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PITN

VG Clan Alumni
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Everything posted by PITN

  1. Found some BAF statics I'd like to add to the BAF version. BAF_GMG_Tripod_D ------ 32Rnd_40mm_GMG BAF_GPMG_Minitripod_D ------ 200Rnd_762x54_GPMG BAF_GMG_Tripod_W ------ 32Rnd_40mm_GMG BAF_GPMG_Minitripod_W ------ 200Rnd_762x54_GPMG
  2. Here is VG Ver. with changes some i made. A big thank you to Ted Toaster for porting to us this PMC version of Insurgency. Changes to Insurgency 0.75L PMC for =VG= by me, PITN. 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 beneli 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. I know you have fixed some issues. Can you combine these? Thanks.
  3. OK. I've tested one PMC version so far and it loads. I have found two bugs so far. -You cannot board the KA-60 as a pasanger, etc. You can only remote pilot the vehicle. ;( -The enter vehicle function "Ctrl-E" does not work with any vehicle so far. I have tested Ka-60, SUV, Armored SUV, and ATV. -The AA-12 is awesome but without any restrictions on it or the m24 this will create a newb whore weapon. 20 players with AA-12's loaded with HE running around would be fun for about 5 minutes. ;p
  4. Switching the difficulty to Veteran forces 1st person on everything. Driving or flying anything in 1st person in ARMA sucks balls. Nut it may be a good idea anyway. You fly choppers and drive vehciles in PR as 1st person so why not? It is just the camera view that sucks. Also. isn't tjhat what a crew chief is for? Also, the PMC version is broken. The client locks up during the final loading. I would like to get the other 0.75 loaded on the server though.
  5. Okay. I found an updated insurgency I'd like to try. The files still need to be edited to remove OPFOR. But I would like to run opfor for a few days and see how the gamplay works out with the new update. -New maps -Coding tweaks and corections -New options and parameters http://dev-heaven.net/projects/insurgency/files
  6. Yes. He has earned his ban. Reason - Griefing and disruptive gameplay.
  7. My opinion on OPFOR is that they are needed and I like the random element. I also like getting a good squad and making them rage quit. With the OPFOR element it forces teamwork instead of the lemming rush or sniping campers. Honestly, people should change their tactics and work out a counter to the HUMAN OPFOR element. This said, I think some rules should come into play. One would be that OPFOR cannot camp the MHQ. I'd also like to edit the script and add radio buttons iin the parameters. -Opton to have allow OPFOR or make them BLUFOR a hitman team. -Option to block 3rd person. -Option to add a spawn delay after death for OPFOR. Range from 15, 30 or 60 seconds. -Add a PMC version. -Tweak the weapons for rebalance. However, no silenced weapons and only one weapon per US/BAF with thermal. I can think of others I am sure....
  8. Okay. i just played Ins for the last several hours. IT FRICKEN ROCKS!!! I WANT MORE!
  9. Are we allowing humans on the ins side? Need some rules posted for both servers.
  10. I am thinking hardware conflict. Specifically your soundcard or audio device. Run dxdiag and post your stats here. The slowdown when you reach a bomb site makes me think ram issues. Could be cpu or video too.
  11. I ahve suggested it. Untill Blud let's me hack the server and we setup an FTP dump I doubt it will happen anytime soon.
  12. Default parameter is 30 min before you can fly.
  13. I don't want to remove all of the assets. I just want to encourage teamwork and not rambo. But air certainly has little risk. Especially if they get immediate repawns. If you look at a random 21 map, the bonus assets litter the field because no one wants to go and get them. Total lazyness. The current playstyle makes it very arcade like and all it will attract are the ADD kiddies.
  14. Some intel to share. We had a nice full server this weekend. Mostly Euro players. Some pretty good teamwork guys but most are just interested in killing as fast as they can. Weekday population numbers are still low however. We are attracting some good team players and very few griefers. However, we are getting a lot of solo or self-centered players that lack the desire to work as a team. Arcade type personalities. I've been playing with the server parameters to encourage teamwork and i'd like to share some observations. Locking all attack aircraft (except LB) keeps them ground pounding. This increases cap time while reducing the carpet bombing effect from pilots. I have been encouraging MHQ and FARP use. However, you need dedicated people just to keep these mobile bases moving up. The general pubber doesn't seem interested but I have found a few good teammates that will do it. I removed the jump flags but kept teleporting and base jumping. This keeps them from jumping to the next AO but they still take off solo on foot or one man captured vehicles. When moving to the next AO most pubbers get too close to fast and lose heavy assets quickly or don't employ them properly. Huge losses and wastes time to redeploy these assets. Excess ammo has enabled them to clear the armor AO's quicker. When i take the armor off the list the game actually gets better. The pubbers slow down and don't spam high explosive everywhere. But some go into sniper mode, but it is still actually pretty good. I am still tweaking the parameters and trying to get people away from arcade mode and into team mode. My goal is to get a balance between team play and fun. Some things I'd like to see are increased enemy populations inside and out of the AO. More roving patrols of infantry (AAA) and armor OUTSIDE the AO. Anti-sniper squads. I would like the lone snipers to get their asses kicked when they go rambo. If we run an armor mode then increase the armor populations or reduce the amount of AT immediately available. KICKS and BANS. I can kick a player but I cannot ban. I have had only two that deserved a BAN but after the kick they never returned. The violations were for GRIEFING. Since most names are super generic and easy to change in ARMA it makes no sense to post them atm. I can't even remember then anyway. The British jeeps despawn after 20 minutes or so. I haven't timed it yet but that is about right. Ecplipse and I were loading ammo into the trunk and it disappeared and respawned. I was hot. All that time getting extra ammo and it goes POOF. The veh was never damaged. So I am not sure why it did it. The Parameters for abandoned veh was set at 60min so... There is more but I can;t remember atm and it is bedtime. NN.
  15. Testing closed. Thanks for your help.
  16. We are testing now. Get your butts in here! Get on TS for the PW.
  17. 3 or 4. Good layouts and not too much clutter. Effecient use of space.
  18. lol. Blud is lying. He really likes the pink floral patterns.
  19. Keep the locked squad rule. Use your best judgement when enforcing this rule. Give them time to adjust their suqad and clear the lock.
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