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EddieX

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Posts posted by EddieX


  1. On 25.2.2018 at 11:10 AM, thirith said:

    Another question from me: in a bunch of missions I've downloaded, we encountered the problem that TFAR stopped working when one of us was down; as soon as they were revived, it worked again. Those missions didn't use the default revive system but a mod (possibly AIS).

     

    I've not done any consistent testing yet - but is this something others have encountered? Are there known conflicts between TFAR and certain revive systems?

     

    Usually AIS has nice configuration file that mission creator uses to set can downed unit use the radio. Most times its good when unit cant, our team loves it and helps us keep chatter up that we will notice fast if someone has dropped from comms and might need help. Sometimes as Zeus i use it as advantage to see how well teamleader is actually keeping count of his team. 

     

    If all players get the "you cannot use radio in bleedout" message, it might be a bug in somewhere how mission was done... Contact the mission creator and ask them to check their AIS configuration. 


  2. On 17.10.2014 at 2:07 AM, auscleaver said:

    Would love to see a base station setup that requires the player to sit at the desk to operate. Could incorporate more than one radio such as a JTAC system as well as the standard long range and have them set on speaker so they can be heard by those in the general area. Would be great for HQ radio ops and generally being able to listen in on multiple frequencies during operations.

    Keep up the good work.

    EDIT: Not sure how hard this would be to implement but I would love to see a booster or repeater station that can be deployed and erected by players in order to boost broadcast ranges. Being able to place them in the editor as well would be great, they could become a strategic objective in disrupting the enemy and player radio communications.

     

    Would love to see this immersive aspect implemented, tactical networking aspects would create new scenarios for dedicated radio operators to keep the radio systems operative and defending their structures/vehicles. Already could see this enhanced to the arma3 sensor overhaul datalink send/receive/broadcast functions somehow included in this, to provide information from battlefield to the commanding elements and other units!

     

    But now were just going to move to tfar 1.0 to test out the repeaters and etc on our zeus games :)

    • Like 1

  3. I decided to post this here too as i commented on steam workshop page of the mod too:

     

    Last night i observed the following on the updated Achilles:

    • Sometimes the AI seems to start "rave"-party with the vehicle lights when the lights are forced on in Achiles, and the AI decided to stop the engine (unit was forced to "CARELESS"). 

     

    • Sometimes the teleport selection (multiple players inside one vehicle. ticked the include vehicles) causes the vehicle to become posessed by bad omens, and even if players get out but the vehicle still keeps teleporting around (kinda like it is selecting the centerpoints by all the players who were inside the vehicle? Have to play more around to find reliable way to reproduce.)    --> Video: https://youtu.be/vhTGci_XM6w 

     

    Still this mod helps a lot! :)

    "


  4. Thing came into my mind at this late on night, that could the 3den "edit terrain objects" thing be implemented to Zeus from Achilles, so we could control building destruction states, door states (open, closed)? (there is the lock doors allready, i know.)

     

    BTW after laws of war update the Achiles seems to add two "cas bomb strike" modules, but both of them work same way. If i take achilles off, then i see the cluster module and the regular bombing run module on normal zeus interface.

     

    Sieppaa.png

     


  5. On 21.8.2017 at 6:22 PM, teabagginpeople said:

     

     

    Might have found a bug(think it might be set to lock you out of the terminal upon friendly fire) or i'm doing something wrong. as a drone op civi or army. you can no longer connect to a drone  after killing someone (of the same faction)at all via any method . it makes you unable to use drone unless you were connected to one before you killed. but after this drone you won't be able to connect to another.

     

    I'm in editor so might be to do with this. don't remember being locked out of terminal after a friendly fire incident.

     

     

     

    I think the drones AI refuse to co-operate with you if your score gets too low and you switch to "sideEnemy" for them. 

    Try setting your player to colonel (base score +7500) or use "addScore" to adjust your score/rating. 

     

    https://community.bistudio.com/wiki/sideEnemy

     

    https://community.bistudio.com/wiki/ArmA:_Rating_Values

     

    On the normal branch:

    I've seen our unconnected Darters take off automatically (which btw was bit un-immersive) after friendly fire and vehicle mass destruction (which too is bit un-immersive but fun!) on Zeus multiplayer.

    When the player score was evaluated and adjusted to 0 or more (Zeus ran addScore globally to us all), users could again connect to UAV:s.


  6. Here's my 10 cents: 

    Vans:

    All of their doors should be operable from drivers position atleast for opening, and closing of doors (like ambulance backside) should be able to be carried out by person standing near the door.

    On the service variant the yellow lights are hard to see on daylight (using default settings). Ambulance is somewhat noticeable but could be better.

     

    NATO CRV-6e Bobcat (the "antimining"  engineer vehicle):

    The blade seems to have animation, and is used on the minicampaign, but nowhere else (or i missed the key)? Give players option to adjust the blade height for de-mining purposes like you can adjust commander camera on Strider with Q and E... 

     

     

     

    • Like 3

  7. 2 hours ago, jone_kone said:

     

    Basically the blade works as its own item and you can clear AT and APERS mine fields by just driving through them. Bouncing APERS mines will damage the weapon and turret and maybe the driver if unlucky.

    Thank you for your answer! Great to hear that !

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