.kju 3243 Posted March 8, 2013 (edited) Sorry had no internet for most time of the day.. so less improvements then planned :/ More tomorrow hopefully. New version available: https://dev-heaven.net/projects/push/files Changes: 32vs32 template class limits to adjust with max players (4/8/12 = 1x, 16 = 2x, 32 = 4x) New missions BK_32_L_AgiaMarinaCityWar.Stratis.pbo BK_32_L_CampMaxwellIsHeckling.Stratis.pbo BK_64_H_WarOfStratis.Stratis.pbo Grenades system might need adjustment with dedicated key available now in A3. 1 key: primary weapon 2 key: handgrenades 3 key: launcher 4 key: pistol 5 key: smoke grenade Anyone who wants his missions included in the official pack, or has issues with his mission, send it to me via PM. @ Suspense Sounds more like server difficulty settings. Can you provide a screenshot. @ Rak / SiC-Disaster Please upload your rpt (client and server). Also would be useful to try to play on our server to see if its a server problem (Blitzkrieg PvP server #1/#2 - www.pvpscene.org) @ SHARPxSHOOTER 1) For the zone setup you need to adjust LINK and SYNC in settings/ZoneSetup.sqf 2) The test mission has random vehicle spawn active by default (configuration/SetParameters.sqf) 3) The test mission has AI support active by default. To disable it in settings/MissionSettings.hpp //#define AASD_PVP_VERSION => #define AASD_PVP_VERSION 4) Sniper, Heavy Gunner and the AT Specialist are disabled as there is no meaningful equipment available Suggestions for additional classes (like diver) or adjustments for existing is welcome. :) 5) Number of playable slots is defined by the template Tiny = 4on4 Small = 8on8 Medium = 12on12 Large = 16on16 Huge = 32vs32 ---------- Post added at 11:03 PM ---------- Previous post was at 10:33 PM ---------- Finally check the wiki for information on medics/revive/officer respawn etc http://pvpscene.armaholic.com/wiki/doku.php?id=english:game_modes:advance_and_secure:a_s_promode The plan is to have all the information available ingame in the notes section and rotating tips shown in the respawn menu. If someone wants to contribute, contact me. To submit new mission is most welcome too. :) Will update and improve the guide for it tomorrow. Edited March 8, 2013 by .kju [PvPscene] Share this post Link to post Share on other sites
jumpartist 0 Posted March 8, 2013 is there a specific reason we cant just use grenades the regular way? as of now when I switch to them, I can throw it but then im stuck in place until i switch my weapon Share this post Link to post Share on other sites
AbortedMan 1 Posted March 9, 2013 is there a specific reason we cant just use grenades the regular way? as of now when I switch to them, I can throw it but then im stuck in place until i switch my weapon I also have the same question. Are grenades not objects that can be spawned with a kit just as a specific rifle/explosives are given to each class now? Share this post Link to post Share on other sites
Kinsman 10 Posted March 9, 2013 I'm new to hosting ArmA, where do the templates go? Share this post Link to post Share on other sites
.kju 3243 Posted March 9, 2013 @ Kinsman Check post #4. --- Grenade handling was badly done prior to A3. However I will adjust the system now. :bounce3: Share this post Link to post Share on other sites
hon0 10 Posted March 9, 2013 Your mission are really cool to play Kju ! Thanks ! Keep them up :cool: Share this post Link to post Share on other sites
Radioman 6 Posted March 9, 2013 An enjoyable mission, but could the versions with vehicles have the vehicles colour coded by team? It's hard to tell just which littlebird is whose. You can use a .paa or the procedural texturing with the setobjecttexture command inside of setvehicleinit and processinitcommands (MP safe). Other than that, it's all good! Share this post Link to post Share on other sites
dot256 10 Posted March 9, 2013 Why it is possible to see enemy positions? Share this post Link to post Share on other sites
Zrix 0 Posted March 10, 2013 I seem to be having issues with parameters not actually applying at times. For example, I can choose a timer or weather setting, but it won't actually appear ingame. I sense it might be the game and not the missions, but I was sorta wondering if anyone else has experienced it. Also when it comes to weather, it seems like JIPs don't get the set weather. I had it on rain once, and when I reconnected it was all sunny and nice. Share this post Link to post Share on other sites
SmallBlackSheep 0 Posted March 10, 2013 awesome mission, thank you! Share this post Link to post Share on other sites
.kju 3243 Posted March 10, 2013 @ askswap This is a difficulty setting (Extended map info / map[]). You need to play on Veteran or Mercenary, or change the server difficulty settings. @ Zrix What means "at times"? Can you upload your server and client rpt after a failed event please. Weather is not synced by arma itself. You can only set the variables equally and let arma create a similar outcome. However it can also very well be that A3 broke the scripted system in use. Will try to check it. Share this post Link to post Share on other sites
dimon 32 Posted March 10, 2013 Thank you very much, kju. We appreciate your work as you can see by the amount of "СпаÑибо" from below your message. Share this post Link to post Share on other sites
katipo66 94 Posted March 10, 2013 Finally got to play this online, great fun, nice to see it's become popular in A3 Share this post Link to post Share on other sites
dot256 10 Posted March 10, 2013 @ kju Could you change default rule set so enemies are not displayed (same as in Arma 2 AAS missions)? Thanks. Share this post Link to post Share on other sites
zeep 3 Posted March 10, 2013 This is all i play online now. My filter is BLitzkrieg. Please Kju or another mission maker, at some point make a mission with Random teamspawning (so that the team spawns together at a random location, both teams at a x amount of distance away from eachother), and just one or two cap points. Changing Att / deff every round. It would be like defend the crashed plane/truck, the attacker get only a slight hint of heading. I.e. they see a smoketrail in the disctance or army intelligence gives them a heading. Cheers Share this post Link to post Share on other sites
cm. 10 Posted March 10, 2013 Really good missions guys, great work. Wouldn't mind a couple more ground vehicles placed around the map though, maybe 1-2 at a time on each side? Share this post Link to post Share on other sites
.kju 3243 Posted March 10, 2013 Please submit your new missions to get them included in the official pack. :bounce3: @cm. You/anyone is welcome to tweak the existing missions (zone positions, vehicles) and send them back. :) Share this post Link to post Share on other sites
Rak 0 Posted March 10, 2013 I'd recommend having balance tested and fun maps in the official pack, rather than everything out there. Unbalanced maps could lead to players being turned off. Share this post Link to post Share on other sites
.kju 3243 Posted March 10, 2013 (edited) Well you need to play missions first to be able to judge, dont you think? ---------- Post added at 09:15 PM ---------- Previous post was at 09:07 PM ---------- New version available: https://dev-heaven.net/projects/push/files Changes: Added: Implement temporary spawn shield system. Added: Make player objects in safezone invulernable. Added: Make players have class specific clothing. Added: [HMM] Stance Indicator by JamesF1. Added: 32 L AirStationRush by Janko. Changed: Replace officer model. Changed: Disable size adjustment of flag markers. Changed: Disable size adjustment of map zoom level. Fixed: Team markers not visible in (mini) map. Fixed: Grenades are not available. Fixed: Quickmap and minimap are too far zoomed out by default. Fixed: Cannot watch other players in the observer module. Full details: https://dev-heaven.net/versions/1436 Edited March 10, 2013 by .kju [PvPscene] Share this post Link to post Share on other sites
fazmond 1 Posted March 10, 2013 Yeah im currently running them on my server 8bitgamers.co.uk users can take a vote on the next mission after each one has been finished only thig is the endgame briefing timer is a bit long ppl have to wait for that then wait for the new mission map vote any way of changing this ???? Share this post Link to post Share on other sites
.kju 3243 Posted March 10, 2013 You mean the outro fazmond? Its shown for 15 seconds. Or do you mean the mission vote timer? Share this post Link to post Share on other sites
cm. 10 Posted March 10, 2013 Just a suggestion, with each release could you include a version number for the mission.. will make it easier for players to know what version is running on what server etc. cheers :) Share this post Link to post Share on other sites
.kju 3243 Posted March 10, 2013 Yup good point, and planned for the next release. :o Share this post Link to post Share on other sites
zeep 3 Posted March 10, 2013 Keep forgetting to mention this: Kju can you lower the sound of the SWOOSH when you die please? With about 30% or more. It's very much louder than all other sounds in-game and when i die, it almost makes my woofers explode due to the subfrequencies. Thanks! Share this post Link to post Share on other sites