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=VG= SemlerPDX

VG Clan Member (Administrator)
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Everything posted by =VG= SemlerPDX

  1. Just got word from Belgriffin - "restarting server on saved campaign" So, everything should be fine now. I am sure he is more familiar with that procedure than I was... Thanks, Bel! !cheers
  2. Sorry about that! I am in training to admin that server. I was able to restart the campaign to about 7 days back - same campaign; but I lost my notes and couldn't recall how to start up a fresh campaign. Hell, I hope what I just did works cuz it was a little different than when Belgriffen showed me. I have contacted him already and will be doing another session to learn how to keep this server up and running. It's the only one that we have "outsourced" on a friend of the clan's personal server. Good luck! !pilot
  3. Hate to quote myself, but I'd like to reitterate - sure we want a realistic experience, but in training especially, some cues would help cuz: SemlerPDX =VG= LAN_WROTE ... .... but this is a game, a simulator style game, but still a game. At the very least, the Trainer should get a private "all clear" cue when his trainees have finished key parts of a course. How else could you evaluate them??? ..... Good luck and keep up the scripting - it's the only way to get good at it. Like, if it's to be just a blank training mission ready for human input and instruction, it still could use a little guidance in that area. I know it's all crazy hard work, and that feedback can put one on the defensive at times, just know that a clear understanding of "what to do" and when it is "done" is always gonna be an essential aspect in training players. I'm still a big fan of Calv's warm up area mission with the kill houses and pop up red targets. I felt I knew how to run a group through and train them on the procedures, formations, etc. because I knew when I went room to room, and then out of the kill house, that we had finished the little course. I was ran through it myself before becoming a "trainer" at it, and therefore knew what to do, and when my group was done. This is the point people are trying to make, and I feel they are getting frustrated trying to convey their reasoning behind it to the point of this all becoming some kind of flame warish thread. Example: "Once, there was a little bird flying South for the winter. It was too late in the season, and it crashed frozen in a field. It sat there yelling, 'PEEP - PEEP - PEEP'. In the pasture, there was a cow who saw the little bird freezing and PEEPing. The cow then turned around a took a giant shit on the little bird. What a terrible day for the bird....but then the warmth of the cow shit started to warm the little bird up, and it started PEEPing againg. 'PEEP - PEEP' Not far off, a fox heard the noise. He promply came over, found the bird, and ate him. The moral of the story is, not everyone who puts you through shit is trying to hurt you; and when you do find yourself neck deep in the shit, know when it's best to just keep quiet." People are gonna have opinions that differ, and some are gonna have good advice worth following - let's just keep it cordial and productive. If someone trys to get 'yer goat, don't give it to them - i.e. ignore stupid and unhelpful things, don't get drawn into defensive/offensive statements, and when you want to act condescending and defensive, just bite your tongue. It's all good - just video games here, and a lot of good hearted input. !cheers
  4. Nope. No magical player cap either. never heard of that before, so no worries there. Any issues due to that were server side or due to excessive AI and bad spawn handling. Just look at A3 ALiVE - perfect way to handle dynamic combat.
  5. http://community.bistudio.com/wiki/enableRadio "Tank Spotted 200 Meters" = lame *many things can be done either via module or script line. best to look at a good framework for examples, such as F2: http://ferstaberinde.com/f2/en/index.php?title=Main_Page BIS High Command sux - that is why DAC is there. and believe it or not, it's easier to set up and use - if you learned HC, you can learn DAC. They are respectable AI. enjoy Halloween - Have some pumpkin pie:
  6. Maybe add these lines: enableRadio false; player switchmove ""; player setskill 0; {player disableAI _x} foreach ["move","anim","target","autotarget"]; player setVariable ["BIS_noCoreConversations", true]; *it is super easy to have DAC do your enemies for you by making a small zone. no biggie at all to add it to the ace/acre mod list
  7. Castor =VG= LAN_WROTE ... Some of those lines are there to add the possibility of changing your view distance so people with less powerful computers can play it with ease. ____________________________ ......I can only use the basic ACE/ACRE mods in this one. These are the lines (and it was the init, not the description.exe - my bad) : ace_sys_wounds_no_medical_gear = true;
  8. SemlerPDX =VG= LAN_WROTE ... I have reviewed the scripts and mission.sqm and only have a few comments. EDIT: oops - posted - will edit this and add more... The briefing specifically can have certain words as links that when clicked move the map to a pre-placed marker for better understanding. Also, the section on equipment should move out of the WIP stage asap and include the step by step procedure involved in linking the DAGR to the Vector 21B, and then the operation of the Vector itelf, to bring up the end data on the DAGR (the stuff you would transmit to, say, a Paladin Commander, or other arty with such precision ammo) - basically a run down of the operation of those two units and their step-by-step usage in the field. Also, you may expand the expaination of the Vector as you did with the SOFLAM, and add some of the buttons that interact with the SOFLAM and/or how to maintain a designation on a target, changing view modes. If the Equipment Section is not to have any controls instructions or step-by-step (meaning that those are left to the Trainer to teach) then it should either not be in the briefing, or it should impart a complete set of content describing each item's use in the game and what it can do - the Vector description is sorely lacking that. All of this info can be found on the ACE Wiki for each individual item or ACE concept (like ACE Eject System) http://wiki.ace-mod.net/Overview And Objectives are not as hard as you'd imagine to add - they are not too "video gamey" in that they are needed for a concept of end resolution. Sure, no one really "knows" when a vil is fully clear, shit - somone could have hidden under some floor boards.... but this is a game, a simulator style game, but still a game. At the very least, the Trainer should get a private "all clear" cue when his trainees have finished key parts of a course. How else could you evaluate them??? Anyway, last thing I saw was some use of the call compile preprocessFileLineNumbers calls where usually a simple Variable ExecVM "script.sqf" call is made. Not that it matters that much, if it ain't broke, don't fix it. Also, there are redundant and repeated ace functions listed in your description.exe that you should review - again, no big deal, it doesn't hurt anything. But I will note that you should use the IFAK funtion to allow the soldiers to have those items added. A simple value of 1,1,1 would be what a normal soldier in most any military would have on his/her person at any given time. No one does not have those items - no war soldier would go out without them. Good luck and keep up the scripting - it's the only way to get good at it.
  9. I have reviewed the scripts and mission.sqm and only have a few comments. EDIT: oops - posted - will edit this and add more... The briefing specifically can have certain words as links that when clicked move the map to a pre-placed marker for better understanding. Also, the section on equipment should move out of the WIP stage asap and include the step by step procedure involved in linking the DAGR to the Vector 21B, and then the operation of the Vector itelf, to bring up the end data on the DAGR (the stuff you would transmit to, say, a Paladin Commander, or other arty with such precision ammo) - basically a run down of the operation of those two units and their step-by-step usage in the field.
  10. The one PITN was playing was most def the stock one provided - not the one Savage tweaked. Savage's seems to work pretty well, I saw incoming Arty I believe. I sat around for a few hours in Savage's version, then loaded the stock version, and watched the bots battle it out. Very cool. FPS never dropped below 20, even when I was in a large battle in a town. *EDIT: When you are logged in as the Admin in game, you can select to view ALL units, and get a better tracking picture of what is happening on the virtual battlefield. Then, admin commands like Ghost Mode and Teleport allow you to pop around and see the battle with actually spawned units. But the stock one, I dunno - when I saw things spawn at sea, it took less than 2 minutes for the engine to fix it and then they appeared on the nearest coastal road just fine. (Note - when at sea, I teleported there and did not see the units spawn in on the map - even tho the map said they were there at that spot) Way cool missions - and I didn't know about the app keys - gonna try that today. Thanks again, Savage, for finding this and getting us early access!!
  11. SavageCDN =VG= LAN_WROTE ... 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 That is 2 funny - I did as well (made it medium), I bet we were editing it at the same time, Savage! !lol But I saw just a link (click me) so turned it into a player. For that you just copy the code part of their Share Link: Just the highlighted code part - paste that into your post, highlight it with your cursor, and click the little YouTube Icon JMVvr3UjLqA Like this: Which will then look like this: and here's the damn video already: (aww! Pigly 2...)
  12. Keep it up and running. People pop in from time to time.
  13. Here's a link to older version TS3 installers that can be downloaded (64-bit): http://www.filehippo.com/download_teamspeak_client_64/changelog/11489/ (32-bit): http://www.filehippo.com/download_teamspeak_client_32/
  14. Recently, a lot of gamers have been having issues with TeamSpeak 3 and keyboard or mouse controls for push to talk. The problem is that TeamSpeak will not allow a button to be set for PTT - or that ts3 will not recognize the input of the button at all. Oddly, this doesn't seem to be related to a client update or anything on the user's part - it just changes and they can only use Voice Activation Detection settings. **NOTE: Arma 2 users who play with the ACRE mod should NEVER update TeamSpeak 3 until it is confirmed that the current build is supported. To fix this problem, TeamSpeak 3 needs to be forced to recognize the keyboard, mouse, or controller input inside it's Hotkey settings. Access TeamSpeak 3 Settings by pressing Alt + P or just clicking Settings -> Options on the top menu bar. In Options, select the Hotkeys tab on the left. Now set your input for your Hotkeys to Direct Input instead of Default or Keyboard/Mouse as shown in the image below. Be sure to click Apply and then OK. If this problem ever happens again, just come back to this screen and ensure Direct Input is enabled in this manner. If TeamSpeak 3 does not allow a button to be set for Push to Talk: Settings->Options->Hotkeys-> Direct Input
  15. Pigeon LAN_WROTE ... Zulu is gmt brah. Not bst. "Lol" The difference between Zulu and cet is 1 hour not two. It's semantics I know but I'd rather not e an hour early/ late. I know ZULU is GMT - hell, Greenwich is in Britannia... but then I realized that daylight savings time thing is the screwy part here, my bad. And then, I looked up details about Greenwich, which itself isn't even following GMT until October 27th. So delightfully confusing. Vetala LAN_WROTE ... So really it would be 1900 as we are on BST? which is GMT +1 for day light savings. ^What he said is correct (and will be for the first 3 events of this 5 part campaign) until part 4 which is after the 27th. The rest of the year, we get to just quote ZULU as it will match time in Britain. [EDIT: My new favorite app - better for these questions cuz you can move a slider bar in real time and see how the times adjust... Android App called Time Predict https://play.google.com/store/apps/details?id=com.gideondsouza.timepredict&hl=en - I gotta say, it's got an odd way to add a new time zone to the display, but I've used it for the last few events I've been in and it works great]
  16. that is a bit complex Charry - possible but would be a system in and of itself that would take quite some time to implement. I would suggest you assume you will have a large group of players and a play time of around 2 hours. In that you can fit around 2-4 objectives and if you have a respawn and transportation system, you can make them as difficult as needed for a good game. That means objectives that are independant - make them able to start one or any one and have completion triggers inside each area separate from the others. That should suffice. I'm kinda sick and am gonna go lay down again. I'll be back to gaming before too long...c ya soon
  17. Pigeon LAN_WROTE ... Just to clarify you state start time as 20.00 cet. Cet is not currently observed as some European states are in daylight saving whilst this is the case cset is observed as the European time. Anyone wanna tell me what time it starts in England. ZULU is England brah !lol so....1800
  18. Welcome to the site! Sent a message to Bel re. BMS server being down - should be back up asap. !cheers
  19. I would love to take a look at it and help if needed... can you zip or rar up your WIP and pass it to me?
  20. you don't need to post a guide on how to work the Nimitz addon... it's not an issue, and the addon also comes with instructions for mission makers already. Besides, the mission is made AFAIK; we're awaiting Charry's posts on needed scripts or utilities that he may not have been able to add yet...
  21. Hello all! If you recall, before our website issues of September, an event was slated for an Arma 2 Vietnam mission by our friend Charry. It was so derailed that it still sits awaiting just a few tweaks, scripts, and tests before becoming a reality. I would love to play in this event, and had previously signed up as many of you had. This scripting and editing thread will take this mission, mostly designed in the 2D Mission Editor by way of enemy groups with waypoints, event triggers and map markers, all the way to adding simple scripts and utilities needed to make it a full-fledged MP COOP Mission. I have talked with Charry already and he will post up here the things needed to be added (respawn system or respawn configuation?) or whatever needs to be tested before throwing a huge group into the shit. Here is a quote with a little info on the mission, the mods list desired, and a video showing the breaching idea he wanted to use: Pvt. Charry LAN_WROTE ... We are going to use an interesting breaching script which allows us to use c4 and shotguns to breach into buildings: After you get badly shot you will have a certain time until you are completely dead. You will respawn on the carrier and wait until severals others die. The team will be assigned a new callsign and they're going to fly (back) in as reinforcements. Helicopter can load ammo boxes into cargo and later drop them onto the battlefield. The TAC pilot should mess around a little bit with the F/A 18 to get known to that plane. If there are any questions please feel free to ask me! MODS @ACE @ACEX_RU @ACEX_USNavy @ACRE @bracer @GLT_MissleBox @JDG_Nimitz @ldl @mar_pilot @mar_2maw @mbg_buldings3 @MBG_KillHouses @st_interact @stmovement @tpwcas @zeus_ai @zeus_ai_ace optional @blastcore @jsrs @jsrs_ace Mission created by Pvt.Charry changes could be taken!
  22. Server is indeed running latest Update 1-6 !cheers *if you have any problems connecting, let us know and we can try to help
  23. I'll be there!! Tried flying a chopper - i used to be good. I failed so bad. I'll be on the ground! !fans
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