpack filling. | ||
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| ridDle =VG= |
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![]() Medals: 6 Ribbons: 15 ![]() ![]() Registered Member #1340 Joined: Thu Jun 30 2011, 05:43PMPosts: 180 Thanked 62 times in 38 posts | Rearming the choppers is now a true pain in the ass and most of the time it just doesn't work. To rearm/repair/refuel the AH-64: 1. Land close to trucks. 2. Drive fuel truck up to chopper. 3. Click refuel. 4. Wait. 5. Drive truck back to its position. 6. Drive repair truck up to chopper. 7. Click repair. 8. Wait. 9. Drive repair truck back to its position. 10. Drive ammo truck up to chopper. 11. Click rearm. 12. Fiddle with the horrible menu. 13. Wait. 14. Get out of ammo truck and enter chopper. 15. Confirm that the rearming didn't include flares/missiles/whatever. 16. Click rearm and fiddle with menu again. 17. Wait. 18. Confirm that the loadout is now fine. If not repeat step 16, 17 and 18. 19. Exit chopper and enter ammo truck. 20. Drive ammo truck back to its place. 21. Exit ammo truck and enter chopper. I heard you guys had a pad for all this hazzle before. Why was it removed? | ||
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| Jager |
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| Medals: 8 Ribbons: 14 ![]() ![]() Registered Member #1144 Joined: Thu Apr 14 2011, 11:37AMPosts: 208 Thanked 87 times in 40 posts | ridDle =VG= wrote ... Rearming the choppers is now a true pain in the ass and most of the time it just doesn't work. To rearm/repair/refuel the AH-64: 1. Land close to trucks. 2. Drive fuel truck up to chopper. 3. Click refuel. 4. Wait. 5. Drive truck back to its position. 6. Drive repair truck up to chopper. 7. Click repair. 8. Wait. 9. Drive repair truck back to its position. 10. Drive ammo truck up to chopper. 11. Click rearm. 12. Fiddle with the horrible menu. 13. Wait. 14. Get out of ammo truck and enter chopper. 15. Confirm that the rearming didn't include flares/missiles/whatever. 16. Click rearm and fiddle with menu again. 17. Wait. 18. Confirm that the loadout is now fine. If not repeat step 16, 17 and 18. 19. Exit chopper and enter ammo truck. 20. Drive ammo truck back to its place. 21. Exit ammo truck and enter chopper. I heard you guys had a pad for all this hazzle before. Why was it removed? Afaik it went away when CAS got removed, even so we've used a simple pad where you drive onto or land which rearms, refuels and repairs. Sure it takes a little while but it works and I like that idea better than the trucks. | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 12 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 2006 Thanked 358 times in 250 posts | Yeah I agree a simple pad is best.. it's on the todo list :) | ||
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| Calv =VG= |
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| Always Right. Medals: 10 Ribbons: 12 ![]() ![]() Registered Member #1247 Joined: Mon May 23 2011, 09:12AMLocation:: Hull Posts: 340 Thanked 88 times in 61 posts | SavageCDN =VG= wrote ... Yeah I agree a simple pad is best.. it's on the todo list :) I came across a vehicle repair/rearm script for a mission I was making awhile back. May be worth looking at if it'll serve the purpose for us, or modify for our needs perhaps? Seems simple enough, just land/drive onto the pad, scroll menu to Service. Think it only works with stock Arma 2/OA vehicles, but should be fine for the attack choppers we use. Looked simple enough to alter the script for modded vehicles too, just a case of adding classnames and ammo types to the script. gc_vrs.rar | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 12 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 2006 Thanked 358 times in 250 posts | Thanks Calv I'll check it out. Post from MSO Dev re: web integration Hi Savage, Maybe out before NG, depends if I can get it finished ready for the 4.6 launch Believe it or not its changed considerably since those images lol, I keep changing my mind Here how its looking now, including an extra teaser image! Spoiler: [ Click Here ] (1103 kB) [ Click Here ] (677 kB) [ Click Here ] (777 kB) You can get your guy to contact me if you wish. Anyway Solar if you want to be involved or have some suggestions for this I can put you in touch with this guy. | ||
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| SemlerPDX =VG= |
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De Oppresso Liber![]() Medals: 14 Ribbons: 30 ![]() ![]() Registered Member #731 Joined: Sun Dec 19 2010, 06:13AMLocation:: Portland, OR Posts: 1658 Thanked 310 times in 219 posts | | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 12 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 2006 Thanked 358 times in 250 posts | I've setup daily restarts of the MSO Community Server starting tomorrow. It will restart at 5am German time and will only do so if the server is empty. | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 12 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 2006 Thanked 358 times in 250 posts | @rangers has been updated on Six-Updater and we will have to edit the mission and replace the units as the classnames have changed... this is now done on the MSO Community Server Crazy MSO still needs to be updated. You can get the old @rangers verion here if needed: [ Click Here ] [ Edited Fri Mar 01 2013, 03:16PM ] | ||
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| SemlerPDX =VG= |
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De Oppresso Liber![]() Medals: 14 Ribbons: 30 ![]() ![]() Registered Member #731 Joined: Sun Dec 19 2010, 06:13AMLocation:: Portland, OR Posts: 1658 Thanked 310 times in 219 posts | whiztler wrote ... Hiya Semler, As you know, I am loving the MSO (event) map/server. I really appreciated all the work that has gone into the development so far. I noticed a few changes recently. resulting in de-spawning of the FOB's/MHQ. Since I prefer missions over building FOB's I have put together a few FOB's that can be used as a permanent FOB for the Reshmaan map. Please feel free to implement. Please note that the FOB's are 'filled-in' with 'sample' vehicles and MHQ. You might want to removed these upon going final. Also, no ammo boxes are included. Didn't want to screw up any scripts. Link: [ Click Here ] =W= [ Edited Mon Mar 04 2013, 07:03AM ] | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 12 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 2006 Thanked 358 times in 250 posts | OK not sure what to do with MSO right now... some players are unable to connect at times since I updated the @rangers units... the daily crashing problem, etc. I think what I'll try is to remove the @rangers units for now (there are some bugs with the new ones anyway)... and a few other tweaks to see if that has any effect. edit: thanks Whiztler I'll take a look [ Edited Mon Mar 04 2013, 07:30AM ] | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 12 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 2006 Thanked 358 times in 250 posts | MSO server has been updated... trying to narrow down the source of recent problems. - removed @rangers - removed @snr - removed @ASR_MapGrids - removed leftover event-specific stuff - disabled Team Roster script - disabled stuffbox for now (generates error in RPT) - updated @kyo_MH47E Adjusted some default params (including CQB up to 40% now) Six-Updater repo URL has been updated. Please delete your existing preset and re-import.
sixupdater://debian.veterans-gaming.com/~six/six_repo/2322.yml
Don't forget to check your SU profile after import - make sure it's set to A2 OA Combined Ops (forced) and re-add any client-side mods like @JSRS_ACE or @stmovement Here's my SU launch params for mods (with no client-side stuff)
@CBA_A2;
Enjoy!! | ||
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| Nvram =VG= |
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![]() Medals: 8 Ribbons: 12 ![]() ![]() Registered Member #515 Joined: Mon Oct 25 2010, 11:55AMPosts: 145 Thanked 15 times in 12 posts | Please put the magic box back there is no chace else to get Some stuff you really cloud use if you play alone on the server... | ||
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| Nvram =VG= |
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![]() Medals: 8 Ribbons: 12 ![]() ![]() Registered Member #515 Joined: Mon Oct 25 2010, 11:55AMPosts: 145 Thanked 15 times in 12 posts | **COMMENT REMOVED** You know NV... a lot of time is spent getting these missions working to everyone's liking. Please don't come on and yell that people are idiots because you can find a fucking battery for your SOFLAM. Thank you. PS: I'm not putting the magic box back in for now edited by: SavageCDN [ Edited Fri Mar 15 2013, 04:49AM ] | ||
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| Ingo =VG= |
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Iceman![]() Medals: 10 Ribbons: 21 ![]() ![]() Registered Member #4 Joined: Fri Feb 19 2010, 05:56PMLocation:: Downtown Rakvere Posts: 433 Thanked 20 times in 16 posts | i just looked at the ammo crate script i edited it has rangefinders and batteries. nvram if you want it "fixed" so badly why don't you edit it yourself? [ Edited Fri Mar 22 2013, 01:41PM ] | ||
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| Nvram =VG= |
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![]() Medals: 8 Ribbons: 12 ![]() ![]() Registered Member #515 Joined: Mon Oct 25 2010, 11:55AMPosts: 145 Thanked 15 times in 12 posts | I Simply can´t | ||
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| Calv =VG= |
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| Always Right. Medals: 10 Ribbons: 12 ![]() ![]() Registered Member #1247 Joined: Mon May 23 2011, 09:12AMLocation:: Hull Posts: 340 Thanked 88 times in 61 posts | Ingo =VG= wrote ... i just looked at the ammo crate script i edited it has rangefinders and batteries. nvram if you want it "fixed" so badly why don't you edit it yourself? I think the SOFLAM uses a different battery to the rangefinder so that may need adding too, but the SOFLAM is hardly a mission critical piece of equipment. | ||
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| Nvram =VG= |
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![]() Medals: 8 Ribbons: 12 ![]() ![]() Registered Member #515 Joined: Mon Oct 25 2010, 11:55AMPosts: 145 Thanked 15 times in 12 posts | but the rangefinders are also there should be an Option to use the M110 AN/PVS10 like it was there in a box/Crate | ||
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| Nvram =VG= |
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![]() Medals: 8 Ribbons: 12 ![]() ![]() Registered Member #515 Joined: Mon Oct 25 2010, 11:55AMPosts: 145 Thanked 15 times in 12 posts | Thank you | ||
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| SavageCDN =VG= |
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Rabid Canuck![]() Medals: 12 Ribbons: 26 ![]() ![]() Registered Member #611 Joined: Sat Nov 20 2010, 08:29AMLocation:: In your main base Posts: 2006 Thanked 358 times in 250 posts | The last release for Arma2 MSO is available now (version 4.6RC) - they are just waiting for official 1.63 patch release by BIS. I've fiddled a bit with it... overall better performance and supports the headless client. If there is still enough interest with MSO I'll look at porting over our Reshmaan version.. maybe Whiztler can get his FOBs in now :) Also if you're interested in working on this in any way please let me know. [ Edited Wed May 29 2013, 05:05AM ] | ||
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| Nvram =VG= |
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![]() Medals: 8 Ribbons: 12 ![]() ![]() Registered Member #515 Joined: Mon Oct 25 2010, 11:55AMPosts: 145 Thanked 15 times in 12 posts | ACE has to be updated ACRE Radios are not working properly sometimes( requesting Missions etc) | ||
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| SemlerPDX =VG= |
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De Oppresso Liber![]() Medals: 14 Ribbons: 30 ![]() ![]() Registered Member #731 Joined: Sun Dec 19 2010, 06:13AMLocation:: Portland, OR Posts: 1658 Thanked 310 times in 219 posts | Nvram =VG= wrote ... ACE has to be updated ACRE Radios are not working properly sometimes( requesting Missions etc) If you ever have an issue with a Command Radio, or any ACRE Radio, drop it on the ground, wait a sec, and pick it back up. This will reassign the radio to you and fix 90% of problems. Obviously, ACE may need the update - but that has nothing to do with ACRE. | ||
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