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Everything posted by TEDF
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There are no bugs/broken things in PR. Only features.
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Fastropes and vehicle towing was more of a community project that some community modders tried and managed to get to work, not actual dev work from what I know. Somewhat doupt it will be implemented in the game, concidering how easy it would be to abuse it.
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Fairly sure it's not april fools joke. Update 1.something was announced on april first few years ago as well and got released a week later. They propably released the info so if something breaks and they have to delay the launch for another year they can just fall back to "it was just april fools joke" Body dragging and fastropes (yes) are a thing and working (somewhat).
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Just to make sure - Are you launching mumble separately?
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It's most likely the static objects that are taking that long to load (Bunkers / houses etc.). It happens to quite a lot of people on both coop and deployment. Personally, I have that issue on basrah and kashan where a certain type of house on the spawn screen takes a while to load up. Not much can be done about it. Try lowering your textures in the options
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Keed and I used to play quite a bit with the LAMBS people back in the day and they had quite good procedure for pre op : For the first 30 ish minutes, players would do warmup stuff like squad manouvers / building clearing / convoy excersices / shooting practice with heavy weapons etc. During that warmup time, people with tech issues could get help from others and would have time to solve them while others were occupied doing something instead of sitting in the main. I seem to remember that some people got rather annoyed having to sit around for so long during last op, so I feel this would help a lot to keep the morale up. Fire support : +1 to that. One of the best rounds I've had in Arma. Just sitting in a shed, taking shelter from the rain and sh*t talking with Jager. When called in, dragged the mortar out, fired some shots and then dragged it back in. I believe it did eventually get us killed due to arma being arma, with the mortar bugging out and firing at random while in the shed, but still. Good times. Lead structure, cooperation and training : Lead structure would be interesting, but as Fastjack mentioned, there are too few of us atm to have a fully functional CO and 2IC system for ops. I do think some form of coordination structure between squads should excist tho. I did have some tech issues during last mission and had to quit early because of it so I can't say about rest of the op, but one thing I noticed during our first attack on the village was that there was almost no cooperation between the squads. Everyone just went in at random without a solid plan. I think there were quite a few blue on blue incidents because of it which could have been avoided. After village got secured, no one set up a perimeter and after couple of minutes, an enemy patrol just walked in and managed to kill off quite a few people. The same with building clearing, some of the buildings weren't cleared and as a result people started to get shot in the back by baddies garrisoned in them. I think, before going for an attack, squad leads should meet up and agree which squad is going to clear which part of the city and make sure that members of their squad don't run off into other squads sectors to avoid blue on blue incidents.
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Could put up another small event for the one of the coming weekends if people are interested. I did have few ideas for a race on a 4k map with obstacles like AI on TOWs and such, just never got to actually doing it with the 1.6 sneaking around.
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AT plz
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I'm sure somewhere in the deep layers of PR dev cave, there's a program that will detect them, but the stone-age way of doing it is just running the game in debug mode, checking the log after crash and removing / replacing the things that cause crash. For example on vBF2 midnight sun, there's a flagpole that doesn't exist in PR and will crash unless it's removed. Fortunately the amount of objects that crash is low. The max I've encountered was 4-5 on a single map. Will have to see what changes 1.6 brings
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Not much has changed since 2017, so the maps in that mappack should all still work. Pathfinding should be hardcoded, so it will work on any map that has it, even if the map was originally made for bf2, so that won't be an issue. The only issue with old bf2 maps will be some of the statics that may be outdated, which would have to be changed, but otherwise all of them should work fine. I personally don't really see any point in working on them until 1.6 rolls out as all the work would have to be done over again to compensate the changes. As for turning off the bots, that's relatively easy. Can either have bot count at 0 or just convert it over to AAS.
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Thank you all for joining. We had a bit of a rough start with the server crashes, that's all on me, completely forgot about the roadblock bug still excisting, but after that it went pretty smoothly until the very end where we got griefed, which thankfully happened right at the end. Anyways, success rate wise, the event went pretty much as I excpected it would go, with the current score of 1 out of 3 VIPs rescued being the norm throughout the events so far. The last VIP made it back to his home and sends out his thanks to all the troops who got him out from the TV station. I hope you all enjoyed and had fun. Thank you again for joining. Special thanks to =VG= Ciro, =VG= Vanillapop & FinWeirdo for volunteering to the special roles.
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Just some random PR moments from the deployment lands...
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Unfortunately, Mr Trump has a golfing match scheduled during the event and won't be able to make it. He sends his thoughts and prayers to the troops and the hostage and shall be monitoring the situation closely. In his stead, @=VG= ciro will be taking the role of the VIP.
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Helicopters would make the VIP transport too easy and mostly without any risk since OPFOR doesn't have any form of AA on any of those maps. I'll think about keeping one of the littlebirds on Ramiel.
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VIP Rescue 23.11.2019 1800 PRT Server PW : vip (Hostage takers (2) : If you are interested in playing as hostage taker, send me a PM on the VG site.) 1. =VG= Vanillapop 2. FinWeirdo VIP : 1. =VG= Ciro It's been a while, but but it's time for a new round of COOP events. With the 1.6 just around the corner, it's logistically not practical to do any huge events due to the sheer amount of changes the update brings, but we can still do some of the smaller scale ones, so here we go. VIP Rescue event : Objective : Basically your regular COOP match with a little twist in the victory conditions - Instead of capping all enemy flags or reducing their tickets to 0, to win, BLUEFOR has to locate and rescue the VIP before time runs out. To achieve this goal, BLUEFOR has to first gain intel by attacking enemy forces. Intel system is pretty simple : 1. Every captured flag gives BLUEFOR 10 intel points. 2. 35 kills gives Bluefor 5 intel points 3. Every lost flag reduces intel points by 15. (Minimum amount of possible intel points is capped at 0) 4. To recieve a hint about VIP location, BLUEFOR has to gather 20 intel points. 20 Intel points are reduced after each hint. VIP is guarded by 2 "hostage takers" (human players) who will have 10 minutes at the beginning of the round to transport the VIP to a location of their choice. From there, it's up to them to relocate the VIP or to fortify the current location. (Rules for Hostage Takers : 1. You are only allowed to use unarmed civilian transport vehicles. 2. You are not allowed to use any kind of AT weaponry 3. You are only allowed to use victim detonated IEDs / Claymores. 4. You are not allowed to excecute the VIP until the time has run out 5. If both hostage takers are killed during the firefight, they are not allowed to return to the fight 5.1 if only one of the hostage takers is killed and other manages to escape with the VIP, the killed player is allowed to regroup with the other hostage taker.) Hostage takers are allowed to use civilian vehicles to move around the map and BLUEFOR is allowed to open fire on the vehicle. If the vehicle is destroyed with the VIP inside it or VIP dies during the shooting, BLUEFOR loses. Hostage takers are required to stop and exit the vehicle when it has sustained enough damage that light engine smoke is present. Once the VIP is secured, BLUEFOR has to designate a transport vehicle which will be used for VIP transport and bring it to the VIP. If that vehicles is destroyed during the VIP transport, VIP dies and BLUEFOR loses. WIN / LOSS Conditions for BLUEFOR : 1. BLUEFOR wins when the VIP is safely transported back to the main base. 2. BLUEFOR loses when the VIP is killed. 2.1. If VIP is killed within 30 minutes of the round start, the mission is replayed. If more than 30 minutes has passed, BLUEFOR loses. 2.2. If VIP is killed by a griefer / intentionally, the VIP will respawn and return to the area. WIN / LOSS Conditions for OPFOR : 1. OPFOR wins when BLUEFOR is unable to locate and rescue the VIP within given time limit. 2. OPFOR loses when VIP is returned to the BLUEFOR main base. Additional info : 1. All heavy, medium and air assets are disabled for BLUEFOR. All heavy assets (Tanks, APCs with autocannons) are disabled for OPFOR 2. Engineer kits are disabled to avoid VIP getting killed by a random mine 3. All changes will be server side, so no download is needed. 4. All flags will be active at the same time. Event rules : 1. BLUEFOR must remain in the main base for the first 10 minutes. 2. Regular =VG= server rules. 3. Commander is not allowed to use the UAV Maps : (Ignore the assets, if theres interest in continuing after these 3, more rounds will be done on different maps) Mission 1 : Sbeneh Outskirts Mission 2 : Op. Marlin Mission 3 : Ramiel
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Could redo some of the old VIP Kidnapping / Hostage missions where players had to roam through the map to locate and rescue the VIP, played by another human, that is guarded by 1 - 3 "SF" guys (humans) while fighting off the bot army. People seemed to like them back then. Relatively easy to make with some server side modifications.
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There was a bug that was being exploited on deployment that got fixed in the update. Nothing else.
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It's COOP only bug. Jets and helos go off the map to the south all the time on deployment and it has never crashed. It crashed couple of days ago twice on Khami alt when harrier and f18 flew off.
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It was by doing some insane spins and loops (read "smash your keyboard with both hands for 20 seconds")until you completely lost control of the aircraft and it started flying sideways for few seconds before crashing. Basically something you'd had to do intentionally and that couple of us found out by accident. Doesn't work anymore. Back to topic, has the crashes been tested using deployment or custom combat zones?
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Does anyone remember when this issue started? Could it be something to do with the new flight mechanics that got added in 1.4-ish ( 26.11.2016) and AI files conflicting? Edit : I seem to remember doing certain manouvers with f18 couple of versions ago would crash the server on kashan for example.
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Aircraft will recieve lock warning short amount of time before AA operator gets the lock tone meaning that AI with it's "fast fingers" will launch flares before you finish the lock, so Aim couple of pixels ahead of target and launch the rocket the moment or if you can even a millisecond before the lock and your rocket will hit. If you are using an AAV, fire two rockets in quick session and you are quaranteed to hit the target with the second rocket (Amazing broken AA vs flare mechanics)