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Franklin

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Posts posted by Franklin


  1. Domination is a great map to run all day on a dedicated server for most admins, because it offers a way for everybody to have access to quick action at any time. When the admins can be around, and can organize the play better, Co-ops can be ran, but typically most pubbers disconnect just because the map is changing. Either because they simply want the free play domination offers, or they just arent patient enough to wait for an admin to switch the map, and then have to deal with all the organization it takes to prepare for a good co-op map. The main factor in all this is, TIME. Most public players arent on a schedule, they play when they want, and when they can. They dont want their precious gaming time taken away by somebody else. Therefore Domination provides them with the best option, weapon selection, freedom of maneuver, tactics of their choice, and typically if they so choose, access to a voice server for those more inclined to team play. All this without the dedication to a "clan."

    I run Domi on my teams server, and most people that connect have a really good time. Ive edited the map to have more enemies, and i run Zeus AI, Group Link 4, and JTD fire and Smoke server side. This makes every firefight into a really hard fight, and a ton of fun... and you can have this anytime your available to play.

    We plan on running co-op missions every friday, and if things work out well, we may expand to more nights per week. But the problem with that, is that we dont want random pubbers connecting, and then screwing up the mission for us. I personally wish i could leave the server unlocked, and everybody that joined would hop on ventrilo, or at least use in game text chat to see what the situation was, and link up with the team. but the fact is, more often than not, whomever connects doesnt want to talk to anybody, they just want to go blow stuff up. upon doing so, ruining my teams experience and our fun.

    For now however, i do leave the server unlocked when we run co-ops, at the risk of ruining our fun, in the hopes that whoever does connect will be a team player, and if they arent... it isnt too hard to kick people. which is sad and i hate doing it, but my time is important to me as well, and i dont want somebody who isnt paying for my server to waste my time.


  2. Ive got a question about the Six Updater, being used on remote hosted dedicated servers.

    Im using TC Admin to start/stop the six updater, and im logging into the six updater portal on the remote server through an IP. Im able to run the updater just fine, and everything has worked fine for me for the most part. so no big problems here, but id like to know what the six updater is doing once i hit update/install. Is there a way (could one be developed) for the remote web updater to open a new tab in my browser and refresh every 5 seconds or so, letting me know what is going on with the update/install process?


  3. 159th Combat Aviation Brigade is running a dedicated ACE 2 server.

    174.34.133.130:2302 -159thcab.com -ACE,Zeus,GL4-

    mods being ran on the server, full ACE mod, Zeus AI, GL4, JTD Fire and smoke, and just about every island you can get through six updater.

    all addons we keep up to date.

    we leave domi on most of the time to attract the masses, but fridays we host specific co-op maps.


  4. is there a post dedicated to the six updater? i did a quick look around and didnt find one. It might be smart to dedicate a thread to it, since so many are having simple issues, that could be solved without adding tickets on devheaven.

    besides all the flaming of it is useless in this topic.

    ps. i personally love it to death, despite cussing it mercilessly for a few hours till i figured out the error i made. once i fixed my issue and followed directions, OMG its a dream come true!


  5. sorry for this, but ive used the search function to look for the answer and i cant find it.

    is there a way to install the ace mod, using the six updater, having installed the "lazy" .yml file, and having the .7z files in the six updater directory?

    i have two friends that cannot get the web interface to open no matter what they do. they have uninstalled virus programs, firewalls and everything, and it just wont open. is there a way around this, so that they can still use the six updater to actually update the program?


  6. :rthumb:

    @ NouberNou; technically that wouldnt be MRSI then, that would be ToT - Time on Target.

    i already understood the issue of there not being differing propellant charges in the game, i thought about this the other night after i had posted my original post in this thread. One way to attempt to work around this would be to create an addon that had different "muzzles" and each with its own ammunition, the difference between the ammunition being its velocity. You could possibly simulate the different charges this way. Then in the scripting of the addon, if possible make it so that a player couldnt switch the muzzles by pressing F, and the Ai also couldnt switch automatically. use wait commands to make the switching between muzzles take just as long as reloading a shell on any muzzle.

    to enable MRSI, it could be set to enable on certain classes of vehicles, or possibly something the mission maker could assign in a .cfg file... (all of these are just ideas btw) that way if a mission maker wanted it, they could assign a certain vehicle the ability to conduct MRSI missions, and then a seperate script that handles the msri could be called. If the initial script for the addon was coded properly to detect "if MRSI = true" then goto... (im no scripter so i dunno exactly how to do all that, but i hope that gives you the idea), then the script would skip the waits for switching muzzles, simulating an autoloader (although i dont mean for it to be able to fire each muzzle instantly.. there would still be a wait or two in there im sure). Im not even sure if any of that is possible.. i dont make addons, or script, i just know enough to get myself in trouble lol. anyway, I am not asking for all that work to be done, thats craziness... spawning the rounds would be much simpler im sure.


  7. well i figured the math would be pretty tough to do those things properly... sucks to hear that. Have you thought of writing the script so that instead of actually firing the round at the time and trajectory you need, simply have the cannon fire a few times, then delete the projectile, and then spawn new ones (near the target) on the trajectory and angle that would be desired?

    note: i dont mean to seem demanding, your mod is badass, and i love what you have made already... just figured if you were going to do something already so cool id push your buttons and see if it was possible. if not, oh well... i wont be dissapointed. thanks for at least looking into it.

    also, no the m119 doesnt do MRSI, nor does the upgraded M109. but even though i am an american, not everybody here is. I just figured if you were gonna build the best artillery simulation addon out there, it might be a feature you would want to attempt to include.


  8. I'm on CET, and did sleep mate :D Tnx for the concerns in any case ;)

    Thanks alot for this report, very useful.

    I think in your case you've downloaded incomplete/broken 7z's, or ones that haven't been made by me.

    (if you still know which mirror you downloaded them from, it could be very useful)

    In any case, I will double check the method locally.

    sorry for the late reply, i was AFK for A DAY and theres about 40 new pages of replies.... i downloaded both @ACE and the @ACEX .7z files from armaholic.


  9. My friend, your problem is that you defined @CBA with the SixUpdater from YOUR @CBA folder (in that web site that opens where you choose addons to update). So with the updater press 1 and then click CONFIGURATION and get back to your PRESET you made. REMOVE the @CBA you have there and choose it again. This time becuase you removed your @CBA from your computer it will choose the @CBA that comes from the updater and it will install and all will be good.

    Im not at home and cant remember exactlly step by step to help you more easily. I hope you know what i mean though. ;)

    EDIT: The reason it says what it says (error) is because your CBA folder doesnt have the .rsync folder etc. And even when you delete it you have told the updater to look for it on YOUR pc instead of choosing the one (drop down menu on website) that belongs to the updater. The one we can download and update from there.

    Alex

    I was having this problem as well, how i solved it was by REMOVING the .7z files from the six-updater directory, then running the six updater acording to the instructions. The six-updater downloaded the @ACE and @ACEX folders, as well as installed the userconfig folder properly. After i used this method i am also able to update by using the "2" function in the six-updater. FYI, i attempted to instal through the six-updater WITH the .7z files in the dir, AND had removed the @ACE, @ACEX from my arma2 dir and the ACE folder in my arma2/userconfig as well before attempting instal. every time it would install the mod, however i would get the error stating that the folder was not a repository, and i was unable to update the mod using the six-updater. Seems like if you want to use the six-updater you have to download the mod through it.


  10. heres a couple ideas for ya, since you seem to be a god at this artillery stuff.

    Time on Target, or MRSI ability. http://en.wikipedia.org/wiki/Artillery#Modern_operations scroll way down to the bottom for a description of what that is.

    That is something that ive wanted in the game for a while, instead of needing 3 or 4 guns to get a good effect, one or two could cause some serious damage if scripting could be made to simulate this.

    also right underneath those sections... Air Burst, how cool would that be? maybe an added script to detect airbursts in a forrest, and if true, it could blow down trees, and add extra shrapnel to simulate the bits of tree flying everywhere.

    and last but not least, SADARMs... if this could be modeled accurately OMG that would be off the hook... linky: http://en.wikipedia.org/wiki/Sense_and_Destroy_ARMor


  11. if contact is taken then, yes bounding overwatch would be used. However in order to move towards the enemies flanks, they must first be fixed by suppressive fire, and blinded by smoke. using m203s to put smoke in their faces, and smoke to cover our movements, not our machine gunners line of sight...

    a little off topic, but since were in the department of AI improvements...

    as far as movement, giving the "Danger" command should definetly put them into bounding overwatch.

    to simplify, the traveling technique is used when no contact is expected. Traveling overwatch is used when possible contact is expected, and bounding overwatch is used when enemy contact is expected.


  12. Just wanna say, Excellent work Victor! This was much needed, and the functionality is perfect as is! I dont care if the choppers zoom into the air a little too quick, the fact that they are still flying after the first run on a target is amazing!

    I remember back in a lil ol game called OFP we had to use some imagination as far as graphics and animations went, but nobody cared because it was the gameplay that mattered. Some of the people in this thread need to remember that fact. If you want graphics go play COD or BF, if you want good gameplay, stick around and appriciate the work that Victor does for all of us... without pay i might add.


  13. I dont mean to be the bearer of bad news, especially if its already known. just trying to help as much as i can here...

    Im also getting an issue after a few minutes of use where the cursor starts acting funny. Its not moving around or anything like that, but its as if its hitting the "left mouse button" on its own randomly. It seems as if its holding the button as well, since i see the green band box appear when this begins to happen. Sometimes it will select units, because they were in the bandbox, and then because its still acting as if im holding the LMB it starts to drag the objects around if i move the mouse at all. Ive double checked my mouse, and i can guarantee you that it is not the source of the problem. I have closed Arma, reloaded it, and begun work on a new project, and tryed continuing work on a project, both times the problem returns after a short time.


  14. anybody else get a sort of lag when trying to move and rotate units/buildings?

    at least for me, when i select a building and move it, there is a bit of lag and it takes the object time to catch up with where my mouse is. Its constant, and not just when i first begin to move or rotate the object. Also ive had some issues of slightly moving an object and it zipps off into never never land. last issue i noticed offhand, was attempting to drag multiple objects at once, each object got dragged at a different rate, as in distance actually moved compared to the other objects.

    Thanks for all your work i0n0s! ive been looking forward to this for quite some time now.


  15. I havent done much specific testing, but i coupled your addon with the PROPER building and vegitation "LOW" addons, and instant view distance, and with the 4 of them working together, i actually love flying in Arma again!

    The other 3 mods coupled up allow me to see far, and do so without stuttering or major drop in FPS. Your mod, makes the gameplay so much better, because i can see objects so much farther out now, its a dream to gun tanks down in an A-10 again!

    Keep up the good work!


  16. I honestly dont have proof, I do not admin my teams server and do not have access to the .RPT, not that it would help anyway because we havent allowed unsigned mods in so long, i seriously doubt i could even find a RPT entry related to the server crashing due to a bad addon.

    speaking of close minded... the complaint that you cant get on any servers because of all your mods is ridiculous. A few hints have been dropped in this post but i think it needs to be explained a little more clearly so it can be understood. If you cant join but one server out of the entire server list, why dont you run vanilla arma, do a little searching for a server that has the style of gameplay your looking for, and then ask if they allow any mods, and if they do, which ones? If they dont allow mods, and your so close minded that you just have to have your full screen NVG, keep searching for another server you like, that allows the mod. :eek:

    and just FYI, Arma 2 is so new, that most of the popular mods out right now are either purely clientside (no issues with the server, except for the ones that are scripted poorly), or they are addons that you wouldnt even have the ability to use on a server, such as a new fancy tank or helicopter, that isnt on the server, nor the map and so you having the addon or not makes no difference.

    In Arma 1, which is a little like Arma 2 (read sarcasm)... there were big problems with mods like; SLX, ACE, GDT Mod Grenade, and other mods that added functionality to weapons, that if the server wasnt running, and a client connected to that server.... as soon as that client attempted to use some special functionality of that mod that wasnt in vanilla arma, bye bye server.

    I personally approve of the attitude most of the experienced guys here are taking in this topic as well. I dont feel they are trying to be elitists, but even if they are, so what... they have room to be. the horde of unkowing nobodys clamors on the forum that everything is so unfair, because they cant use something some other person made them, and gave to them for free, on another persons server that to them is free of course. the unkowing nobodys who have not paid for a server, have not contributed one minor line of script to the comunity, one texture for a plane that a goddamn template was given to you to use, claim its all so unfair. Those who give nothing, and take everything demand more from those in good standing who give everything, and demand of nothing. sounds a little Marxist doesnt it? "to those of need, by their need, from those of ability, by their ability." Communism doesnt work... buy your own server and be your own fascist. :yay:


  17. Besides the obvious ability to cheat in a server with sigchecks off, the other problem comes from people joining with mods that can crash the server. Sound mods arent a problem, and smart server admins add the server keys for those mods so that people can join with whichever sound mod they choose to use. However when somebody joins the server with a mod that changes a weapon, like adding an M203 to a G36, or how many rounds are in an M203 magazine, those little things will crash the server. Server admins will not cater to cheaters and those who will cause the server to crash, this is not a matter of being close minded, its the only realistic way to operate a server IF YOU KNOW WHAT YOUR DOING.

    Your topic should not be a campaign against sigchecks, but rather a campaign to get server admins to keep up to date with adding server keys for client side addons that cant hurt the server, such as sound mods.

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