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=VG= Fastjack

VG Clan Member
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Posts posted by =VG= Fastjack

  1. 4 hours ago, WarGhost said:

    - I have seen a tank firing without sound, not even bullets traces or hits, you just press fire and wait till you see enemy down, this was in muttrah infantry.

    PR have some problems with NetworkableInfos. NetworkableInfo is needed for excample if a turret moves/turns or weapon fire , each player can see that it moved/turned or fired.

    Same for projectiles. 

    AFAIK, R-Dev Arab working on the networkableInfos for projectiles and i think he get it fixed.

    12 hours ago, CptHawk said:

    I also don't see vehicle fires anymore and can somehow see vehicle damage smoke through buildings now...

    As i worked on CoopInsurgency, i saw the vehicle exhaust somethimes also through the walls.

    If you get the invisible groundsurface bug, you should reassign your screen resolutions like changes from 1920x1080 to another value and back. This should fix it. Maybe this will help you with the smokethroughwall bug.

     

    • Like 3
  2. 22 hours ago, .SUGAR. said:

    I can suggest to make a 1 Life event on a server. Just try something new on co-op server.

    Sounds nice but i'm sure you and all others would regret this. I know, it's only coop but i'm the meaning of bots can hit better as humans.

     

    • Like 1
    • Upvote 1
  3. On 21.4.2019 at 10:47 PM, WarGhost said:

    I have experienced a succes hit when the target is facing your AA (flares in the back, target nose in the front, gess who's closer to hit) :P but this also make it prety ready to shoot you.

    Yep. True Story.

    When a jet strafes straight in your face ... you need only a LOCK ON ... doesn't matter what got locked. SEEK CLOSEST TARGET COMP TT HEAT.

    But that count not for every AA missile. 

    Has somebody maybe experienced the double missile bug in COOP? I mean the bug where the missile hit the target, explode and suddenly a second missile pops up and do unwanted shit?

    • Like 1
    • Upvote 1
  4. 8 hours ago, WarGhost said:

    I have been experiencing flags missing when opening a map in the game PR Coop since a long time ago, neutral flags are there but not others (bad for squad leaders). And then i have been told that i should clear shaders, so i did but it takes one or two rounds and the problem is back again.

    I'm posting this because i finaly found how to solve this by editing Project Reality folder security in windows and give all acces rights to all users found for that folder and sub folders (i'm the only one using my PC).

    I also edited the shorcut to run the game with administrave rights (Elevation).

    I have tested in many maps and rounds before i do this and after i did, and the result is impressive: No missing flags anymore and i dont need to clear the shaders cash anymore.

    Seems like the game just could not clear it's cashs every round start.

    I would like to hear if i'm doing right or not.

     

    So if i understand right, you start a local coop game and only neutral flags are shown but not captured one right?

    You had also problems with the Squadleader Bug? Can you keep an eye of this, if you get one day the SL Bug with your alterations?

  5. If you really want to do something for Project Reality, start learning  how to make maps or better start how  to create maps that are designed for coop.

    All the EDITING stuff to change things on existing maps will excite you only for few days, believe me.

    Follow the upper links and learn how to setup pr_edit and the Bf2 Editor.

     

    When you get this done, i can give you some advice how you create coopmaps and what you have to focus on to create a nice gameplay map.

    • Upvote 3
  6. I gave me an idea double: YOu remember the buildings on fallujah that has an basement?

    All of them has a ladder. If i add to the floor and ladder the NOTinAI option, i could create a special staticObjects.con for coop who will replace that floor and ladder with another floor and stairs and deployment has the original staticobjects.con and coop would have there an staircase that is navmehable. Wer could make the basements for bots accessable.

    • Upvote 1
  7. 1 hour ago, =VG= Double_13 said:

    Well fastjack has been really busy from the work he showed me yesterday.

    True story. Really close to a burnout. No time to play. 

    @Double:

    I found a solution for the houseofpain staircase and how we can navmesh them without that horizintal/vertical/horizontal/vertical navmesh thingy. When we do it like you suggested (chirurgopcial method) you have to add a navstatic as ramp in an 45° angle to the staircase. If you have once this piece of puzzle, it will be perfect.

    Sidenote: The constructionsite buildings have the same problem with the staircases. 

    • Upvote 4
  8. Sure Semler, 

    the problem with Kashan is that they have only a rallypoint where they can spawn at a bunker. The rest of the bots spawning in vehicles at mainbase. We all know that humans are much quicker in reaching flags with their assets as bots.

    The reason why the DEVs did it is that the player can play on both sides (US/CAN vs MEC). so no team has an advantage against the other team. Muttrah has the same problem. Each team start only with one flag and they have to capture the neutral flags so 50% of the game is no action.

    We all know that humans are much faster with their assets as bots.

    But i see light at the end of this tunnel :

    12345.png

    678910.png

    The deal is i can do what i want when atleast i do a counter layer for the other side.

    I will talk with TEDF about this. In my opinion he knows at best what assets on what map can be played and we can also bring back the Opfor events.

    The Devs are overloaded with work and we all  know that they have the focus on deployment.

    Outlawz and Arab are the only guys i'm aware about who really stand behind COOP, not to forget Melon but he really busy with reallife things.

     

     

    • Upvote 5
  9. The main problem is that some spawnpoints (who allows both : human and bots to spawn) are not placed on the navmesh. Not sure yet, but i think the polish faction isn't the problem.

    2nd problem but isn't really a problem (for me gamebreaking) : humans can spawn everywhere at each flag without needing any FOB 

     

    • Upvote 1
  10. We should never use again our MAIN HORSE to host a events because not of all of our playerbase aren't in the moods, or doesn't know or would join to late because of reallife thingies.

    We saw what happen lasttime. The player WHO DONT CARE about events joined another server.

     

    Events should be hosted on any of the 2 testservers. All we need is more advertizing for such events .... also on PR forums.  We are able to make really nice PR coop events with all Vodoo Magic, gadgets etc.

    A locked server for such events are better because you can do more NICE stuff serverside what belongs to the corefiles (mostly ai things) and custom content that is designed for the events.

    We could also create our own mappack copies for events what generally give us more freedom. All GPO's could get a setup with all the defaults lines to make later any serverside changes easy for other or future events. 

    We can also create stuff for our purposes only to make events more special. Creating a own event_core_server.zip.

    When we really want, we can fill up our server with any event. We need only a good reputation for GOOD PR EVENTS or GOOD ARMA EVENTS.

     

    I'm generally for more events at all. Who remember the time where we created special campaign medals and ribbons for ArmA2, PR and FH2? I liked that much.

    • Upvote 2
  11. 16 hours ago, =VG= Double_13 said:

    Random spawning assets such as mortars/tows/aa is been worked on by fastjack using the same randomspawning system used for his coop INS

    Two good news on that.

    1. As [R-CON], i have access to the non-compiled python libraries. 

    2. After spending today few hours with studying online documentations to get into the brain-fucking mechanics of pythonscripting, i found out how the Dev's scripted it and i think i can do it by my own but first i wait for confirmation if i'm right.

     

    • Upvote 5
  12. BF2 ai allows 7 kits in total but you cannot set a kitlimit to the bots for some kits.

    Allowed kit ai's are :

    • Specops.ai  
    • Support.ai
    • Sniper.ai
    • Engineer.ai
    • Assault.ai
    • AT.ai
    • Medic.ai

    The SAI decides how many bots with what kind of kit spawns and they can only choose the kits from the kitselection menu.

    Simple explained: The SAI compares the offensive/defensive strength from one team and spawn the right stuff for the other team to have a combatstrength of the same level.

    How this offensive and defensive strength get calculated idk. Some IT flags for vehicles also influence the SAI decisions. Also temperature values and the weapon strength from some weapons getting calculated.

    • Upvote 1
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