Jump to content

december

Member
  • Content Count

    267
  • Joined

  • Last visited

  • Medals

Posts posted by december


  1. Respawn kills team work. If you go rambo (in coop) and get killed in the first few minutes of a mission and then have to wait 20-30 minutes for a restart, you would soon stop ramboing and stick with a team to stay alive longer.

    I guess respawn is needed in PvP or the missions would be over very fast.

    I don't play respawn and I don't play PvP coz of the lack of team play.


  2. I agree, Steam is the way to go.

    I haven't played the games I bought on Steam for a while so when my son went to university I gave him my account and he DL the games he wanted to play.

    Automatic updates and no cheating on the servers.


  3. Daddl script

    ;negoview.sqs V1.3

    ;script by Daddldiddl (daddldiddl@gogodot.net)

    ;idea based on a script by Dinger (dinger@raf303.org)

    ;----------------------------------------------------

    ;----------------------------------------------------

    ;NEGOTIATE THE VIEWDISTANCE IN MP GAMES

    ;----------------------------------------------------

    ;----------------------------------------------------

    ;global variables used:

    ;DDL_globalserverdistance -> type numerical

    ;DDL_globalclientdistance -> type numerical

    ;----------------------------------------------------

    ;Use in init.sqs: [parameter] exec "negoview.sqs"

    ;----------------------------------------------------

    ;Parameter must be numerical. A value of zero will cause the script to determine

    ;the viewdistance automatically based on the weakest system in the game, while

    ;higher values can be used to set specific viewdistances (again limited, but at

    ;a much higher level, by the weakest system).

    ;Parameter = 0 -> automatic negotiation (low viewdistance)

    ;Parameter = 1 -> automatic negotiation (high viewdistance)

    ;Parameter > 1 -> fixed viewdistance (configure in SETUP section below)

    ;====================================================================

    ;SETTINGS

    ;====================================================================

    ;Use this section to adapt the script to your needs

    ;Allow iterative viewdistance adaption during negotiation?

    _allowImmediateAdapt=true

    ;Minimum and maximum viewdistances that the program may set.

    _mindistance=1000

    _maxdistance=5000

    ;time for the negotiation process - the process is quick, but to avoid problems

    ;with lag in internet mp games you should use a value of more than 10 seconds.

    _maxtime=30

    ;The factors for the 'high' and 'low' automatic modes. They will be multiplied with

    ;each machines benchmark. The lowest result will be the viewdistance. This is still

    ;modified by the _mindistance & _maxdistance settings. Setting these higher than

    ;0.8 may result in major lag, especially in high-res, high number of object areas

    ;like Nogova or some towns. Tune to the island and mission you want to use this

    ;script with.

    _highfactor=0.7

    _lowfactor=0.35

    ;Fixed Variables that are higher than the automatic 'high' value will be lowered

    ;accordingly. This is to prevent missions with high viewdistance settings to become

    ;unplayable on slower servers or clients.

    ;====================================================================

    ;INIT

    ;====================================================================

    _parameter=_this select 0

    ?(_parameter<0):_parameter=0-_parameter

    _endtime=time+_maxtime

    _fixedViewdistance=true

    _fixedDistance=_parameter

    ?(_parameter==0):_fixedViewdistance=false;_adaptHigh=false

    ?(_parameter==1):_fixedViewdistance=false;_adaptHigh=true

    _maxlocalviewdistance=_highfactor*benchmark

    _minlocalviewdistance=_lowfactor*benchmark

    ?(_minlocalviewdistance<_mindistance):_minlocalviewdistance=_mindistance

    ?(_maxlocalviewdistance<_mindistance):_maxlocalviewdistance=_mindistance

    ?(_fixedDistance<_mindistance):_fixedDistance=_mindistance

    ?(_minlocalviewdistance>_maxdistance):_minlocalviewdistance=_maxdistance

    ?(_maxlocalviewdistance>_maxdistance):_maxlocalviewdistance=_maxdistance

    ?(_fixedDistance>_maxlocalviewdistance):_fixedDistance=_maxlocalviewdistance

    ?(not(_fixedViewdistance) AND !_adaptHigh):_localviewdistance=_minlocalviewdistance

    ?(not(_fixedViewdistance) AND _adaptHigh):_localviewdistance=_maxlocalviewdistance

    ?(_fixedViewdistance):_localviewdistance=_fixedDistance

    ?(_allowImmediateAdapt):setviewdistance _localviewdistance

    _refreshViewdistance=_localviewdistance

    ~0.01

    ?(local server):goto "server"

    ;====================================================================

    ;CLIENT

    ;====================================================================

    DDL_globalserverdistance=0

    @(DDL_globalserverdistance>0)

    #clientsendloop

    ~1

    DDL_globalclientdistance=_localviewdistance

    publicVariable = "DDL_globalclientdistance"

    ?(DDL_globalserverdistance>_localviewdistance):goto "clientsendloop"

    #clientreceiveloop

    ~1

    ?((_refreshViewdistance>DDL_globalserverdistance) AND (_allowImmediateAdapt)):setviewdistance DDL_globalserverdistance

    _refreshViewdistance=DDL_globalserverdistance

    ?(time<_endtime):goto "clientreceiveloop"

    goto "end"

    #server

    ;====================================================================

    ;SERVER

    ;====================================================================

    DDL_globalserverdistance=_localviewdistance

    DDL_globalclientdistance=_maxdistance

    ~1

    #serverloop

    publicVariable = "DDL_globalserverdistance"

    ?(DDL_globalclientdistance<DDL_globalserverdistance):DDL_globalserverdistance=DDL_globalclientdistance

    ~1

    ?(time<_endtime):goto "serverloop"

    #end

    ;====================================================================

    ;END

    ;====================================================================

    ?not(_allowImmediateAdapt):setviewdistance DDL_globalserverdistance

    exit


  4. P.S. someone mentioned a 1000 lives system, with a failed mission ending, I think it could really give Evolution a twist, like the guy said at present its not a matter of IF but WHEN.

    As I have stated often it is a great mission but I have stopped playing it.

    There is no point playing a mission that you are ALWAYS going to win. You can't even lose the side missions.

    Some kind of timer or death count is needed.


  5. As Kenbow says the server keeps going so we can't give you a server.rpt. How about a client report?

    I did crash today when my chopper was going to land, 3 of us crashed 2 stayed in game, think u were there Kiljoy wink_o.gif

    I think the players that crashed were players that were on the server longer. Could it be some problem with scripts running/looping and causing it?


  6. I think if you go back to the original way with choppers then u don't have to make side missions for the downed choppers, players will HAVE to recover them. I know that when we play we are responsible for our choppers if we crash them we have to go fix them.

    I can see on public servers u will get players taking choppers and trashing them. If they want to do that, fine, just don't think to jump on my chopper wink_o.gif Would be good to get points for fixing a chopper that someone abandoned.

    I like the earlier version with choppers better.


  7. @ SPC. More respawn point will shift the balance and feel of the mission. The fact that you can only respawn at airport means you will value your life and the vehicles u need. Players will rambo more if they know there is a respawn point near.

    Take a mission if u want to make sure of doing the objective.

    I think we spend a lot of our time driving fuel truck (or sending AI) etc to destroyed vehicles just to preserve resources.


  8. I was thinking with 30 players vehicles may become short in supply, for example 1 team takes a chopper trashes it but does't take the time to take the repair truck to fix it, just take a new 1.

    Would it be possible to spawn vehicles just for use by the squad when it is formed and only that squad could mount it?

    That way the squad would be responsible for their own vehicles.

    The vehicles could be deleted when the players in the squad leave the server.

    Or just spawn vehicles that the squad has the rank to use, again only that squad has access to them.


  9. If you are looking for a scrip Daddl has just the 1. I have used it in missions and it works very well.

    It constantly checks how many AI are in the mission all the time for both sides. So, for example you can set the level of AI to 30 per side and it will randomly create units to replace the units killed in action, complete with waypoints.

    The dead AI are removed from the mission to keep down the lag.

    He made a similar 1 for VBS1 that had armor also, when he gets time he will convert it for ArmA.

    PM me if you want to test it.

×