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Bobbus

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Everything posted by Bobbus

  1. I was clearing houses by sprinting through them, only stopping to hipfire things. Ran out of ammo and had time to casually reload in front of an AI before shooting him. At one point I was proned shooting at a distant enemy when another walked over the top of me and didn't see me. I think the target acquisition time is a bit too long.
  2. Tonic developed a few fix scripts for the server my friends and I run and we trialed them with some success, but the guy who made this whole thing has been using us as a testbed and literally sitting in the server adding workarounds to his virus as fast or faster than we can fix them. It's turned into an arms race and the people with the power to actually fix it (make uiNamespace inaccessible, stop bis_fnc's from being redefined, etc) seem to be hiding behind "wait for BattleEye" with all the usual apologists that accompany any major issue in an Alpha/Beta.
  3. To be honest I've heard nothing but bad things about Dwarden (and more specifically his competence) from people involved in arma modding / server adminning. I'd be inclined to take anything he says with a few tubs of salt.
  4. Doublepost powers engaged. New flight model from yesterdays patch seems to have made autorotation much much more difficult. You fall a lot faster and so far I've been unable to flare at the end to lose my speed.
  5. We gave insurgency a brief shot today. Main issue is the invincibility which needs to just be removed. Only other big issue is the horrible third world ammo box at spawn.
  6. 1. Pub 1 2. 2 players: t13 (76561198088768680) n00bjkeeeeee 3. disconnected 4. Destroying vehicles in base 5. Bobbus BANHAMMER (thanks for this one... I was able to ban them while they were still in the server, logged in, dished out some verbal abuse (under a secret identity), kicked them from server, then stood laughing as they tried to rejoin) (then laughed some more when I noticed them trying to join the other server) !lol
  7. Also people need to make sure they are running Teamspeak 3 and Arma 3 both as administrator. If you have issues with push to talk not working in game, you will need to unbind your push to talk key inside Teamspeak (Settings > Options > Capture and change the drop down box in the bottom right of that window to "Direct Input", then rebind the key.
  8. From my point of view as transport I had a few tasks (3 from Pigeon, one from Castor and one from Gaz - plus a second from Gaz I delegated to Instant because I was busy) through the course of the mission but was mostly left unoccupied. Toward the end I used initiative and began to scout enemy positions, but this could have been requested much sooner. I think running a second mission afterwards was a bit excessive and I notice several people tapped out at that point, myself included, because its easy to burn out after playing seriously for that long. Personally I think the other insurgency is much more fun if not for the gamebreaking bugs that can occur. ACRE seems like it could have helped a lot, though the Air channel was not particularly busy so I had no real issue with the setup myself. If ACRE is not released officially by the time the next event is arranged I can sort out a guide for setting it up. I've managed to get it working for myself, ciro and Castor so far in testing.
  9. Managed to put autorotation to good use in our pre-event warmup when I got RPGed twice. :D Bug where choppers no longer have the breaking actions available if they are destroyed and respawn should be fixed now. Sent the updated version to Semler to be uploaded whenever.
  10. Jager LAN_WROTE ... For the opfor helio? I was able to break the anti torque rotor on the littlebird via your script and rock it into forward flight then break the main rotor going 170 before I had a landing on a hill by the ye old hold z key till 5m above the ground and then hold the q key. And I walked away from that landing ( repaired and flew off again ) Gonna test more now, but if there is autorotation it definitely isn't as powerful as it was in ACE. FYI just noticed the addActions arent being put back onto choppers when they respawn. For the moment you have 5 of each type and then will have to restart but I will fix it tomorrow. Edit 3: My whole life has been a lie. You're right about the autorotation. It's a lot harder to use than in ACE which was what I was comparing it to, so I never even realised it was present. Then again helicopters in ACE are a lot more responsive in general. Anyhow, all I can do now is apologise to anyone who died because I couldn't land in the past. :P
  11. Insurgency definitely has AA rockets, as we found out to our dismay.
  12. SemlerPDX =VG= LAN_WROTE ... I like the "break it" functions! Good to be able to easily practice an emergency procedure! !2cool It's a pity there's no autorotation at the moment so Break Main Rotor usually means Die Horribly In A Fireball.
  13. http://www.veterans-gaming.com/vg-files/public/Chopper_Practice_1.1.Stratis.rar Super basic chopper practice mission. Supports up to 5 players. Choppers are CAS so you can practice shooting at stuff too. Scroll wheel to disable tail or main rotor, or fully repair and rearm. Tested briefly and seemed to be fine so if anything is horribly nonfunctional tell me.
  14. Oh wow I even get a call sign now, it's like all my dreams came true. Now all I need is ridiculously over the top radio discipline. How copy? Over.
  15. I wasn't going to bother since I usually play with admins (ciro, Gaz, Wooz, etc), but considering today I joined the veteran server and encountered a bugged Domination mission (two AOs with no enemies, radio tower exists in script but not in reality so it can't be destroyed) and admins were afk/busy I'll ask: Could I be considered for admin please?
  16. PITN LAN_WROTE ... BTW the mortars are still there. ;( The mortars just suffer from the same issue as having a CAS chopper (ie, people throwing explosions wherever they want). They were really useful when used in a limited manner with a forward observer because the AI on Domination is brutal. The other problem is that when you dismantle them you cannot pick up the bags so they are left sitting on the ground for the rest of the mission. There is also no way to rearm the mortar so once it's dry you have to build another.
  17. instant LAN_WROTE ... Preferably the squad sizes should be able to fit in 1 KA60 with pilot/copilot already taking up spots -- so that means what, 7? MH-9 seats 4 on skids + pilot and copilot. AH-9 seats pilot and copilot only. Ka60 Black seats 8 in back + pilot and copilot. Ka60 Red not sure. I believe 8 in back + pilot and copilot also. So a squad of 8 would fit in 1 Ka60 or 2 MH-9s. It's also ideal because as we saw last night it allows for 2 fireteams of 3 plus squad leader and squad medic.
  18. SavageCDN =VG= LAN_WROTE ... - are there enough AI to fight? - how does the mission run with a lot of players? - more/less player slots? - what needs to be added (ie: VAS ammo system, radio script, more transport, etc)? From our tests last night, imo: AI numbers were ok, could possible do with being raised, though they mostly spent their time laying on the ground in camps and waiting for us to come kill them. If it's possible to add patrols/vehicles that would be great. Currently there are no real threats on the open road except the occasional IED. We didn't really have a chance to max out the server due to password. At most I think we had about 13 or 14 players. I would say the player slots are ok, possibly a bit too high. It would depend a bit on level of organisation but the map gets zerged easy with too many people. Supposedly the "UO exclusive" ACRE scripts will run on other servers according to the BIS forum thread but effort. Radio would help in its absence. While I remember: some people in the dynamic war servers seem to lose the ability to switch radio channel when they die, which is a bit annoying. Map currently includes about 4 AI-manned MH-9s and 1 unmanned player-usable MH-9. It would be nice to have a second unmanned one so a whole squad can be flown by air. In an alternate universe without idiots it would be nice to have an AH-9 (if the threat from AI vehicles and troops is high enough to warrant it).
  19. Last night we had a long session of insurgency on the private server until someone (no names (Castor)) threw an accidental nade and crashed it. Apparently it can happen with single grenades too, sometimes. I've had friends say chemlights work fine (though noone uses them anyway...) but that wasn't tested on VG servers. The problem I could see with removing grenades is that people spawn with them, vehicles spawn with them and also people will need to have all their VAS saves reset again. Would it be easier (or even possible) to add a copy of the spawn protection script across the whole map, limited to just throwables?
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