neokika 62 Posted May 4, 2015 Hi all. Been a bit busy lately, will try to catch up on this thread asap. Share this post Link to post Share on other sites
gagi2 50 Posted May 7, 2015 is it only just me or has anyone else the problem that he hasnt his gear anymore after being revived yet? Share this post Link to post Share on other sites
--mastermind-- 10 Posted May 7, 2015 i mentioned this but got washed out. What is the most solid execution protocol for getting Dyanmic Groups operational? i have all these code snippets from page 11....but that doesn't have much context..... Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted May 7, 2015 Any word on Squad/Group Menu Emblems? Vanilla, and XML versions? Share this post Link to post Share on other sites
ratszo 17 Posted May 7, 2015 How do i define the 'group key' , i got it 'undefined'. Share this post Link to post Share on other sites
lingus 10 Posted May 8, 2015 (edited) I watched with interest and was very impressed with the Livestream presentation by you Devs. However, I was somewhat amused by your accidental Team Kills as you have not yet addressed this issue that was previously pointed out by others and myself. It would seem that a fix for this would be to have a different geometric icon identifying all the players on your side, changing to the Dynamic Group symbol as they are formed, then reverting back as they leave that group. Unless of course, Team Killing is a actually a realistic feature for this new gametype, then no further improvements are necessary! Edited May 8, 2015 by Lingus Share this post Link to post Share on other sites
--mastermind-- 10 Posted May 8, 2015 TK is fine....means poor communication....which translate to a bad team/losing team...makes sense to me.... Share this post Link to post Share on other sites
Mattastic 97 Posted May 8, 2015 (edited) On May 8, 2015 I was playing on the one of the official Bohemia Interactive Endgame server. During this session I joined the slot of an explosive specialist. While in game, I received enemy fire and became incapacitated. While being incapacitated, I was able to place and touch off bombs. The bomb would be placed wherever I was lying and when touched off would explode. Giving me the ability to injure or kill players whilst being incapacitated. I don't think this is intended. Issue has been reported on Bug Tracker Edited May 9, 2015 by Mattastic Share this post Link to post Share on other sites
--mastermind-- 10 Posted May 8, 2015 Mattastic said: On May 8, 2015 I was playing on the one of the official Bohemia Interactive Endgame server. During this session I joined the slot of an explosive specialist. While in game, I received enemy fire and became incapacitated. While being incapacitated, I was able to place and touch off bombs. The bomb would be placed wherever I was lying and when touched off would explode. Giving me the ability to injure or kill players whilst being incapacitated. I don't think this is intended. now thats a bug. i haven't had this issue when using it in MP on custom missions personally...but im gonna check that out... Share this post Link to post Share on other sites
infiltrator_2k 29 Posted May 8, 2015 R3vo said: I agree, it's possibly the best to allow everyone to revive other player in this marksmen game mode. But still, for tactical oriented communities, it would be very welcome to add the possibility to limit the revive option to medics only. I can only speak from experience, but being an ex-army grunt as far as I can remember when on the battlefield we're taught to administer field dressings, morphine, tourniquets, perform CPRs etc.. My point being a soldier doesn't necessarily have to be a medic in order to save his comrade on the battlefield. Share this post Link to post Share on other sites
--mastermind-- 10 Posted May 8, 2015 basically as long as we can control the Time it takes to revive someone...and the multiplier BONUS that the medic class will revive someone...it should be fine. as long as you tweak it to where its BETTER OFF to have the medic save a member but worst case the guy next to him can do it.....its just longer process...this should help balance things and make the medic class relevant. Share this post Link to post Share on other sites
chortles 263 Posted May 9, 2015 --mastermind-- said: basically as long as we can control the Time it takes to revive someone...and the multiplier BONUS that the medic class will revive someone...it should be fine. as long as you tweak it to where its BETTER OFF to have the medic save a member but worst case the guy next to him can do it.....its just longer process...this should help balance things and make the medic class relevant.The revive time is adjustable via parameter, while for now the "medic class" benefit (actually tied to the Medikit) is a flat halving of that time and not yet adjustable. Share this post Link to post Share on other sites
--mastermind-- 10 Posted May 9, 2015 yeah did the update fix the bleedout time or do we need to use Robalos workaround? Share this post Link to post Share on other sites
--mastermind-- 10 Posted May 9, 2015 Anyone have the Dynamic Groups setup and working again? the code was given with little context i am looking to get the code implementation if its available yet?z Share this post Link to post Share on other sites
chortles 263 Posted May 9, 2015 The function needs to be called in both the server and player inits, though I'll add that BI only guaranteed it to work in End Game while success in any other MP scenario is just happy 'coincidence'. Share this post Link to post Share on other sites
zukov 490 Posted May 10, 2015 Hey DEVs port the SCUD from OA and the CTF becomes a mix from convoy and CTF very funny IMHO Share this post Link to post Share on other sites
evromalarkey 150 Posted May 10, 2015 (edited) We played with Dynamic Groups Management system on our server yesterday and we found out two serious issues. And these should be really fixed, otherwise this system is really useless. http://feedback.arma3.com/view.php?id=24076 http://feedback.arma3.com/view.php?id=24075 Edited May 10, 2015 by EvroMalarkey Share this post Link to post Share on other sites
NoPOW 59 Posted May 10, 2015 (edited) My gripes with the current implementation of the Dynamic Groups Management: I'm quoting lev on this one: "Teammate markers - I think this needs to change from only group markers to two kinds: in group markers, and on team markers. Anyone in your group should get the current style of marker and anyone on your team but not in your group should get a secondary fainter marker. This would reduce the amount of friendly fire as well as increase team work since its easier to see where people on your team are." Problem is that not everybody is aware of the existence of a DGM (or that it is active/implemented on a specific server), and thus they do not choose to not be in a group/team (and be prone to friendly fire). Those who do know and chose not to be part of a group/team know that they appear unmarked to the remaining players (and can/will handle accordingly), but the remaining marked players don't know about their unmarked status and/or how many of them are roaming about unmarked - unless they constantly check the DGM menu; it's tedious ad unintuitive. So yes, I'm with lev: if the DGM-module is active on a server ALL side players should be marked, and groups should have an added distinctive layer (other marker, color, etc.) Much like ShackTac's mod, but to be effective you'd only need to make a distinction between the group you're in and the remaining side players (so there's no need for a plethora of colors): Edited May 10, 2015 by NoPOW Share this post Link to post Share on other sites
Sparker 185 Posted May 10, 2015 Hello! I tried the End Game game mode an I like it. I have just thought, maybe disabling respawn at team leader's position could make this game mode more tactical(because players will have to approach the area again every time) and slow-paced(because players will not appear on the battle field of nowhere). What do you think? Share this post Link to post Share on other sites
--mastermind-- 10 Posted May 10, 2015 FF is typically the result of poor communication....if people are in proper communication....its MUCH harder to shoot someone by accedent when everyone is talking to eachother...lol to me it sounds like a great options set but i wouldnt make it required....its just something that should NOT show up during Veteran Mode.... Share this post Link to post Share on other sites
rekkless 240 Posted May 10, 2015 I'm not sure if this has been posted yet or not. But ambient sounds are broken with the latest patch. No rain sounds, no crickets chirping, no wind sounds. All other sounds work fine. Also the revive script barely ever works or seems to work for some player and not others. Share this post Link to post Share on other sites
lingus 10 Posted May 10, 2015 --mastermind-- said: FF is typically the result of poor communication....if people are in proper communication....its MUCH harder to shoot someone by accedent when everyone is talking to eachother...lol to me it sounds like a great options set but i wouldnt make it required....its just something that should NOT show up during Veteran Mode.... This issue has been posted about from the very inception of this gametype as even teams on comms are having an alarming amount of accidental TKs each and every round. Please implement the excellent suggestion made by NoPOW, and make it a default setting with an option to disable it for those Administrators who actually enjoy trying to determine whether a Team Killer really made a mistake, or is just a Griefer who needs to be banned. Share this post Link to post Share on other sites
lingus 10 Posted May 10, 2015 Rekkless said: I'm not sure if this has been posted yet or not. But ambient sounds are broken with the latest patch.No rain sounds, no crickets chirping, no wind sounds. All other sounds work fine. Also the revive script barely ever works or seems to work for some player and not others. Experienced this last night, with also no option to respawn except automatically to the very Start Spawn in both Stage II and III. Share this post Link to post Share on other sites
rekkless 240 Posted May 11, 2015 Lingus said: This issue has been posted about from the very inception of this gametype as even teams on comms are having an alarming amount of accidental TKs each and every round. Please implement the excellent suggestion made by NoPOW, and make it a default setting with an option to disable it for those Administrators who actually enjoy trying to determine whether a Team Killer really made a mistake, or is just a Griefer who needs to be banned. Really? On our server we play on Elite difficulty with no map markers, 1st person only and no Group IDs and we have no problems at all with team killing. WHY? Because CSAT doesn't look anything like NATO. If you are getting more than 1 TK every 2 or 3 games then you are quite simply playing with the wrong people. Share this post Link to post Share on other sites
lingus 10 Posted May 11, 2015 Rekkless said: Really? On our server we play on Elite difficulty with no map markers, 1st person only and no Group IDs and we have no problems at all with team killing. WHY? Because CSAT doesn't look anything like NATO. If you are getting more than 1 TK every 2 or 3 games then you are quite simply playing with the wrong people. These are public servers open to everyone regardless of experience, or even the desire to join any Group Management Squad, and so yes it really has been a problem for Pub servers. I think it's great that you have no difficulties with TK's on your server, and I still want everyone to be able choose various custom settings to taste. The suggestions that were made doesn't mean that others or myself want to take any settings away from you, or nerf your l33t gameplay in anyway, shape or form. Share this post Link to post Share on other sites