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Everything posted by =VG= SemlerPDX
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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.
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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.
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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!!
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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...)
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Good Game (even tho we had to switch it up to play)
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Arma 2 ACE Multi-Session Operations thread
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Arma II
Keep it up and running. People pop in from time to time. -
TeamSpeak 3 Fix for Buttons Not Recognized as Hotkeys
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Help / Tech Support
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/ -
(read: on the Hog PR Server) !hi
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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
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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]
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WIP: An Arma 2 Vietnam Event Mission by Charry
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Scripting/Editing
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 -
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
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Welcome to the site! Sent a message to Bel re. BMS server being down - should be back up asap. !cheers
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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?
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WIP: An Arma 2 Vietnam Event Mission by Charry
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Scripting/Editing
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... -
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!
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Server is indeed running latest Update 1-6 !cheers *if you have any problems connecting, let us know and we can try to help
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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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I am not sure - I will look into this today [still awaiting reply - will update post at that time]
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Great Job posting! Works great! And nice vid! !cheers
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I am in. I've played tons of ACE/ACRE and would love to take a role in Wolf - preferably Squad Lead, if not available, RTO, and if that's not available, an Fire Team Lead position. And of course, if those are all filled, just make me a rifleman or DMR in Wolf. !cheers
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Polls cannot be edited. If you want, you can edit your post, copy all the text - I can delete the thread, then you can re-post this thread and paste your content back into the text field - and re-create the Poll. And then "preview" maybe before finally posting...
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good poll! and (early) thanks for the mission event! ( I voted modern - but I'll love whatever comes up)
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Criminal COOP Skills Payday 2 is one of the best small team COOP games I've ever played. The teamwork gameplay and the diversity of the skills available for the players as they level up make this game a truly unique experience on almost every mission. Up to 4 Online Players heist everything from cash and gold to jewlery and fine art. There are even more interesting jobs such as drug running, and manufacturing. Many heists allow for a degree of stealth, others start out guns blazing - and as you level up, new and different missions become available. Tortia, Starchyduke and I did the Bank heist on Overkill Difficulty (hardest available atm) and were so stealthy that we took over the entire rear of the bank, and drilled the main vault, while business carried on as usual in the main lobby. We stole nearly $10 million, and we picked the locks on each and every safe deposit box (130 total boxes!!). We found all kinds of loot - gold bars, stacks of cash, and even a slice of bread with cheese on it. Not one alarm was raised and that is all because of teamwork, careful planning, and communication! The Skills section has 4 paths: Mastermind, Enforcer, Technician, and Ghost Anyone can cross-class at anytime, and have any mix of skills in any path all active in game at the same time. I myself have a character who is a mix between a Mastermind and a Technician - basically a decent group leader with a very reliable, fast drill for Safes and Security Doors. =VG= ridDle has a very strong single classed character, nearly fully spec'd Enforcer - the badass of the bunch, serious knockdown power, and he looks tough as nails in his full body armor suit! Tortia is a bit cross-classed but is now strong into Ghost skills, pushing to become a Silent Killer who can lock pick Safes. (there are 75 total skills) With a maximum Character Level of 100, a character will never have enough points to fully max out all the paths - it's not even enough points to max out ONE SINGLE PATH! For this reason, characters become very unique, and we all have different preferences of skills and abilities based on our gameplay styles. Any of the 4 paths can be "RESPEC'd" so that you get all your skill points spent back, and can place them differently - in case you want to try something different - but you only get a portion of the money spent on those skills back. It does take Cash and Skill Points to progress through the paths. That is why this awesome Skill Info calculator that =VG= ridDle found is so helpful: http://www.pd2skills.info/ You can essentially play around and try different things with the points available at Level 100. Settings on the right can be adjusted, you can set it to any level to see what could be, and you can click the Share button to name your creation and get a link to share. Click Here to read about COOP Crew Building at VG!
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Payday 2 - Share Your Profile and Skills
=VG= SemlerPDX replied to =VG= SemlerPDX's topic in Other Games
I'll start it out with mine... Style: Mastermind/Technician Preferred Primary(s): CAR-4 Assault Rifle Preferred Secondary(s): Para-Submachine Gun (Silenced) Description: My guy has the fully silent drill and (finally) has C4 Shape Charges. His Leadership points grant the entire crew extra XP, Stamina, and reduced recoil in pistols. He can answer multiple radio calls from downed guards, and is also an ACE Transporter (fast with carrying bags/throws bags far). My Current Skills Info Link: http://goo.gl/LyLOEV (optional)My Level 100 Link: http://www.pd2skills.info/profile/lv100wishlistsemlerpdx/