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=VG= SavageCDN

VG Clan Administrators 2A (Inactive Duty)
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Everything posted by =VG= SavageCDN

  1. I voted PS4 - I won't buy one but my buddy will and I'll occasionally play on it. Steam box sounds interesting... @PITN - don't get me started with Windows 8 - boss at work wanted to get it on his system I told him he'd have to fire me first. As usual with any Microsoft OS you need to skip every 2nd iteration 95 bad, 98 good, ME bad, XP good, Vista bad, 7 good, 8 bad
  2. Great post Calv also I would recommend keeping the missions simple and short to begin with... don't go crazy on your 1st few missions and add 50 objectives and 100s of AI.. something is bound to go wrong anyway and you don't want that breaking your mission.
  3. I did - when you want to link to a YT video click on the Share tab on Youtube (beside the About tab) - it will give you a shorter link that works on webpages
  4. Yeah I understand the reasoning I was just thinking it would avoid most of the errors currently in the mission - the spawning of units, etc. I spent some time last week looking at it again but it's beyond me to fix... probably requires a re-write of most of the functions. I put up a new COOP mission on the server as the default... it looks pretty sweet: http://www.armaholic.com/page.php?id=23094
  5. No worries it's back up and running. Noticed the server FPS was a bit low with just me in the mission so might reduce the enemy spawn numbers a bit for the next version.
  6. For PR it's Chicken > Goat > Beaver in that order?
  7. Sorry just noticed the HC was not connected to the server - will fix this tonight. Should I keep it up and running? Haven't seen many players on it recently.
  8. We've been asked to help with testing for the 'official' port of Arma 2 Insurgency (Pogoman & Fireball & Kol9yN) to Arma 3. This mission requires no mods and for now is only on Stratis and Altis.. other maps to follow. Please keep this info and mission files within the VG / LAMBS communities for now, on request of the authors. BIS forum post here: http://forums.bistudio.com/showthread.php?193104-Insurgency-3-WIP-Alpha-testing-phase-sing-up!&p One of the authors working on this is Outlawz7 from BF2:PR. Note that all features from A2 version are not yet implemented. Server info: 5.9.23.136 port 2402 password: vg sig checks: on if you want a client-side mod added to the allow list please post here. The other A3 server on port 2412 is configured as a headless client for the port 2402 server. If you are in TCAdmin restart the 2402 server (gameservice 3) first, wait about 20 seconds, then start the 2412 (gameservice 6). The HC should auto-connect within 30 seconds. Note you can only see the HC if you are logged in as in-game admin. Both @cba_a3 and @asr_ai3 are running on the server and HC, but are not required for clients. Info from author: What do we want to know: - How many players attended session? - Were you using HC and how it handled in case of disconnect and reconnect? - Were players actually able to see AI spawning or despawning? - What were your mission parameters ( make screenshot of it ) - Was there any problem with HQ mobilizing or deployment? - Is advanced cache destruction effect ok, do you like it or not? - Were there too many static elements? - Were there any server/client performance issues at all? - ANY errors you encountered either by using -showscripterrors as a start parameter or reading trough the server/clients rpt and logs It cannot be played in hosted environment! It is not designed to be played like that, and probably never will work in that way. Either use SP or dedicated server. Check and tweak/test mission parameters, and do not forget to turn off debug in mission parameters once you start live testing! If mission is taking any longer than 10 seconds from the briefing screen to setup - meaning island grids turned red, and HQ position is set to random location with vehicles spawned, something is wrong. It may happen with some poorly optimized mods, so take that into account while testing. We added experimentally mod support for RHS USF3 and Leights Opfor Pack, it has been tested with ace3 and we see no problems so far. Alive and other advanced AI mods might not be compatible, while mods like ASR AI3 are recommended. Suggested to be played in at least Veteran or even better Elite difficulty level.
  9. Vetala LAN_WROTE ... Good idea man, I'll do that and link here when it's complete. Actually I was referring to PITN :) but yeah put your script up as well. I suck at scripting so I'm always looking at other people's work.
  10. The issue I ran into was getting players to respawn on the carrier at the proper height (they would spawn on the respawn_west marker but at sea level). Apparently you can set the marker's height in init.sqf and it's supposed to work but it failed for me. Might be due to the revive script being used.. not sure. [EDIT: SemlerPDX - since it's so off topic and he's scrapping it anyway, I'll just reply to this here for the record. One way to ensure those players respawn at the marker at it's init-given height is to sync them to it in the editor. they can even have separate markers for each group at different spots, or one marker for each player, so long as they are synced to the marker, they will appear there on respawn.]
  11. Yeah perhaps put it on github so we can all access it? What about making a static base instead? That might solve some of the spawning issues unless I'm misunderstanding you.
  12. wow that's a lot of base vehicles! So have you heard if Fireball is still working on an A3 version?
  13. If you are a good boy then yes ;) I put up a fun DM mission as the default... Ciro I noticed you had a custom edit of a mission - do you want that one to be the default in the rotation? Also make sure you don't put spaces in the mission name.. use _ instead.
  14. I should be able to make it even if it's just for an hour or so.
  15. "Welcome to Altis" - also you can filter for "veterans" it should find it. http://arma3.swec.se/server/data/538 The 1.02 update finally increased the # of servers returned by gamespy from 500 to 10000.. so that old problem of servers not appearing will hopefully go away. Added some missions from Armaholic co32 Resistance http://www.armaholic.com/page.php?id=22825 co08 Escape Altis (like the old A2 Chernarus mission) http://www.armaholic.com/page.php?id=22800 co40 Occupation http://www.armaholic.com/page.php?id=21734 co33 Paros Sweep http://www.armaholic.com/page.php?id=22805 co10 Eagle's Nest http://www.armaholic.com/page.php?id=22634 co12 The Longest Day http://www.armaholic.com/page.php?id=22741 co14 Fugitive Survivor http://www.armaholic.com/page.php?id=22780 To select a mission login as admin and type #missions in sidechat. If you want the in-game admin password just fire me a PM. Edit: If you do any work in the editor you're going to want these mods: Makes the unit screen larger and easier to read (for old farts): http://forums.bistudio.com/showthread.php?165668-Mission-Editor-Expansion Unlocks all map/building/wall/etc items available in the game: http://www.armaholic.com/page.php?id=20821
  16. Installed latest STABLE branch update today (1.02)... anyone find any decent missions don't be shy let me know and we'll put them on the server.
  17. I would love to join in but that is 2pm my time I'm still at work :(
  18. Version 12c now up and running - more changes by Whiztler
  19. Should I stick with stable branch or switch to DEV branch?
  20. I've taken a look at the mission and it would be best to have a trial run tomorrow if possible to iron out any issues. I'm going to add an AI caching script that reduces groups when they are far away which should help for server FPS.
  21. Hmm...might be a few that are outdated now I'll have to check. I'll have time this week to get that sorted out (full game is out in 5 days)
  22. Sorry I got distracted by the evils of women... how did the testing go?
  23. version 12b up on server - more fob and statics changes by Whiztler - additional BIS_Zora zones - additional Piggy protection
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