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=VG= Calv

VG Clan Member
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Everything posted by =VG= Calv

  1. SemlerPDX =VG= LAN_WROTE ... hmmm.... I never noticed that in game until now, that vehicles project one light beam. Then again, I dislike playing at night. Maybe I'll start using the map auto-brightness mod myself - it would certainly make paying without nightvision much easier on the eyes when switching to map... Strange thing is that I actually noticed the headlight thing yesterday and thought it pretty strange. So good timing with that mod ;) But yeah, not a huge fan of night-ops either. AI seems to be at it's worse during the night, enemies go from walking 2m past you without noticing, to headshots at 200m once they know you're there.
  2. Map auto-brightness key is already on the server. The two-lights one isn't.
  3. Another possible change for the MSO base. Have the m119 howitzer pre-placed and ready to fire, facing due west would probably make the most sense. Reason being that setting up the howitzer after it has been moved is practically identical to real life procedure. So requires a whole lot of knowledge and practice. If anyone is interested in the lengthy howitzer setup procedure there's good info here: http://forums.unitedoperations.net/index.php/topic/12959-howitzer-emplacing/ First post details the procedure for the howitzer gunner, a couple posts down there is a description of how to setup the aiming circle.
  4. Regarding the revive scripts. I'm assuming it doesn't override the ace wounding in any way. So for example you could you receive an incapacitating wound, and be on the ground bleeding out for a few minutes, then "die" and then the revive script kicks in keeping you "alive" for another 10 minutes. Or does the script kick in the moment you're rendered unconscious? Either way, I think 5 mins would be an absolute max amount of time, and possibly even consider lowering it further. If it's around 2-3mins, then it means that if someone in your team is hit by a lucky headshot, you have plenty of time to bring them back. But if someone rambo's off and dies there won't be enough time for a team to safely make their way to them, which seems acceptable. RE: Planes. Could it be set as a mission parameter? If we're running MSO with full enemy armor switch on, then having access to planes would make sense. If we're running just infantry/technicals then planes are a bit overkill. EDIT: One more thing that just came to mind. Could we have a searchlight or two pointed at the ammo crates at the spawn area. Loading in at night and trying to find them can be painful ;)
  5. poffadder =VG= LAN_WROTE ... I'm not sure if its just me, but I don't want to be able to do anything in MSO quickly... We need to keep the work that is involved in logistics.. Making it too easy, moves away from our initial vision of MSO. It's too easy to walk up to a crate and push a button that magically fills stuff (load outs and vehicles.) The logistic work would still be there, you'd still need people to move the FOB to a secure location and set it up. People to resupply teams in the field etc. However, wasting 5 mins or more running back and forth from an ammo box to vehicle, having to wade through the huge item lists to find what you're looking for just feels unnecessarily time consuming. That said I'm not overly attached to the idea, I'm happy loading stuff up manually if that's what people prefer. My only pet peeve is the ammo crate full of every weapon. It's a pain having to scroll through huge lists to find specific items, and then having to wait for everyone else to decide which weapon they want to use etc. The loadouts just provide a quick, standard set of gear without all the time wasting. Also feels more realistic as troops would generally have their own set of personal gear they just grab rather than wandering around a huge armoury picking and choosing what to take today.
  6. SavageCDN =VG= LAN_WROTE ... That should be OK no? I usually roll in around 35kg So MGO makes another script that loads your vehicle with a preset class loadout. It's like the vehicle service point.. you drive up to it, select from 5 or 6 loadout options like MG, AR, Medic, etc.. and it loads the vehicle cargo with a bunch of stuff. Seems like it might be handy for those quick RTBs to re-arm.. gonna test it a bit more. Depends on how much running you expect to do, I usually aim for below 35kg. Was just letting you know so you didn't throw in too much stuff without removing some. :) The vehicle gear scripts sounds interesting. Being able to load a bunch of AT weapons and such quickly would be cool. An option to load a pre-set FOB onto a truck would be nice too. Bunker, MASH, ammo crate, etc. Uses the other cargo system though so no idea if it's doable.
  7. SavageCDN =VG= LAN_WROTE ... Agreed.. Ingo sorry I totally forgot you had done an AmmoCrate script for Reshmaan.. .I'll add it in, remove the weapondesk, and re-enable MGO. With regards to the preset loadouts please post any suggestions (ie: more medical gear all classes) and if you can look up the classname for that item and include it in your post (saves me a ton of time). ACE Classnames: http://wiki.ace-mod.net/Classlists Non-ACE: http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/index.php FYI the current loadouts are mostly around the 30kg mark. Think the AT, AR, and LMG are slightly over.
  8. TBH an attachment script is an attachment script. If the MGO one is prefered then it's no big deal really. Long as we can do away with a crate filled with a hundred rifles in every attachment variation I'll be happy.
  9. Jager LAN_WROTE ... Fac loadout lacks battery for the soflam, and the loadouts that ain't the medic one could use a few more medical supplies but that's just personal preference. Other than that, it's a big fat thumbs up for adding the ruck loadout system ;) The Vector didn't require a seperate battery added when equiped via the loadout, thought I'd checked the soflam too and it was the same. Extra med stuff can be added individually at the med tent, the loadout is more of a "balanced" setup. I'm sure some people will prefer more med stuff, or grenades, mags etc.
  10. Ingo =VG= LAN_WROTE ... the weapondesk only works with the m4a1, a quick suggestion would to just add all the weapons we wanna use in a scripted box and remove all the attachment scripts and magic box That's the point of the loadout script. One simple way for people to equip with the standard weapons. I'm sure there are gonna be people upset because the specific weapon they want to use isn't there, but including every random weapon that people want just leaves us back with a hundred different rifles which is unnecessary and unrealistic. The weapons in the loadouts are the ones(to the best of my knowledge) used by the army. Plus the different rifles are largely cosmetic anyway, they all put enemies down pretty equally. Should work with all the weapons available via the loadout script (M4A1, M27, M249, M110, USP pistol). Or at least it did when I tested it. [EDIT] Checking and it works fine with those weapons.
  11. SavageCDN =VG= LAN_WROTE ... What do you use to 'scale up' the enemy numbers? DAC? Aye
  12. Aye added a few vehicles on the roads, sure the spectacular AI will plough them into trees along the way though ;) The mission is aimed at 4 people, but the number of enemies should scale up if more are present.
  13. SavageCDN =VG= LAN_WROTE ... If ever you want to use one of our dedicated servers to test missions just fire me a PM or something the day before and I'll get it setup with your mods/missions. Cool, should be in a completed state tomorrow. Instead of one long mission, intending to do 3-4 short(ish) missions for a 4 man team. Will have a second 4 man team available just in case though. Just figuring out what I want to happen in the next missions.
  14. Would agree with Semler, the script makes getting started really easy, and once the db is working picking your equipment from scratch isn't really going to happen that often, so @lea wouldn't really be needed. May want to consider moving some of the ammo/weapon crates. I'd consider removing the magic box altogether (or at least hiding it someplace on the base). Having two of each of the basic US weapon/ammo/launcher boxes should be fine for people to tweak their loadout with, and to allow one of each to be moved to a FOB when setup.
  15. Yeah, there seemed to be some cockup by SU. First, CBA_CO overwrote everything making the old versions "obsolete". Then both the old versions and the new versions all appeared "green" at the same time. Then SU received an update, and for me CBA_CO is only added now when I add the beta patch.
  16. Ahh, it's the UK_SFTG mod. Think it has ACE specific files that need to be copied over. Goto the @UK_SFTG folder in your arma directory. Should be an optional ace config folder. Copy the .pbo files and paste them into the addons folder.
  17. Double check that it needs doing before you start. It seems SU has updated itself and the new version of CBA only seems to be necessary if running the beta patch, which I think conflicts with our version of MSO anyway...
  18. If anyone has some free time could do with a couple people to test a mission I'm doing. Basically need to "idiot-proof" the initial drop. It's pretty low altitude, I've done it a few times so can survive but need to see if people can manage it first time. All you need to do is jump out of the chopper as it enters the green marker, leave it too late and the chopper will be moving uphill and into trees, which will probably hurt. After that you can move north to the target marker, there should be patrols and such in the area, so lemme know if there are too many/not enough enemies en route to the target area. You'll need the mods @UK_SFTG and @Thirsk, both available on SixUpdater. To run the mission, unzip the file, and place the .pbo into your MPMissions folder in the ARMA directory. Then go to multi-player ingame and New to create a private server to run it for yourself. sasm1.thirskw.rar
  19. Likely just needs a restart, jump on TS and poke one of the VG guys they may be able to sort it for ya.
  20. SavageCDN =VG= LAN_WROTE ... Jager I like that loadout selector... I don't think it's LEA though?? I think it's scripted by one of the lambs guys, Pap, he's been editing an MSO mission. Could ask him about it if ya want?
  21. SavageCDN =VG= LAN_WROTE ... I don't see why not we've been discussing adding that or @RSLO for quick loadouts. So adding just the key means what? Clients can still pick from their favorite loadouts with LEA? I thought it had to be running on the server as well? Far as I can tell it's clientside like sthud. Fairly sure I've used it in the past on servers that didn't have mod checking. The loadouts are created using the standalone LEA program. Can create multiple programs, then export to @LEA, and once ingame you use them via scroll menu, and are then given a choice of which loadout to use. I believe in mp games it only works within 100m of the spawn area, so people won't be able to switch loadouts mid-mission.
  22. Would it be possible to get the @LEA key added to the server. While it's not essential for everyone, would be a nice option to have.
  23. SavageCDN =VG= LAN_WROTE ... Yeah both are good maps... the water aspect of Lingor is interesting as well as fighting non-standard units (Druglords...lol) I'm not sold on the RH packs to be honest.. sure they are cool but there are some issues with ACE and certain weapons... besides the fact I think we are trying to lower the amount of available weapons in the base. Maybe we could start with one like M4 pack? Anyone else have an opinion on this? Not a huge fan of Lingor either, too many trees that seem to give AI a huge advantage. Dingor could be interesting though. Don't think the RH weapon packs are that needed, they are nice but don't really add all that much. Personally as long as we have M4s, M27/SAW, and a marksman rifle available I'm happy.
  24. I always start worrying when I realise someone in my team was recording, due to my tendency to take the piss out of the other teams and command. :D PS. Parking in the highly flammable gas station when taking fire = best. idea. ever. ;)
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