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=VG= XOR

VG Clan Member
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Everything posted by =VG= XOR

  1. Well there you go, never knew that got fixed, was out of the loop for a while, so I guess manpads shouldn't be a problem then. Always. Touchè brother. Let's assume you wouldn't, surely you want more bots though, eh? So that's the flip side, depending on how you configure the difficulty multiplier, you can avoid fewer bots while having more for higher player numbers, it's entirely left to configs, like all good things in life It can be, but not on any officially sanctioned server, at least not anytime soon. You'll most likely come across it in events, should anyone choose to use such functionality. But as for is it possible, absolutely, I've done it & so have others.
  2. It's not only possible, it's fairly trivial. The only caveat being, though host.rcon_invoke("gamelogic.setkit ****") sets ANY KIT initialized for a given faction in real-time, it changes OVERALL kit composition of bots on successive re-spawns & not immediately, instead of only INDIVIDUAL bot kits. Which might actually be more ideal, if it's constantly being set to a different kit relative to dominant threat at any given point in time, though not as targeted, it makes it so that if armor dominates the battlefield, a majority of bots that re-spawn do so with AT, though i'm sure you already know of the issue with bots using MANPADS. There is of course also a targeted solution, a simple (re)spawn handler can be used to shuffle spawns, such that any bot that spawns with AT kit spawns at pos of any other bot killed by ARMOR(with random delay) for instance, or just at closest spawn point to killer(player). In-fact I recall writing a dumb little function for this, I called it DIE_VERSION, it was supposed to signify that the player was going to die in the next encounter with a bot the player killed.... I digress though, I'll probably pack it along with some other stuff I've written over the years and make a post or something at some point, I've thought about doing so, just got lazy.
  3. Tested on both, it was part of a server side minimod i wrote for bf2. Not that i can think off, that's why i posted it here, to create discourse if nothing else. Not only does it not require a server restart, it changes through a round,so if a round starts off with 35people and shrinks to 20people, logical bot count changes accordingly as it's constantly recalculated for every bot killed, there should be no performance penalty. Absolutely true, however on the flipside, with an appropriate (per testing) difficulty multiplier applied, it makes it more challenging for a more full server, as normally whether or not there's a full server or not, bot respawn time is same as player respawn time, about 60sec by default which on a full server or even half full, imho is too much.... So one might say it makes maps easier or no easier(depending on difficulty multiplier) for few, inexperienced players and makes maps harder for lots of experienced or inexperienced players alike. I thought about having it check game tracker to check player's played hours to scale for player experience, but figured that wouldn't go down as well.... CAN'T AGREE MORE, I'll port over some other scripts for THAT with time, when motivation strikes.... Blasphemy, it's one of double's finest, imho. Agree to Disagree. My solution for that was making every bot a contextual spawn point(contingent on vehicle type, cappable cp in range) and making every bot killed a probabilistic contextual respawn trigger(ex. every bot cas kills gets a 60% probability of respawning every shilka on map instead of current fixed respawn time AND 40% probability of cloning spawned shilka on killed bot pos instead of mapper designated pos after a delay), I'll port it at some point, It's part of a much larger script so, it's finicky to clean up. Started porting but got stuck writing a function to validate position as being in navmesh to prevent bots dying, so i can also use player positions too as that's a more random position seed, and a 2dTo3DPos function to resolve 2d coords to 3d from height map, i'll sort that out too when motivation strikes. Me & you both, and just about every person who plays coop. I implemented this at your request, but found a bug that causes python crash after the first dozen selections(which simply changes the minMax (re)spawn time of random spawners & despawns all on round start), been looking for a fix and what causes that for a while.... still at it, when once again motivation strikes.
  4. This one's more of a hail mary... Just putting it out there for posterity
  5. Changing the number of bots relative to player count has long been discussed and is somewhat of a long standing 'unresolved issue' as it can't be done using configs or without server restart, and given some recent discussion on discord about map difficulty, i figured i might as well post this up as at the very least an alternate 'POSSIBILITY', which at present it is not. So there's two ways to change bot count, either set ENTITY COUNT in server config or change LOGICAL COUNT by manipulating spawn times such that the mean number of bots SPAWNED at any point in time is lower or higher, Classical interpretation of 'count' signifies entity iterations, Logical interpretation that i use here signifies 'INTERACTIVE entity iterations', additionally (re)spawn time based entity count is the most computationally efficient way of dynamically adjusting such count without fucking up server performance, as more bots generally tend to tax a server's performance more, especially in such an old engine. TLDR; It's a fairly trivial script that separates respawn times of bots & players, dynamically not only on round start but through a round as well, as players JOIN & LEAVE. It occurs to me that most people don't download attachments & since one needs to login to download attachments anyway, I'll just embed it below, as it's fairly trivial. SEE CHEATSHEET IN EMBED BELOW TO SEE HOW SPAWN TIME CHANGES RELATIVE TO PLAYER COUNT, it was automatically generated so it should be a fairly accurate representation import sys, host, bf2, math, realitycore as rcore, realityadmin as radmin difficultyMultiplier = 5 #lower is more difficult as bots spawn more frequently whereas higher is less difficult as bots spawn less frequently, see cheatsheet below def init(): host.registerHandler('PlayerKilled', onPlDeath) #wounded host.registerHandler('PlayerDeath', onPlDeath) #deded def onPlDeath(player, soldier): if player.isAIPlayer(): botSpawnTime(player, soldier, difficultyMultiplier) def botSpawnTime(player, soldier, difficultyMultiplier): botSpawnTime = math.ceil((bf2.playerManager.getNumberOfPlayersInTeam(1) / bf2.playerManager.getNumberOfPlayersInTeam(2)) * difficultyMultiplier) radmin.globalMessage("DEBUG: respawning " + str(player.getName()) + " in " + str(player.getTimeToSpawn()) + " sec [" + str(botSpawnTime) + player.setTimeToSpawn(botSpawnTime) "]secComputed") for p in bf2.playerManager.getPlayers(): #redundancy to reset all bot spawn times to specified timer, ignoring PR set spawntimes... if p.isAIPlayer(): p.setTimeToSpawn(botSpawnTime) return """ dynamic difficulty scaling applied for every killed & spawned bot,bot respawn time proportional to number of players & number of bots there's 2 ways to change bot count, change actual number of bots spawned OR change spawn times to logically define the number of bots active at any given time comparison cheat sheet: spawn times @difficulty N for a given Number of players, assuming 40bots @difficulty=1 40sec@1players 20sec@2players 14sec@3players 10sec@4players 8sec@5players 7sec@6players 6sec@7players 5sec@8players 5sec@9players 4sec@10players 4sec@11players 4sec@12players 4sec@13players 3sec@14players 3sec@15players 3sec@16players 3sec@17players 3sec@18players 3sec@19players 2sec@20players 2sec@21players 2sec@22players 2sec@23players 2sec@24players 2sec@25players 2sec@26players 2sec@27players 2sec@28players 2sec@29players 2sec@30players 2sec@31players 2sec@32players 2sec@33players 2sec@34players 2sec@35players 2sec@36players 2sec@37players 2sec@38players 2sec@39players 1sec@40players @difficulty=2 80sec@1players 40sec@2players 28sec@3players 20sec@4players 16sec@5players 14sec@6players 12sec@7players 10sec@8players 10sec@9players 8sec@10players 8sec@11players 8sec@12players 8sec@13players 6sec@14players 6sec@15players 6sec@16players 6sec@17players 6sec@18players 6sec@19players 4sec@20players 4sec@21players 4sec@22players 4sec@23players 4sec@24players 4sec@25players 4sec@26players 4sec@27players 4sec@28players 4sec@29players 4sec@30players 4sec@31players 4sec@32players 4sec@33players 4sec@34players 4sec@35players 4sec@36players 4sec@37players 4sec@38players 4sec@39players 2sec@40players @difficulty=3 120sec@1players 60sec@2players 42sec@3players 30sec@4players 24sec@5players 21sec@6players 18sec@7players 15sec@8players 15sec@9players 12sec@10players 12sec@11players 12sec@12players 12sec@13players 9sec@14players 9sec@15players 9sec@16players 9sec@17players 9sec@18players 9sec@19players 6sec@20players 6sec@21players 6sec@22players 6sec@23players 6sec@24players 6sec@25players 6sec@26players 6sec@27players 6sec@28players 6sec@29players 6sec@30players 6sec@31players 6sec@32players 6sec@33players 6sec@34players 6sec@35players 6sec@36players 6sec@37players 6sec@38players 6sec@39players 3sec@40players @difficulty=4 160sec@1players 80sec@2players 56sec@3players 40sec@4players 32sec@5players 28sec@6players 24sec@7players 20sec@8players 20sec@9players 16sec@10players 16sec@11players 16sec@12players 16sec@13players 12sec@14players 12sec@15players 12sec@16players 12sec@17players 12sec@18players 12sec@19players 8sec@20players 8sec@21players 8sec@22players 8sec@23players 8sec@24players 8sec@25players 8sec@26players 8sec@27players 8sec@28players 8sec@29players 8sec@30players 8sec@31players 8sec@32players 8sec@33players 8sec@34players 8sec@35players 8sec@36players 8sec@37players 8sec@38players 8sec@39players 4sec@40players --default-- default PR bot respawn time is ~60seconds if deded and 0sec if wounded before deded @difficulty=5 200sec@1players 100sec@2players 70sec@3players 50sec@4players 40sec@5players 35sec@6players 30sec@7players 25sec@8players 25sec@9players 20sec@10players 20sec@11players 20sec@12players 20sec@13players 15sec@14players 15sec@15players 15sec@16players 15sec@17players 15sec@18players 15sec@19players 10sec@20players 10sec@21players 10sec@22players 10sec@23players 10sec@24players 10sec@25players 10sec@26players 10sec@27players 10sec@28players 10sec@29players 10sec@30players 10sec@31players 10sec@32players 10sec@33players 10sec@34players 10sec@35players 10sec@36players 10sec@37players 10sec@38players 10sec@39players 5sec@40players @difficulty=6 240sec@1players 120sec@2players 84sec@3players 60sec@4players 48sec@5players 42sec@6players 36sec@7players 30sec@8players 30sec@9players 24sec@10players 24sec@11players 24sec@12players 24sec@13players 18sec@14players 18sec@15players 18sec@16players 18sec@17players 18sec@18players 18sec@19players 12sec@20players 12sec@21players 12sec@22players 12sec@23players 12sec@24players 12sec@25players 12sec@26players 12sec@27players 12sec@28players 12sec@29players 12sec@30players 12sec@31players 12sec@32players 12sec@33players 12sec@34players 12sec@35players 12sec@36players 12sec@37players 12sec@38players 12sec@39players 6sec@40players @difficulty=7 280sec@1players 140sec@2players 98sec@3players 70sec@4players 56sec@5players 49sec@6players 42sec@7players 35sec@8players 35sec@9players 28sec@10players 28sec@11players 28sec@12players 28sec@13players 21sec@14players 21sec@15players 21sec@16players 21sec@17players 21sec@18players 21sec@19players 14sec@20players 14sec@21players 14sec@22players 14sec@23players 14sec@24players 14sec@25players 14sec@26players 14sec@27players 14sec@28players 14sec@29players 14sec@30players 14sec@31players 14sec@32players 14sec@33players 14sec@34players 14sec@35players 14sec@36players 14sec@37players 14sec@38players 14sec@39players 7sec@40players @difficulty=8 320sec@1players 160sec@2players 112sec@3players 80sec@4players 64sec@5players 56sec@6players 48sec@7players 40sec@8players 40sec@9players 32sec@10players 32sec@11players 32sec@12players 32sec@13players 24sec@14players 24sec@15players 24sec@16players 24sec@17players 24sec@18players 24sec@19players 16sec@20players 16sec@21players 16sec@22players 16sec@23players 16sec@24players 16sec@25players 16sec@26players 16sec@27players 16sec@28players 16sec@29players 16sec@30players 16sec@31players 16sec@32players 16sec@33players 16sec@34players 16sec@35players 16sec@36players 16sec@37players 16sec@38players 16sec@39players 8sec@40players @difficulty=9 360sec@1players 180sec@2players 126sec@3players 90sec@4players 72sec@5players 63sec@6players 54sec@7players 45sec@8players 45sec@9players 36sec@10players 36sec@11players 36sec@12players 36sec@13players 27sec@14players 27sec@15players 27sec@16players 27sec@17players 27sec@18players 27sec@19players 18sec@20players 18sec@21players 18sec@22players 18sec@23players 18sec@24players 18sec@25players 18sec@26players 18sec@27players 18sec@28players 18sec@29players 18sec@30players 18sec@31players 18sec@32players 18sec@33players 18sec@34players 18sec@35players 18sec@36players 18sec@37players 18sec@38players 18sec@39players 9sec@40players @difficulty=10 400sec@1players 200sec@2players 140sec@3players 100sec@4players 80sec@5players 70sec@6players 60sec@7players 50sec@8players 50sec@9players 40sec@10players 40sec@11players 40sec@12players 40sec@13players 30sec@14players 30sec@15players 30sec@16players 30sec@17players 30sec@18players 30sec@19players 20sec@20players 20sec@21players 20sec@22players 20sec@23players 20sec@24players 20sec@25players 20sec@26players 20sec@27players 20sec@28players 20sec@29players 20sec@30players 20sec@31players 20sec@32players 20sec@33players 20sec@34players 20sec@35players 20sec@36players 20sec@37players 20sec@38players 20sec@39players 10sec@40players """ botCountBySpawnTime.py
  6. All good & no you don't need ahk to view the contents, you can do so with 7-zip,WinRAR,etc... Just about any archive manager, 'right click','open as archive' & navigate to specified path inside the exe,drag & drop specified file into notepad & there lies the source. It's not a particularly well documented feature so not too many people know about it, but it's well established that compiled ahk scripts contain plain source unless you use exe Packers & such to conceal it. tldr; use 7z to open exe as archive & navigate to specified file which can be viewed with notepad. @=VG= SemlerPDX just for brevity^^
  7. People can use exe if not inclined to compile provided source, but nope, contents can be viewed by anyone so inclined it's a bizarre but functional paradigm,I.e 'the contents CAN be reviewed, DESPITE being a compiled executable'. Regardless I take no issue with removing exe & leaving only already provided source if you feel it's necessary, let me know.
  8. I never include executables, only reason I made exception for this, though I included instructions to compile it was because AutoHotKey /AHK/ doesn't compile to native code,i.e the source of an executable is contained as a plain text file in the exe, this was an intentional design choice to prevent people from distributing malicious compiled code using it as was the case with AutoIt for instance. So though compiled, the source of the exe can be viewed by anyone using an archive manager as instructed, and compared with provided source in the source directory. That was just deduction...
  9. Just updated this, I've been using it for a few years & i thought not much of it, until steam login was added to the launcher a while back, figured i might save you a few lazy minutes... It's especially helpful if you tend to debug scripts/maps a lot, which involves a lot of CTD's. Sorry for my brevity, i just wanted to make it's purpose & usage as clear as reasonably possible. Source Included Uses Acc for UI Automation [Disclaimer] This launcher is no shape or form affiliated with the project reality team. It was written by a lazy fk who wanted shortcuts for profiles, and i used to have quiet a few & PRLauncher didn't let me make one, so i made one, and added a few bells & whistles. This was written for personal use, and hence lacks a UI which i deemed was an unnecessary addition prior to posting this as well, as you need only exercise some of that well hidden common sense that we all know is all too common, to use it. All feedback & suggestions are welcome. [Features] [Known Issues] [Security] [Usage] [To Compile Source] Source will additionally self compile if run directly & instruct you to use the executable it creates, this might trigger av false positive as compilation creates a intermediate binary file in temp directory. Download and Install AutoHotKey, then right click on 'PRAutoLauncher.ahk' and 'Compile', you may use the executable created in the same directory in place of the one provided on this post, so long as you use a compiled script regardless. [Note To Moderator] Attached Executable Is an non-obfuscated & non-compressed AutoHotKey executable with plain text source of compiled script within, 'PRAutoLauncher.exe\.rsrc\RCDATA\>AUTOHOTKEY SCRIPT<', as is the case with all compiled AutoHotKey scripts, accessible through any archive manager, validate source in executable is identical to source in provided source file... It's compiled as some functionality necessitated it, particularly instantiation, which was prone to malfunction when run as a script which meant it, itself was passed as a param to AutoHotKey.exe, which caused unpredictable behaviour. @=VG= SemlerPDX *Feel free to remove compiled attachment, at your discretion, I'll follow your lead* File: PRAutoLauncher.exe CRC-32: 81a286d2 MD4: 07e1ef063b31fd3b0a1246ffc31355b7 MD5: 47905ab9a355b49ee74c9e5cc84f9a1b SHA-1: 96079d3b1226a7bd0659fe127718171096073740 [EDIT] Added Checksum Added Source Only Download, Figured A Choice Was Better, If you are sensible download source & compile yourself, otherwise you may use compiled one. Made source self compile if executed directly, provided AutoHotKey is already installed per instructions PRAutoLauncher [compiled].7z PRAutoLauncher [source only].7z
  10. ftr Reshade 3.4.0.345 still works, i never bothered updating cos i use some custom shaders, so if you have issues, you can always revert.
  11. Just downloaded & tested files on audactity & vlc and seem to be working fine, I've archived and re-attached files below, incase that was the problem. @Connor do me a favor & see if you can download & playback audio files attached below in archive aak.7z
  12. idk, maybe you find one of these to be what ur looking for... just normalized & cleaned up the audio... 3 variants, the '_clean' suffixed ones' might most be ideal, pick ur poison i sense you cooking up a suicide bomber..... aak_ref.wav aak+bang.wav aak+bang_extended.wav aak+bang_long.wav aak+bang_long_normalised.wav aak_clean.wav aak_clean_raw.wav aak_clean_extended.wav
  13. @Connor @=AMPHETAMINE= CODEMASTERS never released dev tools or dedicated servers for Red River which was locked to Games For Windows Live service not to mention the complete lack of support for true Multiplayer, with the only multiplayer support being 4 PLAYER COOP MAX, so yeah it was great single player fun, but for all intensive purposes this isn't a multiplayer game in actuality. Hell we'd be better off playing the REAL the ORIGINAL OFP:ColdWarAssault that blud mistook the imposter(i.e OFP by CODEMASTERS) posted here for, it's not pretty in the classical sense but no one played it for it's looks, with the ECP Modpack, it's still a brilliant & fairly decent looking game with the classic HunchBack animation fixed and with it's 255 Player optimal limit (3024Max) & 3024 AI max limit, it could be a better throwback similar to what BMS did for Falcon. O yeah, Dragon Rising never had dedicated servers with official servers shut down & even then only supported max 16 players, CODEMASTERS ruined the OfP brand with these garbage releases. I do however indeed recommend World In Conflict MWMod & Wargame Red Dragon (unrelated to the stupid dragon mentioned above), some really good fun, i still play Wargame just to watch the CWIS go brtttttttttttttttt.
  14. You know it brother. For me, the Sound design & VFX in squad is second to none(at least for a tactical shooter) but like all good looking games, it's online only, has garbage flight model, has bad netcode - obscene rubber banding & ridiculous ping where time & time again i found my self having 2x-3x as much ping in game as i had to a server on server browser, limited scale in that it doesn't feel like a warzone - at best a skirmish & mostly a rapid ttk arena shooter where the lowest ping shooter wins, limited choice of assets & limited gear customization,etc... All in all, I can't find a single compelling reason to play SQUAD over PR let alone over ARMA3, and, to make a game like squad work, you need a large group of people to play with, not 10 or 20 but more like 40 or 50 because it's only pvp & the VG server has at its peak a few dozen people at most, where in PR or ARMA3 I've had loads of fun, even just doing PvPvE with a handfull of people using AI balanced teams. SQUAD atm is a mass market fps that'll flop the moment it looses a fraction of it's audience as it can only be enjoyed in high pop servers with geographically equidistant players, unless you're the one with low ping. And yea.... ^that about sums it up. Having AI in a video game signifies more than just Single Player as it might be suggestive off, It allows you to play as you please, when you please, however you so please, that is the kind of freedom that greatly appeals to a person like myself, and lacking in SQUAD atm.
  15. I was watching a documentary, in-game ofc, 'why we fight', and got to wondering why WE fight, bots, for thousands of hours on maps we know inside out. I play PRBF2 COOP because I've developed a pathological aversion to competitive multiplayer games, multiplayer only games and the generic recycled shit that most games are today, and PRCOOP put simply is the only multiplayer game in a genre i'm interested in along with Arma 3, World In Conflict MWMod & DCS that I play anymore that ticks all the boxes (Moddable, AI, Offline SP/Campaign/COOP & Moderated MP Servers with JIP GameModes), confining myself to single player games otherwise (Kerbal Space Program, MSFX, MSF2020, Mud/Snow Runner, Kingdom Come Deliverance ,pretty much anything by ZACHTRONICS,.....), hence my affinity to GOG instead of STEAM/EPIC when possible. I also gave up on battlefield when EA gave up on BOTS & gave up on COD when it became COD. In a nutshell, not a lot of alternatives & chill folks on this particular server with this particular community, kinda made PR, MORE OF a PLACE i goto every other day, just to chill usually, where I occasionally listen to an audio book, play ksp in another window or vibe to music while in game, usually flying around doing a bunch of other stuff irl that I'd otherwise do while multitasking anyway #afk30sec, which admittedly is why i fly a lot, it's something i can do while doing other things. Some people frequent a bar or café, i frequent this P L A C E called Project Reality, could almost be a brick & mortar thing, eh? So yeah that's why I'm here, It's why I've stuck with PR for 9 years now, it's why I 'fight', WHY DO YOU?
  16. That is indeed a brilliant Mod, I've used HETMAN on which it's based since Arma 2 as well, It trully is a one of a kind mod for which there is no alternative (i.e A Dedicated AI Commander). It's better still with LAMBS_Danger.fsm and ASR AI3. iirc Rimy also uses LAMBS* mods.
  17. iirc it's a timing error, it's actually PRLauncher closing PR because of delayed response by PRBF2 process. Usually happens because of background processes taking up too much cpu time or cheat detection getting triggered, since you got it running it's obviously the prior. A simple reboot usually fixes it. Cheers.
  18. I fly(rarely gun) CAS a lot and because it's boring for me as a pilot & because I want to actually have some fun with my gunner, unless explicitly asked to do so & only to kill vehicles or help cap flags, I don't like to hover & rarely hover above 150, so as a matter of course I'd like to think I know how to stop people in my position farming kills. Simple approach would be to reduce the altitude limit for CAS helis, which for the uninitiated already exists, if you go above a certain altitude in a heli, you'll take damage, reducing it to a 100m altitude ceiling should be fairly reasonable in COOP with higher altitudes attainable for short durations similar to combat areas, so again nothing new, it's a simple value change for Melon to consider should he choose to do so, as in COOP, PvP configs are down right stupid. And hopefully the extended range & no exit statics make it (back) into an update, they were a bitch, but actually made doing CAS interesting&&fun at the very least & killed off campers expediently. tldr; Lower max altitude ceiling for CAS helis, which makes them more likely to get shot at, which reduces time on station before needing to rtb for repairs, which makes them more likely to go boom, which in turn makes them less likely to hover & so less likely to camp as they'll resort to low altitude orbits & flybys for kills which isn't an ideal camping environment, and so makes for a more target rich environment for everyone not in CAS, you don't change the laws of thermodynamics to put out a fire, you deprive a fire of fuel or oxygen to stop it dead, same principle here, just simpler... As for team work, it can not be forced by rules however structured, what sets PR apart from other games like it, including Arma, is forced SYSTEMIC cooperation, such that it's gameplay systems unique to PR like kit & asset restrictions, that increase the likely hood of cooperation & to systems we must look not rules, where for brevity, any RULE so enforced algorithmically/automatically is implicitly a gameplay system, it's core value derived from it being omnipotent of sorts, unlike rules enforced by human admins. Cheers.
  19. @Rabbit @=VG= TEDF Calling it 'rope' is a reach, but here's a better video by Suchar, I loved it but it was bitch server side. Great for events tho...
  20. @=VG= SemlerPDX cheers, commands can be bound to weapon selection, so it's no biggie, just easier for testing, tho as a matter of personal preference I don't mind it @EuroStep Rearm was more a meme than not, 'comes in the box' but repair I feel can make a difference for the better, I just ended up adding a modified supply object with repair only & instead of using a command, however many crates & size of crates a heli has determines if it can repair other vehicles(so it can't repair itself), at what speed it repairs. Same with airlift, size of aircraft & vehicle determines airlift, and a command-less load/unload using crates, whatever vehicle you drop a crate on directly you get a notification & you may use commorose okay/negative to accept/reject prompt to 'load' vehicle if no passengers inside & 'getout' commorose to unload, will add prompt to driver if any in vehicle. A lot of people would disagree with you on this, it's only simple for veteran cas whores, like myself Although ofc there's somethings that are too simplified. Like all things in PR there's a hacky way to do that but it requires a whole custom map & scripts, so def not happening outside of events. Again appreciate the feedback, it's much better than it was when I posted the OP,keep it coming, cheers.
  21. @CptHawk I wish I shared your optimism, people it seems define 'realistic' in the context of that with which they've become accustomed, however unrealistic that might be, in my experience, even in past posts on this forum, tbh, but it's just a couple minutes of work to modify it to do what you describe. @=VG= Kavelenko These are not intended for PR integration, but as server side mods on passworded servers so more likely than not, they're to be used on events(writing these for a PR event on Volition) & so on, if someone wanted to, I post all code for PR under an older alias in the proper forums, for brevity. Everything I post here is shit I know won't ever be added to PR, such as systems focused on coop, completely out of place in deployment or just stuff I know to have been dismissed for less than forthright reasons. So generally I post these to make them publicly available cos I've written too many of these over the years for PR & private servers, and I don't even know where they are anymore, so.... Like I said, there's a common misconception in online gaming that the only game you can play is the one in the title, sure it comes with a hassle , especially with PR's licensing rules, but one of the main reasons I made my account here is to dissuade people of this notion that you should wait for R-DEV to solve all your little problems & wishes, cos They Won't && They Can't especially not for 'stupid' coop 'that no one plays', the fact that there's not a single continually passworded (modded) server that exists to explore this other way of playing PR says as much, I'm too lazy to set one up & maintain one myself, so here ya go, hell most of my stuff that's ended up in PR was taken from other bf2 mods, if that says anything. @=VG= TEDF Familiar with that, and also familiar with why it was abandoned, O C A M S R A Z O R, 'logically' doing something is sometimes superior to rendering it needlessly, especially in such an old game. Xacly my point, it's never gonna happen, because it makes ABSOLUTELY no sense in deployment where it breaks balance, but in coop, it just might be perfect & above all enjoyable, but it's lack of value in deployment means you'll never see that in PR, which is why I'm here & not there, infact I think that's what's missing from your events, which I so enjoy, instead of just different maps, perhaps you should consider using some abandoned/obsolete features of which there are plenty, got no issue helping out, events are passworded, you can do whatever....
  22. 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.
  23. @=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.
  24. 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?
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