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=VG= SavageCDN

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

  1. Thanks Gaz.. living the Arma life vicariously through you :)
  2. For sure.. .this also affects Windows 7 and 8/8.1 http://www.ghacks.net/2015/08/28/microsoft-intensifies-data-collection-on-windows-7-and-8-systems/ To remove: http://yro.slashdot.org/comments.pl?sid=7970493&cid=50473337
  3. PR aside, Windows 10 is a clusterfuck of privacy concerns. If you don't want your browsing habits and other tracking data shipped back to Microsoft then I would avoid Windows 10. There is a reason it was a free upgrade...
  4. I think the problems are more with the customization of the mission which he won't support. Apparently there is a new version coming out soon (PO4) with a ton of improvements and fixes.
  5. Sorry NV was out of town until late last night. Something with the last update (1.48) has broken the Patrol Ops mission I'll need to check with the author to see if there is an update.
  6. ^ you can take my slot - Sorry TED I'm not going to be back home in time for the event.. would have posted earlier but can't access the site from my phone. Have fun everyone hopefully some people are recording this and will upload to Youtube....
  7. Yeah.. as for when it will go public not sure.. on their forum thread they mention things have slowed down for the summer. I would expect another month or so before any public releases. @NV - shouldn't be an issue will make the changes tomorrow or Friday
  8. Any players over the last week or so? Suggestions/comments?
  9. Put me in as Medic in QSS squad (someone has to babysit Gaz !yes) Guess I'll need to practice a bit it's been a few years....
  10. Sup crazy grumpy!! Voted for VIP and PvP Boxing :)
  11. Updated Altis version and set as default. Left Stratis version as is and added to rotation. - adjusted params - new addAction on MHQ - Apply Current Loadout on Respawn (until I can figure out how to do it automagically) - disabled teleport - disabled BIS Dynamic Groups I'll be away Friday for about a week so enjoy!
  12. updated Stratis mission to v2 fixed respawn with arsenal loadout preloading arsenal to decrease loading speed added BIS dynamic groups (press "U") added map markers script reduced field repair times, increased limits adjusted classnames for AI unit spawns promoted SLs to Lieutenant support modules - untested fix to pass down support call ability to new group leader when current one dies - removed ability from TLs (ie: SLs only) - does not fix JIP issue - might not work with BIS Dynamic Groups - not sure how it will work if leader leaves server instead of dying EDIT: there is a known bug - after 5 deaths you cannot respawn unless you disconnect and reconnect also with debug param turned on every dead insurgent will drop intel
  13. Yep already fixed... new mission uploaded to server (file name is Insurgency_vg.stratis) and set as default in rotation. changes so far: -removed Zeus module -adjusted MHQ deployment ranges (25m from building and 10m from obstacles) -adjusted AI spawn range (increased min range from 2m (!!) to 70m) -added BIS revive -disabled fatigue (all units) -added support features - trans chopper for SLs and TLs and supply drops for just SLs... this is using the BIS support modules not sure how 'good' they are -added sexay intro
  14. @AKM - Yeah swapping vehicle types looks fairly straightforward I don't know how easy it would be to place additional vehicles but I'll check. @Jager - I think maybe ditching ASR_AI3 for now might be a good idea - should decrease their engagement range as well as minimize the wandering units Here is what the authors are working on as far as features: Current features: Dynamic AI handling - with performance in mind our garbage collector does the magic AI group patrols and behavior fueled by Kronzky UPS Dynamic base start location - you will never start at the same position HC support and auto detection ( up to 3 currently ) Custom island support no matter missing world size and centerpos Custom detection of valid buildings for AI and cache spawning, without whitelisting and blacklisting Custom HQ composition Custom vehicle spawning, respawning, and abandoned vehicle check Ability to mobilize HQ and redeploy Virtual Arsenal available at MHQ ( might be changed in future ) no mods requirements cache protection from random destruction ( cache can be destroyed by anything but small arms fire, but will still be protected slightly against nearby LG and artillery fire ) mod support - currently if chosen from mission parameters RHS USF3 support, and LOP supported can be played with any mod - highly customizable easily portable to any island - currently supported Arma3 islands, AIATP Takistan and Zargabad, and with support of AIATP Al Fallujah, FATA and Kunduz Currently worked on features: HQ composition and better terrain detection for HQ deployment Custom respawn with spectator camera ( group only ) and MenuPosition respawn Constant AI tweaking and optimizing Vehicle Service point New banners logo's and other artwork Planned features: HQ mobilize request approval/denial by SL/TL from team members IED and VBIED spawning randomly across island ECM for vehicles to fight IED threats Insurgents random island vehicle patrols Insurgents vehicle patrols in the vicinity of spawned caches Insurgent tweaking to make them act more aggressively if players detected close to caches Custom loadouts based on the role Custom vehicle loadouts Making opfor side playable eventually Better mod detection and support Eventual dedicated ACE3 version Known issues: Mission does not have intro/outro - proper ending yet once all caches are destroyed - will be fixed in next version On island with a lot of clutter ( rocks, bushes etc ) it might be difficult to deploy HQ - being worked on
  15. Hey Jager!! Not sure when we'll see a non-passworded server - for now until bugs are fixed it has to remain passworded on request of the authors. From what I can tell, AI that spawn in are under 2 groups - some will stay 'static' inside the building, others are set on patrol using UPS script. The server and HC are running @ASR_AI3 mod to handle the AI skill assignments and for somewhat smarter AI. We can try removing it or tweaking the skill values if the AI seem a bit overpowered. edit: forgot to mention - don't want to get too crazy with any changes as this mission is still a WIP and don't want any potential bugs caused by our tweaks.
  16. thanks PITN... one of the playable units in both missions is synced to a Zeus module.. I've started a 'tweaked' version and removed those units. Fixed the MHQ deployment range, adjusted the AI spawn range although I think there might be an actual bug there somewhere. Took a look at virtual arsenal but can't figure a way to have loadout applied on respawn - this only happens when you respawn on a group member?? Will upload new mission after work today. changes so far: -removed Zeus module -adjusted MHQ deployment ranges -adjusted AI spawn range -added BIS revive -disabled fatigue (all units) -added support features - trans chopper for SLs and TLs and supply drops for just SLs... this is using the BIS support modules not sure how 'good' they are
  17. notes: -remove zeus -disable fatigue? -add BIS revive? -lower enemy spawn #s -increase min enemy spawn distance from player -players respawn with default loadout... virtual arsenal vs VAS script? --MHQ must be deployed 300m from buildings and 50m from obstacles - change to 200m / 35m ? -needs briefing -param descriptions need more clarity
  18. SolarFlame =VG= LAN_WROTE ... Why don't we just buy the license now? Then I can get to work porting stuff across +1 here
  19. Thanks for this Solar - I voted yes before even reading your post :) Getting married in July so I won't have any time to help until late July / early August
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