Dwarden 1125 Posted April 1, 2008 well the last line in list is most likely unneeeded ... as left over from experiments ... but even if one is right and you find it worth it ... it wasn't waste to post ... Share this post Link to post Share on other sites
tomcat_ 0 Posted April 1, 2008 it wasn't a waste of post at all...biggest problem with new players (sometimes old as well) is how and where to install the addons/mods, server or client side.. Share this post Link to post Share on other sites
the.d 0 Posted April 1, 2008 Stupid me didn't notice this thread till very recently.. Thanks a lot for this! This is just what we needed! (Had some trouble with AI on a dedicated server of mine, now it's all good) Share this post Link to post Share on other sites
aussie dave 0 Posted April 1, 2008 i'm getting this error : can you fix your download Dwarden. Share this post Link to post Share on other sites
Dwarden 1125 Posted April 2, 2008 ou yea, wind config file ... fixed first post link ... Share this post Link to post Share on other sites
aussie dave 0 Posted April 2, 2008 servers updated test out please Share this post Link to post Share on other sites
acadiancrusader 0 Posted April 2, 2008 how about SLX Vehicles, Animated vehicles? Share this post Link to post Share on other sites
MEDICUS 0 Posted April 2, 2008 how about SLX Vehicles, Animated vehicles? I think there are still some issues with this in MP (Bridgecrossing, random open doors, hoovering squad-logo on open doors etc) Just another question. Isn't the included q11-stuff actually nearly the same as the NWD-Addons? Both influence the weapon handling and ballistics. Did anyone test this with both running on a server? MfG Medicus Share this post Link to post Share on other sites
Dwarden 1125 Posted April 2, 2008 Quote[/b] ]Isn't the included q11-stuff actually nearly the same as the NWD-Addons? Both influence the weapon handling and ballistics. q11_rof changes reloadtime (rate of fire on weapons) q11_recoils changes recoil and recoilprone on weapons q11_wind change balistic of projectile based on wind strenght SIX_Repl_WeaponSway changes weapon aimprecision (sway) NWD_balistic changes several balistic properties but none of above NWD_RealDispersion changes dispersion but none of above where they are then same ? they work fine together ... Share this post Link to post Share on other sites
MEDICUS 0 Posted April 2, 2008 Oh ok. Thx for thr reply, Dwarden. Thought the q11_rof/NWD_RealDispersion and q11_wind/NWD_balistics could get in conflict with each other. MfG Medicus Share this post Link to post Share on other sites
tomcat_ 0 Posted April 2, 2008 ok...i can understand the vegetation fix...etc.. but i cannot understand the effect of the NWS and the Q11 recoil on the dedicated... will it enforce different recoil for all the players? Share this post Link to post Share on other sites
Archer 0 Posted April 2, 2008 Typically, anything that modifies the games' original config must be installed identically on server and ALL clients or there will be conflicts in the ArmA engine between client/server communications when it tries to resolve the differences. Best if the server enforces identical setups on all clients to improve stability .. Then again its not my server.. and what do I know? so do as you wish Share this post Link to post Share on other sites
MEDICUS 0 Posted April 3, 2008 The PROPER_Gameplay_Vehicle_StartEngine_Disabled.pbo doesn't seem to work on server side only. Rest we tested worked fine. MfG Medicus Share this post Link to post Share on other sites
Dwarden 1125 Posted April 5, 2008 The PROPER_Gameplay_Vehicle_StartEngine_Disabled.pbo doesn't seem to work on server side only.Rest we tested worked fine. MfG Medicus You may be right tho to be sure You need test with AI in all modes of alert/behavior btw. updated addons (some fixes and requests) thanks i0n0s http://w16.easy-share.com/1700052673.html Share this post Link to post Share on other sites
acadiancrusader 0 Posted April 5, 2008 isn't Q11's recoil add-on broken with 1.12? Share this post Link to post Share on other sites
Dwarden 1125 Posted April 5, 2008 isn't Q11's recoil add-on broken with 1.12? it is ? since when ? oh crap i see ... Share this post Link to post Share on other sites
Misfit Leader 2 Posted April 8, 2008 Isn't the MK19/AGS no-recoil useless now ? It is a fix of the 1.12 patch, no ? Share this post Link to post Share on other sites
Dwarden 1125 Posted April 8, 2008 Isn't the MK19/AGS no-recoil useless now ?It is a fix of the 1.12 patch, no ? yep, in theory you may still use the variant with changed rate of fire http://w16.easy-share.com/1700077018.html but i think that are just minor details ... (no checked yet 1.12 values but it still seems slower) Share this post Link to post Share on other sites
sluggCDN 0 Posted April 11, 2008 We run: TruerangeAI ArmaAffects ECS when played with Evo ArmA transforms into a totally different game! - especially with ECS with adds supression fire to AI and AI CQB behaviour beyond anything ever seen in ArmA or OFP or any other mods. AI bots will take up positions in a building and if you are there they will continuously try to storm your room be it 2nd or 1st floor. Share this post Link to post Share on other sites
tomcat_ 0 Posted April 12, 2008 We run:TruerangeAI ArmaAffects ECS when played with Evo ArmA transforms into a totally different game! - especially with ECS with adds supression fire to AI and AI CQB behaviour beyond anything ever seen in ArmA or OFP or any other mods. AI bots will take up positions in a building and if you are there they will continuously try to storm your room be it 2nd or 1st floor. ok...so the ECS mod, installed only on dedicated and not on client changes the behaviour of the AI as you describe? Share this post Link to post Share on other sites
Tankbuster 1747 Posted April 12, 2008 I run Durg Veg and DMSmoke and our games are much better for it. I never, however, install beta patches on my server. Share this post Link to post Share on other sites
Misfit Leader 2 Posted April 12, 2008 We run:TruerangeAI ArmaAffects ECS when played with Evo ArmA transforms into a totally different game! - especially with ECS with adds supression fire to AI and AI CQB behaviour beyond anything ever seen in ArmA or OFP or any other mods. AI bots will take up positions in a building and if you are there they will continuously try to storm your room be it 2nd or 1st floor. ok...so the ECS mod, installed only on dedicated and not on client changes the behaviour of the AI as you describe? I think yes, i've played on a server few days ago, and i were surprise to see an AI getting on the first floor to engage me in the house. That never happens before, crazy thing ^^ Share this post Link to post Share on other sites
Protegimus 0 Posted April 13, 2008 Durg's Vegetation Fix should be standard for all servers, outstanding work in that it allows use of bushes/trees for concealment (not cover! ). Non Wonder Dog's NWD_Ballistics.pbo, NWD_RealDispersion.pbo, NWD_RocketBallistics.pbo should also be standard for all players and servers, nothing else comes close! On the 31st's Server, we're using the following:6thSense Pack 2 - Decreased AI Accuracy, Improved Range/Spotting ability (similar to the TrueRange, but not as extreme, with the TrueRange we were getting sniped from like 3KM away by AKs). Also tested TrueRange and while I very much appreciate what the author was trying to provide, it is too extreme and re-introduces the problem of super AI snipers. 6thSense Six_Pack2: Six_Repl_AIRange.pbo is a much better tuned solution (thanks again Sickboy!)- you can still patrol effectively and sniper missions are effective, but AI will engage you at much greater range (from the air as well as ground). Beware of mounted weapons!! Also implemented for server controlled AI: Six_Repl_AIAccuracy.pbo Six_Repl_Reloadtime.pbo Six_Repl_WeaponSway.pbo Quote[/b] ]DMSmokeEffects - Smoke that blocks the AI's view, using smoke grenades is actually useful for reviving buddies and E&Eing.Q11's Wind Deflection - Further decreases the AI's accuracy. ... Haven't tested the above yet, but will definitely try them. I'm also running Second's AI suppression script: suppression.pbo which allows fire suppression of AI. It does give funky results when AI are caught in the open though, as they still hit the deck even though there's no cover - so may not be to everyone's taste. Outside of addons, configuration of the server using the appropriate `public_server.ArmaProfile' settings with arma_server.exe parameter: -profiles="%HomeDrive%%HomePath%\My Documents\ArmA Other Profiles\public_server" is very important to the balance of the server. AI supersnipers are easily removed while retaining very challenging opposition with simple config as below: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Difficulties { class Regular { skillFriendly=0.750000; skillEnemy=0.625000; precisionFriendly=0.750000; precisionEnemy=0.220000; class Flags { Armor=1; EnemyTag=0; HUD=1; HUDPerm=1; HUDWp=1; HUDWpPerm=1; AutoSpot=1; Map=1; WeaponCursor=0; AutoGuideAT=0; ClockIndicator=1; 3rdPersonView=0; Tracers=1; UltraAI=0; AutoAim=0; UnlimitedSaves=1; }; }; class Veteran { skillFriendly=0.850000; skillEnemy=0.695941; precisionFriendly=0.850000; precisionEnemy=0.296940; class Flags { FriendlyTag=0; EnemyTag=0; HUD=1; HUDWp=1; HUDWpPerm=1; WeaponCursor=0; AutoGuideAT=0; ClockIndicator=1; 3rdPersonView=0; Tracers=1; UltraAI=0; AutoAim=0; }; }; }; HUD crosshair and 3rd person views also off! Share this post Link to post Share on other sites
Dwarden 1125 Posted April 13, 2008 all of them are in pack in first post, btw there are slight differences (try to speed some things) to 'default' DMsmoke and Q11 wind so compare / test if You like it or not ... Share this post Link to post Share on other sites