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=VG= SemlerPDX

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Everything posted by =VG= SemlerPDX

  1. =VG= dman248 LAN_WROTE ... Switching radios is not longer C its A and S Thanks dman! I've adjusted the first post. I'm also thrilled to see ACRE back, and with the JSRS Sound Mod and WarFX BlastCore Visuals (all optional client-side mods), the server is looking amazing! We should have the full suite running within the week. !2cool
  2. Now Active on VETERANS-GAMING COOP DOMINATION! JSRS Sound Mod WarFX BlastCore Visuals R1.2 Optional Mods to Take Your Game to the Next Level! CBA is required for both mods to work (v0.7.6)
  3. =VG= Poffadder wrote ... I can play around with the allowed addons and see if it works.. If it does I will also allow the use of the WarFX Blastcore and JTD FireAndSmoke addons. But only if people who dont have the addons can still join the server. Yes, again, our goal from the start is to make this mission require no mods by the general public user. Only ones that are clientside, and believe it or not, ACRE is clientside - in that, you can join a server even if you don't have it running (not the other way around, though). It makes it more accessible to the public, and I think it will draw more players onto TS3 and subsequently, the website. _______________________________ It would be very helpful if all "few minor bugs" were specifically listed here by those playing on the Test Server. If you really want to help, add the mod line -showScriptErrors to your shortcut launcher, if able, and screenshot any errors you see. This helps Poffadder pinpoint problems. Here's 3 for you, Poff: The Helicopter Repair Pad problem is a known issue, as is the lack of cz550 ammo. Yet to be done: -Set Default Parameters -Add wooden tanks for Poffadder's target range (and find a suitable location, I suggest the very large lake far north of Shamali) -Towers to cover openings in corners at FOB (you asked me to note that, Poff) -Adjust the Notes found under Map. (Lift vehicles sentence, and others) -Set ending script for SCUD mission (or we just have to fail and let it launch every time! Unresolvable script) -Final Test after upload regarding certain Assets that start Locked by Admin -We mentioned making the "City Bus" liftable by CH-47. Trying to test this, but do all vehicles start with a 117 really, or only if it's scripted to have one? I know we found what doesn't work when a person carries a 148 and a 117/119. But I found if I enter a vehicle with just my 343 and 148, and attempt to use the vehicle radio mount (LShift + LAlt + Q), I only have access to my 148. I then exited the vehicle, went to the back and accessed the Gear trunk, put my 148 (it showed no 117 in it's inventory BTW), got back in and tried again. This time, no radio at all (did show my 343 greyed out in the vehicle rack...lol). So, gonna keep testing this for logistics. All ACRE controls are listed under Map, CBA, and Keys....I'll also list them in the ACRE usage post.
  4. At last the summer comes to a close. There are wildfires less than 12 miles from where my tent has remained set up since May 10th. The road to Bagby Hot Springs is closed off, with a cop stationed at the baracade. I'm going up now to take it down, along with John and all his gear. Back later today. We'd be leaving this time of year anyway, and the fire is already under control. It was a hell of a season, and I'll get pictures up on my blog asap. Sadly, no shots of the elusive Big Foot. Or the elusive "bigfoot salamander" I hunt each summer, although I heard credible accounts of another giant salamander (3 ft.+) on the other bank, down river. Next year in the forest...........
  5. =VG= SemlerPDX

    GPU advice

    I'm loving my HD6770, and if I was to upgrade, I'd just get more of them. It alone handles ArmA at Highest vid settings and gets 45FPS in the shit. If I turn back terrain and textures just a bit, I get 75FPS steady. 2 of these would only require a 750W PSU upgrade from my 600W. So, for price and crossfire ability, I'd say grab a few of these babies, or something similar. 2x HD6870's maybe?
  6. =VG= Raptor902 LAN_WROTE ... @jarema, i believe this line: Delete wrecks after:____________60 minutes Set never so people must salvage the wreck. shouldnt be set to never because it refers to the rocks and rubble created by a crash, therefore, if someone wrecks on the runway/taxiway if set to never it will be there permenantly... Raptor, or someone, Please test and confirm this. I was under the impression that the brown rubble left from crashes was on a separate time factor for despawn. Let's find out. Start up a game(private test server), set wreck delete to something very low (10min) and blow a bunch of crap up. Monitor the results when it despawns and post them here. EDIT: Vehicle Wreck Time Parameter does not refer to the rocks and rubble created by a crash. This is on a separate time factor. We will be setting this to "never delete wrecks" Wrecks are side mission unlocked bonus vehicles only, not all spawning vehicles.
  7. Anthrax Attack? Cud Launchers? Steak Strike? Bovine Bomb? Udder Chaos?! All's I know is I gots me a new desktop background!! Full Size Image @ imageshack.us
  8. ACRE Testing was a complete success. We will be adding ACRE to this version of Domination. Players wishing to use ACRE will need the most recent version of TeamSpeak3 as well as the most recent version of ACRE (above) and will need the @CBA mod as well. If you've played/installed ACE before, chances are you already have this. Will make a post regarding these procedures and requirements prior to final mission upload to server. Current CBA Version Download 0.7.6 Link
  9. ACRE Testing is currently underway, so far successful. Need more testers. Make sure your ACRE TS3 Plugin is Enabled Necessary mod line: -mod=;@CBA;@JayArma2Lib;@ACRE ACRE Version: 1.3.11.456 Most Recent ACRE @ Armaholics.com
  10. We can easily install ACRE on this server. Here are the most recent server keys for ACRE 1.3.11.456: keys.rar Here are the default parameters to set for the server. The "Kick Players for shooting at base" and "Kick for base satchel" are set to NO only because they do not funtion in the game anyway - the satchel disappears if placed and the kick doesn't happen. It just spams the screen with white messages saying it will now kick the player. Very distracting. We don't need it....can't shoot at main anyway, bullets stop short after firing near main flag. Main Targets:________________Random 21 Time of day:_________________05:00 Initial View Distance:__________1500m Maximum View Distance:_______5000m View Distance changable:_______Yes With ACRE:___________________YES Mission Type:_________________Default Mission Type Teleport or spawn at MHQ:______Yes Enable teleport to base:________Yes Fast time (1 sec ~ 1 minute):____No HALO at base wait time:________0 Minutes HALO jump type:______________New Lock armored enemy vecs:______No Lock enemy cars:______________No Lock enemy air vecs:___________No Illumination main target:_______No Repair buildings can repair:_____Yes No parachute jump flags:_______No Parachute from base:__________Yes Only pilots can fly:____________No Ammobox handling:___________New MHQ vec creation time:________5 Minutes[/color] Air vecs autokick time:________0 Minutes/No Kick* HALO jump height:____________2000m With Backpack:_______________Yes Weapons limited:_____________No Ranked:_____________________No Skill Enemy:__________________Normal With isle defense:_____________Yes Base sabotage:________________No Enemy recaptures targets:______No Armor at main targets:_________Normal Enemy arty spotters at mt:______Yes ArtiOp. max. strike dist:________Infinite Artillery reload time:___________5 secs Artillery avail. after:___________120 secs Arty check friendlies:___________Yes Enable Chopper HUD:___________Yes Enable vehicle HUD:____________Yes Vehicle welcome msg:__________Yes Disable show player names:______No Internal weather system:________Yes With winter weather:___________No Override BIS Effects:____________Yes Dirt and blood effects:__________On Block spacebar scanning:________No Max. # ammo boxes:____________20 Delete wrecks after:____________NEVER Grass:________________________Yes Player can disable grass:_________Yes Recruit AI (max.):_______________8 Player marker:_________________Off Disable player markers:__________No Player marker with dir:__________No Vehicle marker with dir:_________No Marker type:___________________mil_dot Enable TeamStatusDialog:________Yes Airdrop radius:_________________Exact position Airdrop max. dist:______________Infinite Vec reload, engine off:__________Yes Vec reload, time factor:__________4 With MG nest:__________________Yes Revive max respawns:___________1000 Respawn button after:___________30 secs Revive time limit:_______________1200 secs Revive # of heals:_______________10 Negative TK points:_____________30 Salvage cargo capacity:__________16 AI observers arty avail time:______240 secs Max # TKs for kick:______________3 Kick players shooting at base:_____No kick Kick for base satchel:____________No No 3rd person:__________________No (Air vecs autokick time - No Kick*) *If we are able to get remote lock/unlock ability to admins or however
  11. That's one hell of a fast barrel change; Gotta love the double-action grenade launcher...smart. I'm in love! !rose
  12. This is so wonderful! It's one of the only major gripes I hear from everyone at some point, including myself. Great news! !fans
  13. Testing was successful today. No glaring problems, just a few things to finalize before we give the map to BLuD for upload. Found Issues need resolution before final upload: -Southwest fort has a few movement snags on rooftop perimeter walking from pallet bridges to roof top edges - if not fixable, it's fine. -Need Sniper Roles to all have the Ghille Suit -Need LAV-25 to be Liftable via CH-47 -Can we add the Flip-Vehicle script on this version? -Parameters must be set to our agreed upon defaults (the post about it) -Include last minute custom kits (see savage) -Do we have a designated spot to load ammo boxes into the CH-47? -Final Backpack additions - currently the small Assault Pack? Keep them empty. -UAV Station - either fix the bug that makes it crash land, add a respawn at main script, or remove it and include in next version upload (remember, our goal is to limit version uploads to once every 2-4 weeks) -Can we get ACRE running now? -Will we be allowing ammo for the Javelin and/or NLAW? -All transport helis to have ammo box loading/unloading. Is this possible yet, if not, next version. -2nd CH-47 Chinook w/lift ability -Please customize map name to read VG Domination v2.60 for version tracking -SERVER SIDE: Can we remove all maps and missions we will not be currently offering from the server map list? (see PITN?) I would like to get RCON ready for this server as well. As I work from home mostly, I can admin the server without being in it through RCON. I have it set up to run on my PC, but will need to have an "RCON password" set for the server. We need to have the banlist filled out with all of PITN's bans from the insurgency server, not sure if this needs to be done manually. In the interest of coordinating, PM me any time (even if I'm offline!!) if you need clarification on anything, say if one of the mod group is offline and you need to know this or that, I talk to all of you and try to keep up with the big picture. Especially just before a final upload to the server! (my dumbass "smart phone" beeps when I get a PM, I'll get back to you on this matter asap)
  14. Yea, Tortia...not a lot of faith in that one either - we're pushing the Huey as the main transport anyway for speed and capacity.
  15. I did some looking into this. Looks like according to GameTracker, he does INDEED know how to play, and fly a Chinook properly. He has about 273 hours logged on the "Sheepa.org v1.7 | Cracked | Ranked" server alone. I say...ban this griefer, PITN! His server log: Luca
  16. De Oppresso Liber; "to liberate the oppressed" To those of differing views, I say let the phrase "One nation, under God" mean to you in spirit what it was meant to in the 1950's when it was added - One nation united under the concept of Good. One that tries to create a safe, free environment where the citizens may live, laugh, and love. One that will remain united when this concept is attacked. We will always remember those we lost 10 years ago today, for they too have lived, laughed, and loved. I'd like to share our anthem here now in it's original form written by Francis Bellamy, published on September 8, 1892. He originally intended it to be a pledge for citizens of any nation in the world. Let us remember the many who took this pledge as immigrants seeking freedom from oppression at the shores of America, as we are a mixed nation of the World united under Liberty. Let us, all over the world, teach our children to never forget the things and events that have challenged Liberty, so that it may prosper forever. "I pledge allegiance to my Flag and the Republic for which it stands, one nation, indivisible, with Liberty and Justice for all"
  17. Poffadder, Savage, Tortia, kiwirambob, Jarema, dman, Iffn, and myself (and others) have been discussing and working on improvements for the VG Domination map. In order to get everyone on the same page, here are the ideas we've had, including some that may never be possible and those that simply need scripting. Please keep this post productive and on subject. We've taken the stance of not detracting from the current realism level, unless it's a matter of maintaining playability. A key debate on this subject is the Chinook's and their lifting ability. They have a ~14 ton lift capacity and Bradleys and other heavy armor start weighing in at ~27 tons. Of course, we can make the video game defy this, but... Jarema has an excellent point on this: "Since when are we trying to run a realism server?" The other side of the debate is: "Whenever possible, lets work around realism limitations with playability additions" We have a plan to add a FOB like area near Rasman airbase (or somewhere in the North half of the map) where some side mission bonus armored vehicles can be made to appear as they are unlocked, and a few of each unliftable armor type will begin stationed there at the start of the game near a jump flag. On the argument of Jump Flags; though these are completely unrealistic, removing them would detract from playability too much. On the other hand, when the server has 20-30 players, removing these would add to the cooperation and teamwork playability of the map. We have a plan to add a few changes that will allow jump flags or any such ability we choose, to be dependant on the current number of players in the server. It could be variable. This is also an example of one of our ideas that may not pan out, but is worth brainstorming. Current ideas in no order, some already implemented: -UAV with Remote Station and "admin unlockable" or Squad Role based ability to launch it's Guided Missiles -Chinook: Lift ability for all but MLRS, Bradley, and Abrams -Chinook can load ammo boxes -Attack Helicopters have emergency supply box (ammo crate with minimal supplies; field dressing, colored smoke, etc) -Harrier with GBU's -T-90 for use by BLUFOR (in small town SE of main base, by howitzers) -Backpacks Added -Many Attack Air Assets can be scripted to begin locked; admin can unlock -ACRE!!! We can and should add ACRE (without ACE) and use it in standard Domination alongside those who do not. It will add an additional level of playability for those with it and encourage others to join us on TeamSpeak. -TS3 Domination Channel Page should show header with active link to our Server Rules page on the site -Personalized custom loadouts for registered members by request -Ghille Suits for Snipers More lofty, and iffy, long term ideas: -AC-130 Spooky (preferably fully manable; Pilot, Co-Pilot, 2 Separate Gunners) -Longbow Apache's can LAZ -SOAR Passengers can aim and shoot Primary weapon while flying -2 Side Missions at any given time; One similar to current Side Missions, Another more geared to Spec Ops Infantry style Side Missions -Completely new and different Side Missions to replace all old Side Missions -New Bonus Vehicle Unlocks with a different Unlock Message (i.e. "High Command has Issued Your Platoon a (vehicle type). Use it well!") -Apache with Aim-9 Sidewinder Missiles and the ability to pull Stinger Launcher out of landed Apache and use remaining AA missiles as it's ammo (as per real life procedure) -Special Armor unlocks at Northern FOB Vehicle Spawn -Examine and modify Main AO objectives to add fresh new challenges -Air Traffic Control Space and Pattern subtly drawn on Map -Customized Notes, Controls, and Mission Description Additions/Modifications under in-game Map Page -More vehicle varients i.e. A-10 with no GBU's and more Mavericks, etc. Those of us actively scripting, modifying, or discussing changes to this Domination mission we are working on, post it here and keep change logs of all additions you have made so far. It will be best in the end if we have one scripting person compiling everything, and it looks like Poffadder has volunteered to step up to the plate. All final scripts should to go through him, and we will need to test on a regular basis. We will need to limit how often we upload a map revision to the server, so testing must be thorough, obviously. For those hoping to get some personalized custom loadouts, get them ready and PM SavageCDN. We should, once final testing is finished on this custom loadout option for our server, offer it to the public via a more easy to follow public post with instructions, as well as announcements on other ArmA 2 fan sites. We could update the server weekly, or perhaps a few times a month. Poffadder (or Savage), if you could, post a change log here after you submit the first map to BLuDKLoT for upload to the server. !cheers
  18. If you have the Insurgency ACE/ACRE map that had the issue fixed, email it to me or something....I'll work on it. Thinking about setting up ACE/ACRE on an event basis at least, perhaps on a private server. But Insurgency isn't going anywhere soon, it rocks! And Domi will too, when we're finished here.
  19. I would appreciate it if old threads were not brought back with a reply like "Thanks" as, luckily, Savage pointed out, there has since been a 2nd manual. This is not a new thread; but for Savage's update with a better manual.
  20. Yes! Thank you! Looks like I'll finally have the time to learn about scripting now that I'm gonna be set up with my shoulder for awhile. CRAP! I was DUPED! Stop NECRO'ing threads, D-DAY!!!
  21. Calv wrote ... But instead of looking at what ARMA has, and building on that, they have instead just transplanted the BF2 PR style directly into ARMA. They could have achieved so much more by getting the ACE/ACRE guys onboard and combining all their efforts. PR + ACE + ACRE would be close to perfection. I just finished watching the ARMA PR tutorial videos. This mod is clearly attempting to make ArmA more playable to the types of players who are used to more structure, smaller "maps", and less free-form planning. Objectives are even more clear and linear (in a good way) for those who enjoy playing on their favorite "map" and trying different methods on the same battlefield with the same objectives, using different tactics or even different players on their squad. This will certainly help the learning curve, as area navigation will be consistant, and players will learn "the best ways" to attack or defend on a particular "map" or "mission" in PR. Unlike Domination or Insurgency, the start point and objective points begin rather close together, negating the neccessity for long travel, large scale force buildup and logistical deployment of assets to the mission objective area. Vehicles refuel, repair, and rearm with the MVTR truck same as before, but with different levels of each with time factors(50% refuel; 2% refuel...etc). =VG= Suomi wrote ... it quite simply makes the communication more ''Realistic'' you see you dont have to start kicking your keyboards ass to find the correct key Communication is exactly the same as in original ArmA. You have several channels, Global, Side, Team, Vehicle, Direct, etc; and they are switched between with < and > buttons (, and .), making your standard PTT button change between channels. You also have the option, as in original ArmA, to set any one of those to it's own button, no needless switching channels all the time! I use this now in ArmA, on my flight stick, I have 4 PTT's all separate: Side Channel; Team Channel; Vehicle Channel; TS3 PTT. Keep's my eyes and mind on my flying... The included medical system seems to be taken directly out of ACE Mod, as is the "radar", which looks like the ShacTac Hud with more in game GUI options. Downed teammates first require "Diagnosis" to determine the proper item or procedure to apply; CPR, Field Dressing, Morphine, Adrenaline. In ACE, we could lose consciousness but still be healthy, requiring the Adrenaline item to be used. Looks to be the same here, but I haven't seen anyone pass out from carrying too much weight. I am pretty sure that dynamic is not implemented, as I watched a single player drag a MASSIVE crate filled with heavy equipment over to a truck and load it in himself. Another reason carrying too much weight is not possible is the Kit System. I'll try to contain my distain, but I enjoy thoroughly the ability in standard ArmA to take and try out whatever weapon I wished or was available into battle. I look back to my BF2:PR days and recall filling only 3 roles because they had the weapon varient I required to perform well. I also like how PITN was able to make certain weapons limited in supply in our Insurgency map so we don't have 15 powerful snipers at one time. PR ArmA achieves this with the Kit System, and each kit has 2-3 varients to choose from while keeping the realism of a Medic not able to carry a huge Sniper Rifle. The map system has been given a new set of tools to work with. Now, instead of having to double-click on the map and write out the marker name, change the marker type, and color, you simply click on the map, activate your Commo Rose, choose the marker type from menus and sub-menus of actions and markers (Enemy Units Here; Need Transport Air/Vehicle; Need Ammo Box; Need Air Strike/Artillery Strike). The marker is then placed on the map with text describing it. Perfect for those who don't know how to place markers in ArmA. Finally, the Forward Outpost. This Project Reality item is the Massive Crate that must be dragged by one person and loaded via Commo Rose into a basic transport vehicle, and then driven to the deployment area. There you can deploy the Forward Outpost, but....It must be far from the engagement area, and this is determined by an arbitrary large circle around the enemy AO. Basically, regarless of terrain features, roads, mountains, valleys and passes, you will always be a set distance from the enemy. When deployed, small boxes start appearing around the Outpost, and these can be dragged into position, and a whole list of shape for walls and sandbag emplacements can be accessed. You simply choose the shape you want, and instantly, it appears where you want it (10 second deployment). Looks like there are a dozen of these crates around the Outpost. Also, the Project Reality Massive Crate is filled with many emplacement weapons (it's packed very well, so it can hold a lot of things and still be light enough to drag). You can grab out a TOW, or say, a Ma Deuce, already assembled, on it's tripod, and drag it into place around your Forward Outpost. Project Reality.Reality Project. Reality. Reality. REALITY!
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