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Everything posted by PITN
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Was Jarema driving? Here are some shots over the last month. A beautiful sunrise in Fallujah. Fallujah is one of the largest cities in Iraq. Czech Special Forces looking to cause some grief for the enemy. Echelon right formation with excellent spacing.
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You need the regular Arma II Vanilla game. The M4_CCO_SD is from Arma II. VAnilla and not OA. THe next version I do will have an SD weapon from OA so the OA ppl can use one.
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Antoher Teaser. http://www.youtube.com/watch?v=mur0QCGQ0Jg&hd=1
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Open Youtube and search for this; "United Operations Infantry Training Grounds" These guys have done some excellent training videos realated to ARMA2. They cover the basics as well as ACE and ACRE.
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Keep your mod files and vanilla files seperate. If you have any modded files in the root arma dir you will not be able to join. If map related, make sure you have a clean map of Fallujah v1.1 with the proper signature.
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You were banned by me during a fit of hackers attacking the server. "POSS HACK" Ban removed. Sorry for the inconvenience. See you in game!
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You only need the Fallujah map v1.1 to play Fallujah. Otherwise it's all Vanilla patched to 1.59
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Don't let Jarema drive you home.
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gaming and laptops.... don't mix too well.
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He hasn't been wrting it. The next book got split into two. It's been several years since the last book. I am afraid he will never finish.
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They all have OPFOR slots. During a map restart you can change the paramters to allow OPFOR. My edit is set up by default so they can't play as OPFOR. If they choose OPFOR they are just stuck in no-man's land.
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A song of fire and ice is a good series. I just wish he would finish the next book! I want to know what happens to Arya and Jon, my fav characters.
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Insurgency 0.76 Edited for VETERANS-GAMING.com Changes made by PITN. -Max players is now 30 (US/BAF) plus 4 OPFOR (optional) for a total of 34 possible. -Six Hitman fireteams. -Changes made to the Default Parameters. --Ai Accuracy = 0.7 --AI Numbers = 200% --OPFOR Ratio is set to COOP Only. --Players needed to clear a square, 1. Instead of 2 or 3. --Number of AI Vehicles = 9 --MHQ Deployment Timer = Instant. NOTE: Parameters have been increased 50-200% from original release. i.e. You can have up to 300% ai, 30 caches, and 30 enemy vehicles. -A10 Fly time is increased from 45 seconds to 2 minutes. -Adjusted spawn positions of vehicles and players. -Removed ATVs. -Added M2 Crows and more SOVs. (USA) -Added Land Rover. (BAF) -Added weapons and related ammo. -Added one SD rifle/pistol for night ops. I tried to be faction specific. -Added a Mk32 GL for those Rambos out there. Ammo 15Rnd_9x19_M9SD 8Rnd_B_Beneli_Pellets 8Rnd_B_Beneli_74Slug 30Rnd_556x45_StanagSD (US) 30Rnd_556x45_G36SD (BAF) USA=VG= -M1014 -M9SD -M4A1_Aim_camo -M4A1_AIM_SD_camo -M16A4 -m16a4_acg -M16A4_ACG_GL -M16A4_GL -M32_EP1 BAF=VG= -M1014 -M9SD -G36_C_SD_camo -M32_EP1 --Removed U.S. Rifles If there are any bugs, please report them in this thread. I hope everyone enjoys this release. PITN FYI - I spent 20 hours of my time on trail and error before I achieved this release. I'm taking a break before tackling zargabad and fallujah.
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Gamr748 LAN_WROTE ... Can you make a script for the PMC gamemode of insurgency where the KA rearms like every 5 min when it sits idle without a human pilot, ie, on the heli pad. You can rearm the Ka60 at the FARP. Just make sure the nose touches the FARP (in the center) and your wheels are on the ground.
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Outlanders LAN_WROTE ... So, i was in red square, i killed a guy, he was just standing near a house, then i go upstairs to clear another house, i get back on the ground - i look in that direction and i can see how bot appear in the same place. I think 15-20 seconds passed. Same guy, same place, same machine gun in hands. Maybe it's just bug. I don't know. But they spawn really fast, faster than on Insurgency 0.75 server. Strange. The only issues I have seen so far with Fallujah is that the enemy seemse slow to react. I am not sure if this has something to do with the modded buildings or what. I may have to increase their shareinfo distance so one guy can tell the other 20 where u are. Make them more aggressive.
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Respawn is too often? I am not sure what you mean? Insurgency is set up to respawn indefinately as long as the square is red. With one exception noted below. The reasoning is that the objective is to clear and capture an area and not to camp. This creates momentum and keeps things moving forward. It isn't like Domination where you just kill the 100 bots in a circle and move on. You actually have to go in and sweep up which is what I like about Insurgency. -They will only spawn within a few hundred meters of any active player. This keeps server load at a minimum. -If you kill an insurgent at their spawn they will not repawn (I am pretty sure). But if they move away from their spawn and are killed, then after a few minutes, they will respawn again. You can prevent the respawn if you capture the square. i.e. It turns from red to green. So get in there soldier and take this city back from the Insurgents!
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Fireball LAN_WROTE ... Your enthusiasm for Insurgency is really appreciated, but last time I was joining your server (default params involve -showScriptErrors) I was getting a black box across the screen constantly due to some script error which was looping indefinitely. Also my HDD was going nuts because this very script error was written to RPT 100 times per second or so. Long story short, if you edit the mission - fine - it seems like everyone is doing their own stuff anyway, but do it right. It hurts my scripter pride to see the mission go untested like that. On another note, I published version 0.76 last monday, new features and fixes can be viewed here. And improvement suggestions (like adding another squad or more weapons) are always welcome on my Insurgency project space, which might save you some editing trouble in future, if its included by default. It is all noob editing on my part. Ted did the hard stuff. But I am not sure what error you are talking about. I haven't seen anything like you have described. Can you let me know the version or any other info that I can help me find the problem? I have been by devheaven. It rocks. As for 0.76 I think the latest parameters you have added are fricken awesome. One I'd like to add is the A10 timer. If set for default or 3-10 minutes could be enough time to deplete the A10's ammo loadout. This would allow ON-STATION time and the normal 20 minute timer would be RTB for fuel and ammo. In fact an option to have 20, 30, 45, or 60 minutes on the RTB would be cool too! I better sign up for Devheaven, eh? !slow One Q, What are you using to de-PBO the files? I've had issues with PBOView and the 0.76. All I am trying to do is add slots and play with the kits a bit. For Fallujah I'd like to add light armor with crewman only requirements. I may just go with adding 2 CROWS Hummers.
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We are currently running the Fallujah 1.1 map with the latest version of Insurgency, 0.76. Download Fallujah 1.1 and try fighting insurgents and searching for ammo caches in a major city! I hope you have a good fireteam! If you have any request for changes or if you notice any bugs to this version of Insurgency, please post them here.
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Insurgency 0.80 SOAR Edited for VETERANS-GAMING.com Version e Changes made by PITN. Added MH6J Little Bird (Night Stalker) on a call system similar to the A10. -Default menu. Select 0, 8, request SOAR, SL approves, and select a spawn point on map. -Fly to your destination. When the player pilot ejects the AI pilot will take over and fly away to despawn. Changed all BLUFOR slots to Delta Force Soldiers. Changed weapons to reflect Delta and U.S. Army. -Suppressed weapons, SAW/HMG and some variants of sniper rifles. All Hummers are SOVs. Replaced ATVs with Bicycles as a placeholder. Changed helicopter to CH-47 Chinook. Changed some grammar and code names for CAS/SOAR (Lightning/Night Stalker). -Changes made to the Default Parameters. --Civilians = Off ( I manually turn this on depending on server population.) --AI Accuracy = 0.4 --OPFOR Ratio is set to COOP Only. --Number of caches = 5 --HeliRC = Off --A10mode = AI --CAS Timer = 120 seconds --SOAR enabled = Yes --Players needed to clear a square, 1. Instead of 2 or 3. --Number of AI Vehicles = 9 --MHQ protection ring = 400m --MHQ Deployment Timer = 300 minutes. Server admin notes. -Known issues. --Changing AI accuracy to anything but 0.4 creates an error in the script. (Fix scheduled for 0.81) Use Veteran more instead. --Civilians can severely slow down a full server. (It is fine with lower player populations.) If you are having problems reduce the AI to 50%, turn off civilians, or get a faster server. --I run the caches at 5 for a short game and to increase server restart frequency to help solve lag issues with wrecks and destroyed buildings, etc. --If you stay in the MH6 after the AI is in control you must eject or respawn. Unless, of course, you like flying into infinity. I hope you enjoy it. PITN We have Two new =VG= Versions of Insurgency. Insurgency was originaly written by pogoman and the last version was 0.72. It was updated by Fireball and that is version 0.75. Ted did some tweaks and ported a PMC version for us which we call 0.75L. We also have a BAF version. We have not been able to edit a 0.75 version of the US side as of yet. But we hope to soon. A big thank you to Ted Toaster for porting his PMC version of Insurgency to =VG=. Thanks Ted! -Ted ported the PMC kits and vehicles. -He also added a 5th fireteam at my request. -He also did a non-OPFOR version as well. The OPFOR ver has a selecatble ratio for opfor players. But if set higher than 1:4 then a full server will not spawn all players. Changes to Insurgency 0.75L PMC for =VG= by me, PITN. All changes are KIT related. The hard stuff was done by Ted. I made general changes to make it more inline with a Private Military Company kit issue. All weapons are PMC except the M1911, M9 variants, MP5 variants, M1014, and M240 MG. -Changed unit descriptions to reflect unit classes. i.e. Medic, Defensive marksman, etc. -Added MP5A5 and MP5SD and ammo.(Yes, I know the ammo is bugged and it isn't PMC but I wanted a short range SD weeapon for night OPS.) -Added M9SD pistol and ammo. (Short range SD weapon intended for night operations.) -Removed UZI and other unused pistol/rifle ammunition. -Added M1014 Benelli shotgun with Slug and Pellet ammunition. -Fixed AA12 ammunition. All three types now appear. Pellet, slug, and HE. -Removed Javelin and AT4 Anti-Tank weapons. -Added RPG18 to replace removed AT weapons. Remember to pick up ammunition! This kit is restricted. -Removed M24 sniper rifle. -Added KSVK anti-material sniper rifle. This kit is restricted. -Added FN_FAL rifle as this weapon is used by a PMC character. -Removed G36 rifle variants. -Added PKM and ammunition. This is the heavy MG for PMC. Known issues: -You cannot board the Ka-60 Helicopter. ;( But you can still fly it remotely. -MP5 ammo is bugged and shows pistol mags, etc. If you know the solution please let me know. -Missing M9SD ammo. -The A10 on PMC is bugged. After activating the A10 if you place a new waypoint you initiate the A10 script again. This allows the player to respawn the A10 at will. BAF 0.75L for =VG= -Same changes related to kit and parameters. So the next time you see Ted make sure you give him a big thank you for supporting VG and helping with this project.
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Insurgency COOP should be BLUFOR ONLY like all other VETS COOP Servers
PITN replied to =VG= SemlerPDX's topic in Arma II
Found some bugs. Thanks to Ted we fixed the 3rd person on the helo and changed the title by removing the VG Ver# which is currently L btw. baf_pmc_vgt.zip Ted, I am going to lock this thread and start a new STICKY for future Insurgency versions. We can work in there as we add updates. /locked -
Insurgency COOP should be BLUFOR ONLY like all other VETS COOP Servers
PITN replied to =VG= SemlerPDX's topic in Arma II
Ted, can you add the OPFOR ratio parameter to these BAF versions? They are done with that exception. After your OPFOR script we can ask Blud to upload them to the main server. insurgencybaf_vg.zip I just realized that the OPFOR script won't work in it's current state. If the server becomes full then the last four players would be trapped on OPFOR and homeless. -
Insurgency COOP should be BLUFOR ONLY like all other VETS COOP Servers
PITN replied to =VG= SemlerPDX's topic in Arma II
BAF edited for VG. Edited BAF for =VG= 11.03.01 - PITN -Changed filename. -Added unit desriptions. -Added MP5 variants and amunition. -Added M1014 Beneli shoutgun and ammunition. -Added M9SD and ammunition. -Removed unneeded ammunition. i.e. UZI ammunition, etc. -L86A2 marksman rifle is now limited. insurgency0_75bafl.zargabad.zip