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=VG= XOR

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Everything posted by =VG= XOR

  1. No reason why not, easier actually, I considered making big birds repair/rearm points for everything, but I could hear the outcry & screams of my treasonous ways, so I Just went with A2A, less controversial & actually takes a bit of skill to execute within a time crunch & while needing to have to execute commands in-flight.
  2. @=VG= keed can't quite modify ui server side, but shouldn't be too difficult to bind commands to existing UI events like weapon selection, certainly a better approach, I just be lazy like that Airlift would pretty much apply to the big birds so it's inline with what you indicated, Chinooks, Osprey & anything with 2x large crates. And A2A rearm might not be a thing irl, but given the size of the maps, figured why not, cos the only in-game analogue to fuel is ammo, so perhaps might just rearm AA missiles/flares & not bombs/atgms, I do see your point tho. 100 ticket cost is just a base line, I'll probably tie it to player count & elapsed round time multipliers to make it a bit more dynamic & reasonable. @=VG= Nyther exploits over hacks, always ftr, l'll post the code for these for anyone to use, but it's mostly for use on a private server in a coop Arma community of all places, cos it be like that, sadly.
  3. I already wrote these as part of something I'm putting together to wrap up the year along with some other shit I should've gotten done months ago & I'll post these below if anyone's interested but, what thoughts & objections might you guys have to these concepts in PR? Airlift Is Basically just a pair of commands that works with crates, repair stations light wheeled vehicles like humvee's & boats, '!load <str:crate/repair/wheeled/boat>', logically 'indexes' pos of first found matching object with in 5m & '!unload' drops/'teleports' linked object from aircraft height much like crate drops,if not moved from loading position so you'd need to get low. AirToAir Rearm/Repair is basically a command '!a2a', reserved for trans helis with 2x crates,with a cool down timer that 'attaches' a fast supply object(from testairfield) usually found on helipads & runways to the transport heli of player that invoked command for 60 seconds, if invoker heli isn't more than 60% damaged, and only to Rearm/Repair other aircraft. So you could rearm/repair other aircraft provided they fly slow enough & in close (<25m) formation, in midair. I always figured the osprey should be more useful, so mehh, why not, you can rearm/repair an entire cas squad in one go in midair with one of those. Both commands additionally cost player team 100 tickets and give bot team 100 tickets & are intended to be used in the context of bots at max difficulty, extended engagement envelops (range),a custom spawner and no squad lead respawn, among other things... As I happen to be one of those idiots who don't subscribe to the idea that the only game you can play is the one in the title. Thoughts?
  4. I appreciate the cas 'nerf', but infantry need a taste of the pain too Maybe also set neutral flags to team 1 as it once was on certain maps, on all maps on dedicated servers, no reason for a neutral flag start in online coop. Problem with having bots WALK instead of RIDE is that they're alive for much longer, but always enroute to/from an active CP which makes actual CP's easier to cap, while when in vehicles they die quicker but in most cases, either overrun killers when they all dismount on vehicle destruction or more likely REspawn at relevant CP, so what ever benefit that might be gained in having bots WALK to/from CP's is all but lost due to the fact that no one but noobs do the same on maps with vehicles... So perhaps, better to just reduce exit damage threshold, instead of locking them out of vehicles(as passengers ofc). Time isn't the only signifier of outcome, logic functions all the same, so no, not worth it. COOP AI in any video game are generally more effective when their TTL(time to live) is shorter as it allows them more pathfinding options, i.e high TTL relies more on navMesh,LOS & trigger areas to navigate to targets where as low TTL let's them use a spawn networks to find targets with navMesh & LOS mostly used to hone in on targets. Which broadly translates to low TTL resulting in lower response times to player action, which is obviously the more desirable outcome. I'm sorry what, let them shoot both, let's leave personal bias out of these changes every one needs an RPG in the face, it USED TO complement frags quiet well, ehh jeeeZzzz Not hating, just saying, most changes are gr8 but some that I won't even touch are just so logically incoherent it's confounding Cheers
  5. As someone who frequents anything that flies,I agree with everything you said, well put @Sciddles, as always. As for myself, I'll switch it up more. @=VG= keed, I agree, but don't you dare #leaveHarriersAlone
  6. I meant the later, scripted solutionsl use logically enumerated spawn points using bot movement data to ensure spawn remains in navmesh & in range of a relevant (cappable) cp, for instance. Mapper placed spawn pool for 'randomised' spawn selection is simply too small in scope & doesn't apply to static objects or vehicles...so mehhh It does make sense too conceal spawn points from LOS when there's a limited number of them, but less so when it's Randomised every few minutes.. *And what Johnny said... Edit: ftr,I submitted code for this 3years ago, it was rejected because #reasons
  7. Yes. Without modifying maps? Also Yes. Why then isn't it a thing? IDFK, Code exists
  8. I might not make it due to prior commitments with the Arma 3 community I play with every Wednesday+Weekends, but sign me up as Alpha Medic pls, looking good
  9. Yeah,a certain someone nerfed bots trying out a new config & weapon temperatures, only way to even get close to how they were with out changing configs is to Max out bot difficulty, reduce bot respawn time by 1/2 to balance their frailty & bias flag polarity on start (bots own all neutral cp's on round start) , especially on muttrah, it truly is boring now. Cos unsurprisingly, maps are only truly fun nowadays with very few people, 3 man jabal with euro & aluc was epic though surprisingly easy, almost ran their tickets dry, mostly having had less than 10 tickets #funTimes @=VG= Vanillapop bot numbers are unchanged afaik, though logical bot count or avg number of bots alive through a round is lower, by virtue of being less formidable to kill, hence your impression perhaps
  10. I'm in 'Systems Automation' (CompSci major), so I've got a bit of a bias but here goes. 1. Is easy, pays well, requires little time, hardly any math if ever but is mindlessly boring & in the age of squarespace,wix,wordPress,... can be done with no effort by #2 & #3 or anyone with some common sense ftm. 2. Similar in ease & time taken, but no less boring, if as you say you're looking for something interesting, scratch this one off too, it's as interesting as watching paint dry. And you can do it any way as #3. 3. Pays most, boring - what's that even mean - certainly not this , Sure it needs some math, but unless you're going into data science or algorithm design(actually fun for us sociopaths who like math), 99% of programming is operational logic(if,else,while,for,and,or,blah blah blah), basic arithmetic & GOOGLING SHIT, sprinkled with some high school level linear algebra & geometry at most in that order,hate calculus not to worry, 'every one' does & you don't need it, though you'll certainly have to take classes on it regardless, in a traditional college course at least. And yeah you can do #1,#2 & ofc #3 having learned this as a matter of course. So if your motivation is looking for something more interesting which by definition translates to challenging & fun, you certainly won't find that with those two, but if you want to unleash your creativity, question reality, and learn how to think instead of what to think, programming is the way, because it's a mindset that pays well instead of just a job that does, while the other two are just that, jobs & little else. It's also one of the few skills in life that can earn you a living with out you having to seek out employment or even formal education from the comfort of wherever whenever, take a week & teach yourself, see how that goes, Derek Banas 'Learn In One Video' series gives you a pretty good idea what programming actually is , If you enjoy it take it up, If not take-up YouTube I asked my 7 year old niece, in her blog on dogs & cats powered by wix, SHE CONFIRMS, no math. Cheers.
  11. https://github.com/Xeno69/Domination , for Arma 3 by the same guy who made the original for OA. @=VG= .Blizzard. I know you're going for 'milsim'-esque gameplay, but i find it's useful to let your imagination run wild beyond what's reasonable at times, like my <functional> adaptation of SUPERHOT for Arma 3 attached, because that was a fly ass game, and sometimes you just wanna chill. And How about this for an awesome bit of little known functionality, map chaining, where you can have different objectives take place on different maps seamlessly, by transferring clients between multiple dedicated server instances, we do it in the A3 community I play with and there's nothing like having people playing together and coordinating objectives on different maps entirely, to achieve a common goal, think PR capture points for instance, but where each CP is an entire island or map, now that's how wars are fought. It was the mighty killzonekid's final parting gift, http://killzonekid.com/farewell-my-arma-friends/ ,the technique is actually explained in depth in the link, don't mind the page title. *He still works at BI, he just doesn't share his toys with us anymore* The simplest use case for this would be to signify the passage of time, on completion of all objectives on winter Chernarus for instance, you could do 'A Few Months Later...' summer Chernarus.. EDIT: I got a pm that Linked Url Went Down,so linked below is a mod based off KK's linked post above. Server Transfer System ,steamworkshop link to mod is down,but if you scroll down in the page, you'll find the armaholic link. I'll leave the original link intact, in case it goes backup again, however unlikely that may be. #SUPERHOT.VR.zip
  12. @KilRoy- as far fetched as perhaps even you might think some of your suggestions are, it's all actually in some shape or form possible server side, but just takes a lot of testing at most, AND MOST IMPORTANTLY is a breach of server license, so you're unlikely to ever see any of that happen. https://www.realitymod.com/forum/licenseapp.php
  13. Updated thoughts & code in OP with feedback in mind before I distract myself with yet other shenanigans @=VG= Acro1 @=VG= Skitalez , let me know if I've swayed your positions, should you remain unmoved, we shall agree to disagree on this one, all said though thanks for the feedback, it was most welcome & appreciated. Have a good one.
  14. Your damn queen owns my country, you might as well come visit, we've got lots & lots of that white stuff Brits moon over every winter.
  15. Accelerated day night cycle, Accelerated dynamic weather, Combined arms, Dynamic vehicle Loadouts, JIP (join in progress) support, Winter Chernarus, Summer Chernarus, Chernarus, did I say Chernarus?, CUP Modset because it generally doesn't lag out the server &or clients unlike rhs while having just about every relevant faction & asset you could want, Virtual Arsenal enabled - don't pick my loadout for me please,... for starters, because when I play Arma 3, I want all of it, the most it's got to offer, not PR or COD 'don't leave combat area' bs, don't tell me where I can & can not go, let me carry out the Objective however, when ever & u got gold. Xcuse my candor for what follows... I know people like Zeus, but in all my years of playing Arma 3,I have yet to find one that challenges me, they all seem to think their role is basically as human spawners weaving their spawning role with dumb little sorry lines that inspire or make you feel nothing, so if you want Zeus in a campaign have it be adversarial Zeus that actively tires to kill everyone. In regards to campaigns, there's nothing better than than an autonomically persistent campaign, which is to say a battlefield that evolves with or without player presence/intervention, though I take issue with it being persistent over weekends over being persistent, all the time, period. Just my two cents. Ps. I don't want to be a rebel operating fighter jets out of a swamp, nothing Immersive about that. #antistasisucks Cheers
  16. The way it was done required every map be modified on every update, especially those maps with carrier starts,I believe, but it could actually be done without doing so, just a simple matter of inverting cappable flags, getting bot trans helis to drop passengers on flags (which they don't but is trivial to fix - change helis to type landing craft & teleport bots to ground on heli ejection) & changing ticket count balance,number of assets and assets spawn times, which could all be done at runtime server side. Let me know if anyone's interested in the run time code, used to use it as part of a mutator with scripted spawn logic. on a now defunct server. Most people who still play, myself included, did & do. Would be nice to have it back at some point.
  17. For the same reason that we as human beings aspire to be better in every aspect instead of settling for mediocrity that might have taken hold of others. . ftr, this is !flip, a dang rng def commandFlip(args, p): m = '' if len(args) == 1: m = args[0] if not re.match('^\\d+$', m): personalMessage('This command takes only one integer argument.', p) return False else: m = 1 coin = random.randint(0, int(m)) personalMessage('Result: %s' % str(coin), p, True) return True See above, it's the function in it's current state in the latest PR version.
  18. @=VG= Acro1 I agree with your premise but disagree with your logic, agree to disagree then. @=VG= SemlerPDX I'm aware of flip, but it doesn't function as intended, if it ever functions which it rarely does, in short it doesn't, try it. Hence !unflip, again try both, and tell me what works & what doesn't. *!flip is basically a dummy command in it's current state.
  19. Oook, I either misspoke or you seriously misunderstood the function of this post. I'm not complaining about anyone or anything, it just happens vehicles flipping is a more frequent occurrence now, especially in world war 2 maps, a friend just 'suggested' an 'unflip' command due to frustration & I just figured why not & posted this here... So yeah it's less an abused command & more a missing command, hence this post. Apologies if I misspoke yiykes. Just to be clear once more, command isn't abused, it doesn't even exist & I'm not requesting it be restricted, more suggesting a new addition... Feel free to move it to suggestions if you'd please. My bad,I guess
  20. [EDIT]: Figured i might as well update & give this post a final look through before i forget about it, Feel free to use this if/when/how/as you see fit... !unflip flips any vehicle into neutral pitch & roll and drops it from 2m higher, for use if vehicle flipped/stuck. Add to mods\pr\python\game\__init__.py import cmd_unflip cmd_unflip.init() And Copy attachment below to mods\pr\python\game import bf2, host, time, re, ConfigParser, game.realityadmin as radmin, game.realityconstants as CONSTANTS, game.realitykits as rkits, game.realitycore as rcore """ !unflip flips vehicle into neutral pitch & roll. ONLY AVAILABLE TO COMBAT ENGINEERS when invoked as the driver or only person in a given vehicle because unlike logi's, they can actually be flown in, if need be and in crewman operated vehicles command can only be executed in the blind due to crew kit restrictions which makes command only usable for a brief window. This way it's more accessible but not trivially so, as you still need crates which trans might lend a hand with to grab the kit which requires at least 3 people in a squad, which makes it only available to at least properly manned squads and not some 2man locked tank squad for instance. And a global use message is sent to allow admins to identify command spam, if that is ever an issue still. A fair compromise, no, and maybe a cogent reason to use the infrequently used kit. """ def init(): host.registerHandler('ChatMessage', onChatMessage) #_stripPrefix(): removes context prefixes from a chat lines and returns the trimmed chat line def _stripPrefix(text): text = text.replace( "HUD_TEXT_CHAT_TEAM", "" ) text = text.replace( "HUD_TEXT_CHAT_SQUAD", "" ) text = text.replace( "HUD_CHAT_DEADPREFIX", "" ) text = text.replace( "*\xA71DEAD\xA70*", "" ) return text.strip() def onChatMessage(playerID, msgText, channel, flags): p = bf2.playerManager.getPlayerByIndex(playerID) playerVehicle = bf2.objectManager.getRootParent(p.getVehicle()) playerName = p.getName() playerTeam = p.getTeam() playerPos = playerVehicle.getPosition() playerRot = playerVehicle.getRotation() kit = p.getKit() playerKitName = kit.templateName playerKit = rkits.getKitTypeString(playerKitName) if rkits.getKitTypeString(playerKitName) not in ('engineer', ): #if not combat engineer radmin.personalMessage("!" + str(command) + " may only be used by combat enginner as driver or lone occupant of vehicle", p) return """ command parse, If findall doesn't find a match, it will return an empty list []: resulting in 'IndexError: list index out of range' exception which causes gamecrash when rcon debug is enabled, this also prevents game init until player spawns. *rationale for exception handling below* """ try: text = _stripPrefix(msgText) pattern = re.compile(r'!(\w*) ?(\S*) ?(.*)') matches = pattern.findall(text) command = matches[0][0] if matches[0][1] != "": #parameter 1 if exists parameter1 = matches[0][1] else: parameter1 = None if parameter1 != None and matches[0][2] != "": #parameter 2 if exists parameter2 = matches[0][2] except: return if text[0:1] == "!": # unless the first character is ! don't do anything if command == "unflip": if not p.isAlive(): return if p.getDefaultVehicle() == p.getVehicle() : #if player not inside vehicle return passengers = playerVehicle.getOccupyingPlayers() if len(passengers) == 0: return driver = passengers[0] # for passenger in rootVehicle.getOccupyingPlayers(): # if passenger != player: if p == driver: playerVehicle.setPosition((playerPos[0], playerPos[1]+2, playerPos[2])) playerVehicle.setRotation((playerRot[0], playerRot[1]*0, playerRot[2]*0)) radmin.globalMessage(str(playerName) + " used command !unflip [" + str(kit) + "," + str(playerKitName) + "," + str(playerKit) + "]") else: radmin.personalMessage("!" + str(command) + " may only be used by combat enginner as driver or lone occupant of vehicle", p) cmd_unflip.py
  21. Nice bait & hook with clean sweep, a favorite of mine with an equally pleasant layer, appreciate the work. Loading up
  22. @=VG= Fastjack I agree It's certainly not the responsibility of anyone here to fix anything inherent in the game. It's simply one of those issues with in the means of server admins to rectify should they choose to do so, R-Dev's requirements & expectations, unreasonable though they may be in this regard allow for very limited scripting as is the case with admin scripts which are allowed on public servers,i.e scripts of limited utility that don't alter gameplay such as this are considered admin scripts & NOT server side modifications, I carefully considered that when I wrote it. And given the extent of actual server side modifications on VG already, i hoped it wouldn't be a point of concern. With that in mind, I submit that delayed named squads aren't perhaps a solution to the problem of slow loaders on VG while the other solution contained herein is however worth consideration as a useful utility if nothing else. @=VG= SemlerPDX And with that I'd like this thread locked as feedback thusfar signifies this thread has run its course & served it's purpose. Thank you all for your feedback, it was most welcome.
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