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sodien

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Posts posted by sodien


  1. I had several tank drop missions that spawned. the 4-8 nato patrol planes flew there (they were closer to it than me) and killed all  tanks before I got there. also happened on a escort boat mission.

     

    Love the concept of the scenario as a whole and will be using it as my main way of getting not bad at jets. Wish there was 2p Coop to play with a friend but it's still a super nice mission.


  2. Great mission.

    Playing it in Bozcaada.

    Still, AI is dumb as hell, Even at close range they cant see me..

     

    It is up to you to set the difficulty of your AI. Don't see how someone running around with "trolling" AI with extremely low difficulty settings proves any point. 

     

    Now they have included a difficulty setting in this mission that is broken atm. which is nice I guess. But it appears to be no functional currently so fix your configs, it's in your hands, not Bohemi'as, scruffy's or neo's.


  3. hello, thank you all for your work on this.

    With steamworkshop, if you release an update will it re-download the whole mod or will it just download the files you changed? And you may guess wildly to answer this; what is the likely file-size for e.g. a terrain update?

    Some of my friends are on dumb mobile limited capacity internet and I'm trying to find the optimal way for us to use CUP.


  4. You need to change the parameter loading setting from "load existing" to "use below and save".  The default setting of load existing will use the settings on that page, so every time you restart the server you gotta change the settings manually and remember to put it on "use below and save".   The time switching, along with every other parameter will work.

     

     

    Sure? Works like a charm for me and my guys. In every mission.I only know of the bug, that the params reset, when you JIP into the game, but it is only a visual change, the actual setting doesn't.

    Also: Are you keeping in mind that the first param in Escape is "disabling" all the other options and uses the params from the last playthrough unless you select "Use below"?

    I am aware, and it has only happened when we switched to a dedicated server and the same has happen in other missions that we play. I have not bothered trying to find the reason for the bug/deviation as it is easy, and often just preferable, to change the default params. Could be a bug, could be my laptops server-setting somehow being setup in a manner that is wrong.

    I wouldn't put to much thought into it as it might not even have been an issue with your missions and at the very least for me, with this mission, is an issue no longer.


  5. For tips on avoiding missiles check out my post in this thread: https://forums.bistudio.com/topic/184802-tactics-to-counter-rockets/

    I can not give you the numbers, but in general as you pop flares/chaff the missile will in most cases go straight towards the location it was aiming to reach before you popped flares and air-burst at that point in air-space. A lot of inexperienced pilots that wishes flares/chaff was pop-and-forget, mistake the air-burst disabling most if not all systems instead to straight blowing up the heli as a direct hit. How to use this for best survival odds look at the link in the top of my post.

    This should probably be moved to questions and answers.


  6. Hi, I have noticed with my friend that sometimes the fall damage prevention does not work. We are playing on a self hosted dedicated server that is not the strongest computer ever and running (@cba_a3;@st_gi;@mcc_sandbox_a3;@st_stamina_bar;@sthud_a3;@st_nametags;@asr_ai3;@em;@melb;@ares;@hrp;@outlw_magrepack;@shacktack_map_gestures). Now it might be related to temp low server fps or something I don't actually know how to find the actual cause. Maybe I should start by monitoring server fps and note it when this happens.

    It is not a frequent occurrence.


  7. 1.7.3 has some issues with setting parameters not working, as do many other missions when run on dedicated server( 1.7.4 works fine for us though) to work around this UnPBO the mission and find co10_Escape.[mapname]\include\params.hpp and change the lines "default = n" to what ever you want, n is a value displayed a few rows up for each individual param.

    Hey neo and scruffy, for some reason our server was bogging up for a month or two (I assume it was some mod) causing a lot of scripts (mostly spawn) to stop working. Now though, we get the full experience and is that ever something extra, had a lot of renewed fun with being pinned down by UAVs (that never spawned when we had broken the mission) and more patrols! Even though this makes me wish even more for a vanilla lightweight disposable launcher.

    There is no arma mission with the same replay-ability value for small groups like this one.

    I recommend trying out bad bensons Enhanced Movement mod with escape, it's a good force-multiplier for your small team vs all of Altis. [Enhanced Movement is far from done and still has a lot of issues, eg falling damage reduction in lieu of the ability to climb down.] https://forums.bistudio.com/topic/174788-arma-enhanced-movement/


  8. Hi,

    Is there a script I can execute to enable curator in any mission, or maybe an add-on? I would like to expand my usage of Ares into non zeus missions as a way to fix stuff and things when a mission breaks, eg teleport and spawning stuff.

    My small group uses MCC for that stuff today but we would rather not have to do that. If we can only get into zeus Ares have everything covered.

    • Like 1

  9. Hello, I've been following this since you first started this topic and have waited for a fairly stable release.

    First off; Great work this looks very promising to become a must have add-on.

    Questions, suggestions and observations:

    I can not figure out if holstering my weapon does anything, maybe it's just for visuals. Though it could be a way to do some balance elements, letting only players with holstered weapons make those high climbs.

    I think climbing over tall fences and walls are a bit too fast, maybe it should take between .5 and 1 extra second to complete. Potentially high wall climbs would result in you landing with face towards the wall as you 'had to drop your self down' instead of jumping off the top.

    There needs to be a way to climb down in some fashion.

    Falling damage as I gather you are working on, could if possible be redone so that you hurt your legs instead of death when you jump off stuff from realistic heights. Possibly force prone as you land too.

    The jump into vehicle slots is a neat idea and a lot better than the 'Action menu', some vehicle, like the slammer, are missing a box for the commander seat.

    As have been said there needs to be fatigue penalty for doing everything, but as fatigue is currently being overhauled I would wait until things get sorted out.

    --------------

    Beware of having your add-on be to broad. I would rather have the option to opt out of some off the extra side features, in many cases have I chosen not to use a mod because the author added an extra feature that had nothing to do with the core concept. Maybe release then as their own thing. At least have them as default off.

    Never the less I did like the laser pointing change, I thought that I would not but I did. It suffers a bit from being out of alignment with where the bullet this but this is true for the normal 'nv only'' laser so yeah. The dot is to big and a bit too blurry in my opinion.

    ---------------

    The animations are sweet and my arma eye is well trained in animation observation to auto filter out any minor clunkiness.

    Can you force the fatigue options server side? As I don't want people to be able to turn it off.

    Thanks for modding!

    Soda


  10. Testing some hit indication today to see how I liked the blood splatter, it was a very decent visual, not what I prefer, but not intrusive and only visible on shot distance(which is good, arma 2 had some very, uh dumb, clouds of blood when hitting someone that was quite far away)

    Also grenade explosion sounds are very nice, over all the explosion sounds in the last couple of months have improved a lot and they are more fear inducing than before(super good!). It bring me great joy when I or one of my friends express genuine fright at a sudden explosion.


  11. Hello,

    Me and a small group of friends are looking to expand our mission list on one very much lacking type of missions.

    We have a lot of missions where we are the aggressors or escapees'. And we have tried and discarded a scary amount of 'leet special forces silencers in the dark'-missions.

    We have yet to find a single decent mission that revolves around defending or enduring an assault. We found some with potential (stress fortress, hill46 and embassy defence) but they appear to either get broken by our current mod-set or be so outdated they have ceased to function.

    Now I have done what most people do and just started working on my own mission tailored to my vision of a good, defend X, scenario. But I am not adept at mission making, so it will take time. As time is constantly in motion I figured I'd ask for suggestions for this type of missions to try out. With all the different release platform and differences in naming/description/labeling standards it can be very hard to find 'all the missions'.

    We are usually 4 players on a bad day and 10 on a good, so something that work with those numbers are good. I also like our missions to be hard, as I find that my co-players relishes in the tension it creates.

    Also while we prefer dependent free missions if a mission is good enough we will not shy away from adding mods to our collection.

    Thanks a bunch,

    Sodien


  12. If you unpack WLA with a PBO unpacker, like PBOManager. You can edit the mission.sqm so that the class of your soldier is a medic(B_medic_F) [Medkit] or universal soldier (b_soldier_universal_f). [Medkit and toolkit]

    Change: (row 81-92) (Note this might be an old version of WLA and not look exactly like yours.
    
    
    
    items=4;
    class Item0
    {
    position[]={13606.93,15.778142,12186.682};
    azimut=25.616899;
    id=1;
    side="WEST";
    vehicle="B_engineer_F";
    player="PLAY CDG";
    rank="SERGEANT";
    skill=1;
    };
    To:
    items=4;
    class Item0
    {
    position[]={13606.93,15.778142,12186.682};
    azimut=25.616899;
    id=1;
    side="WEST";
    vehicle="b_soldier_universal_f";
    player="PLAY CDG";
    rank="SERGEANT";
    skill=1;
    };
    
    This change should do it. Although I do not know if this would make it persist through death. Test this and if it doesn't work ask the author, start with a pm or email as most don't mind helping their players edit their files as long as they don't share it without consent.

    Also, give feedback on your favorite missions that you want the option to play as medic or some system that lets you heal to full every now and then.


  13. That issue (the lack of weaponry sounds) is not caused by RHS (as PuFu politely put it :D), its caused by users on the server running different/incompatible mod sets.

    Having not seen his initial un-edited comment I will assume he was being an asshole, as is tradition among internet assholes. 

     

    Fact is that with RHS v36 or v35, or some version like that; with our modset, some vanilla weapons did not produce sound when used by another player. This was tested with identical mods on all involved parties, maybe it was not actually RHSs' fault, but disabling it removed the issue. 

     

    Anyway it was a comment on a minor sound issue someone had in a thread about another issue.


  14. The wounding system only lets you heal to about 80% with a FAK as stated above, while a Combat Life Saver can heal to 100% with a medkit. You can find medical trucks or buildings that let you get to 100% without a CLS. They are marked with a white square with a red diamond in it.

     

    The only time you can heal even if at above 80% is if you are hit in the arms or legs in a manner that reduces weapon stability or your movement speed. Note sometimes after you have used a FAKs you will still have the option to treat yourself again, this is a bug and it will have no effect.

     

    Last note, if a CLS is healing you, don't move as it will sometimes cause the healing to fail if the host thinks you went out of range.

     

    Von Quest had a good amount of solutions the only other one I can think of is to unpack the mission PBO and edit the mission.sqf so that the unit class of your avatar is a CLS, which would enable you to use a Medkit.

    • Like 1

  15. I have found that having RHS enables makes other people on our server shooting with Vanilla weapons not produce sound.

     

    If it isn't @mas as JGaz has found, you will just have to enable the mods one by one until you find the culprit and then report it to that mods creator.

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