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=VG= XOR

VG Clan Member
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Everything posted by =VG= XOR

  1. No, It's part of the standard VG modset, so I was asked to include it as most people are more familiar with it, which I agree with, though I personally prefer the script still. You can check it out if you wish, script disables itself in detecting tfar or acre so it's still in the mission. Briefing contains all info & beyond vanilla von keybinds, it only uses the diary key, default 'J' bring up visual radio. https://steamcommunity.com/sharedfiles/filedetails/?id=2546472768 Mission's fixed for all curious, it was a bug with a command [doStop] that turns players into seagulls and occasionally results in an infinite loading screen, but only on dedicated servers. I didn't encounter it on my tests because I use a Profiling branch dedicated server with performance binaries ( which you can find here: https://forums.bohemia.net/forums/topic/160288-arma-3-stable-server-204-performance-binary-feedback/ ). I've verified fix on multiple stable branch dedicated servers so there won't be a repeat of what happened before.
  2. Event postponed indefinitely. I tested it numerous times before hand but for a yet unknown reason it got stuck during loading despite my best efforts. I'll fix it In the immediate future and put it up when I'm absolutely certain it won't bug out. My thanks to @=VG= Sausag3 for helping me out through this, and rest assured, I'll sort this out & knock it out the park, to at the very least covey an experience I think you'll find worth your time. Sorry for the inconvenience & Thanks for understanding. Cheers
  3. Add Kvsh as Alpha SL, he can still sling an AR as SL if he wishes,a Bravo AR slot for GRN so he can ride with Life & Nero where he asked please.
  4. He wants to get FACking, so Platoon FAC It Is, but If you want, I take no issue with you taking Phantom 3 If you so choose, there's already 5 birds, I won't add anymore, because there's literally no more space on the deck of the destroyer, but you're welcome to those, of which 3 Just happen to be AH-9's. You Definitely should check out this Sunday then, no fancy medical or radio system, Just you, a rifle & an awesome sandbox, Join us.
  5. Per RSVP, place Life as bravo lead & Timan as alpha rifleman. FOR ANYONE SO INCLINED, YOU CAN SIGN UP TO ALPHA OR BRAVO EVEN IF THE MINIMUM NUMBER OF PEOPLE IN EACH SQUAD IS FILLED, I.E both squad can have more than 4 people.
  6. As fastjack said, It's just a debug message, for the new auto-pickup kit feature no one wanted It won't be on any changelog.
  7. If it's available in a crate you may grab whatever you want, provided your SL is cool with your selection as it relates to usefulness. It's up to you, issued loadouts are merely suggestions.
  8. I say disable it outright, the option exists in configs & it's bad enough we know where all the spawns are without getting a rundown of where all the dumb little bots are, leave me what little surprise remains. Like keed said it's little more than an exploit in coop and shouldn't exist along side static spawn points & such. If you want to be useful to the team, just lead a squad, have fun doing it & help others have fun while doing so, Just a thought.
  9. https://steamcommunity.com/sharedfiles/filedetails/?id=1543583710
  10. Unfortunately he's one of the few people that can push that kind of a config change through to main branch, too much of a hassle for anyone else to do so. If you want to give it a shot, simply open objects_weapon_server.zip\weapons\handheld\weapon_ranges for instance & open *ai file,i.e your weapon ai template, then simply change 'weaponTemplate.setStrength Airplane 0.0' to a different value and bots will use that weapon against aircraft, based on weights you provide.
  11. Nah, it's a config in weapon/vehicle ai templates, nothing to do with python.
  12. As am I, but harriers are op in coop period if you half know what you're doing cos the only thing to worry about is AA & pco gunners. So I say @=VG= Melon Muncher gets out of his cave & implements the config that makes all bot inf & vehicles shoot at the harrier, cos it was fun for the very brief period it was implemented. Cos atm any time I ever hover, I just get down to street level to make it somewhat interesting, and I'd simply much rather bots shoot back when hovering. Sadly no, BRING THAT BACK TOO please, actually made flying more fun.
  13. Uhhh, noo, I'm sure there's other apps that allow you to do so, I mean you might as well get a joystick or sth at that point, eh And yes Android only, cos, reasons
  14. I've got a HOTAS setup for DCS, whose throttle I also use when playing Arma, KSP & PR at my desk, where as I use my phone as virtual throttle device when I'm not, and since more than a few people have inquired about it and since xinput.dll integration in to PR was long abandoned,I figured I'd at least share how anyone can use a phone as a throttle control device among other things, cos why not... https://github.com/junghyun397/VirtualController/wiki/STEP-BY-STEP:-how-to-install-VFT-Flight-Throttle https://github.com/junghyun397/VirtualController/releases Step by step instructions are pretty clear, so if anyone needs help configuring it, just post up... Simply put, your X-AXIS is your throttle, RZ-AXIS your yaw (steering), RX-AXIS your pitch & RY-AXIS your roll... TLDR; If you don't want to constantly rely on tapping w to precisely control your speed when flying or even driving slow, which I imagine is the most obvious use case, then I highly recommend it, as in most cases it's even better that a hardware setup, which is absolutely Overkill for PR, as you can pretty much use it anywhere cos your phone is where ever you are. Do you need it, ABSOLUTELY NOT, at best it's just more convenient as it provides analogue (high precision control) & has utility in other games as well,so it's just useful but not necessary by any stretch of the imagination. @Connor @Zeee Enjoy.
  15. Alright, Time to judge Was Awesome [ Esp That Last Bit ], Now Go Make More
  16. It's generally a good habit to get into to make coop maps playable from both sides, as only then do you see any underlying problems if there are any, matter of personal preference AND principle though. Uhhh, if you intend team 2 to be player only(which imho is iffy), then just give bots the flag from the get go, and place emplacements, and tie everything spawned on the beach to the radar cp, so it won't spawn otherwise.
  17. Just tried it out, a few of my thoughts... Blackgold is generally fine, asset's are slightly unbalanced & u need to spread out vehicles across flags so bots don't have to walk everywhere but fine for the most part. As for Adak, well.... Carrier spawn missing for bots, so either add bot only - spawn on vehicle only spawn points on carrier, see jabal for how to do that, or have radar owned by chinese on start so they have somewhere to spawn on, as otherwise the only way to get them to spawn is for a player to go to the mainland and join each squad to take lead for a moment to give them somewhere to spawn, a similar problem exists on soul rebel though, It's a fairly uncommon mistake, hence why you need to always at least play test at least one round from either side before you publish. Again bots walk everywhere because vehicles are concentrated at main, so have a few transport vehicles linked to CP's so bots don't have to walk everywhere. There's something wrong with navmesh, sure bots walk fine through it, but vehicles are a different story, so normally when a bot encounters a vehicle, it either attempts to take it or enter as a passenger or worst case, just go around it because bots cant enter said vehicle, more often than not however bots act as though the vehicle isn't even there and simply get stuck in a walking animation behind it i.e either vehicle doesn't support bots in which case u should swap it out or navmesh is borked, so validate your navmesh & assets for Inf, Vehicles, Aircraft(i.e do they enter, dismount, stay in combat area,...) Balancing is also a big issue, asset placement is oddly saturated, again making bots walk everywhere and hardly using vehicles as there are far too few spawn in vehicle spawn points. Generally a pretty good attempt, but I suggest you do in game playtests, boring and repetitive though it may be, a thorough playtest helps you avoid everything I pointed out and then some, enable ai debug 'aiDebug.draw 1' & 'aiSettings.setStatsViewDistance 150' in aidefaults.ai to evaluate ai behaviour, enable 'rcon debug' and do 'rcon fastcap' to validate all CP's work as intended with CP's being capped fairly quickly for debug, and maybe spawn a few vehicles next to bots to see how they behave tldr; playtest
  18. Might you compile a second chart, but with layers as well, beats going through the gallery, thx.
  19. Tried it for a few min, my biggest gripe, them removing map transparency, like wtf, some of us use the map while flying eh!
  20. Should be simple enough, it's a simple matter of adding a factorial that uses KD to evaluate player skill relative to time elapsed, higher KD in a given unit of time signifying higher skilled player. An even simple way to balance this would be to increase the difficulty by .1% for every bot killed and reduce it by 1% for every player killed which results in a more emergent & fluid difficulty balance. Here's an updated script, also attached, that uses a sigmoid function to dynamically adjust difficultyMultiplier based on KD ratio of players for every bot killed, such that the more players there are with high KD ratios the lower the difficultyMultiplier, which translates to higher bot count, with difficultyMultiplier never exceeding config defind value, such that it' can get exponentially more difficult relative to more experienced players but it never gets easier beyond value defined in config. tldr; player KD ratios continually modify difficultyMultiplier with an upper limit for every bot killed and player count continually forces recalculation of bot respawn times relative to player count for every bot killed so as to modify the mean number of bots active in a given unit of time, i.e logical bot count. @=VG= SemlerPDX And I welcome any & all feedbacks & suggestion, I posted it here so it might be used by anyone who finds it useful, and so I take no issue with customising it to requests. botCountBySpawnTime.py
  21. I already wrote a script that on every CP capped checks if all capable CP's are owned by team 2 && if so sets bot team tickets to 0 after 15 sec triggering end of round by team 2 victory. I'll post it if you wish, should certainly make no-ticket bleed a thing of the past, with rare exceptions like cappable CP in dod for instance. *also attached below* @=VG= SemlerPDX forceEndOfRound.py
  22. I understand some mods were included to make it easier for newer people to transition to Arma, but personally I feel ETS(Enemy Tagging System), No Weapon Sway & No Stamina have no place in Arma, Tactical Ping is more than adequate & Weapon Sway as well as Stamina exist to prevent individuals loading up on an unreasonable arsenal so as to force individuals to cooperate & use vehicle cargo, and you can Run(Though Not Sprint) infinitely to begin with,so that combination of NoSway+NoStamina especially shouldn't be in the modset, IMHO. I understand where you're coming from but if i may, perhaps server key's should then be added to allow OPTIONAL client side mods like JSRS, Blastcore, A3 Thermal Improvement ,etc... entirely at individuals discretion where appropriate. Locking down gameplay to a very limited preselected modset is IMHO, not the best idea, when there exists a possibility to accommodate for individual preference, with in reason. And I get the intent of this thread isn't solicitation of mods, but LAxemann's immersion essentials & Real Engine despite being tiny mods, offer a huge boon to immersion & gameplay, without compromising on performance in anyway shape or form, so, ... for your consideration. YES, ACE MEDICAL is the devil's spawn. In my experience VCOM is incompatible with virtually every other AI mod because it conflicts with & in most cases overrides them, and LAMBS generally works best with ASR_AI3, I know you prefer VCOM, but just wanted to clarify on the compromises, as on it's own VCOM is stellar, but the ASR_AI+LAMBS combination is vastly superior to either VCOM or LAMBS or ASR_AI individually..
  23. Just to crystalize a particularly important point I failed to articulate, such a system for the most part removes server population as a variable in map selection, which meaningfully translates to, ANY MAP CAN BE PLAYED BY ANY NUMBER OF PLAYERS, and thus repetition is reduced and variety of viable maps increased exponentially. Just wanted to put that out there, as I'd forgotten to do so.
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