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gnarly_rider

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Everything posted by gnarly_rider

  1. Ooops, apologies, didn't notice I'd posted in ARMA1, it is actually AMRA2 it's occurring in as you've discovered. Link to the BI thread was sent to me by a friend, and I didn't even stop to look at which platform it was in!
  2. "RKSL aircraft coutnermeasures causes error" Folks, posted this on the RKSL forums, but they are very quiet, so this looks like a better place: I have a mission with one aircraft (whether chopper, A10 or AV8B), using this new mod, works fine and dandy. Client and sevrer have rksl-arma2.pbo, rksl-radarsys.pbo and rksl-system.pbo however, when I copy and paste the aircraft (AV8B) to duplicate (ie have 2 AV8B's at airstrip) both empty and unlocked, upon starting the mission on a dedicated server i get a 'you cannot run this mission due to downloadable content that has been deleted. RKSL_ARMA2". Trying to start it as Host causes ARAM2 to crash to desktop. Issue also occurs with two AH1Z's instead of the AV8s, so it doesn't seem to be unit specific Any ideas what may be going wrong? Note both aircraft are non-spawnable for what its worth... driving me nuts, worked fine prior to using the mod.
  3. gnarly_rider

    Revive Script

    Gents, I'm trying to set the _revive_damage variable such that upon revive, a player is functional but badly wounded (e.g. can only crawl, and needs medic to heal). Setting this to 0.9 results in wavering gunsights and visible blood, but player can still run. Setting 0.99, 0.95 etc simply results in player dying again straight after being revived. Anyone know a magic number to achieve what I'm after, or some other way of doing so? Basically when a player goes down, I want anyone to be able to revive them, so they will be able to see, and shoot very poorly but cannot move much at all, and perhaps crawl or walk at best. Only medic can heal them fully... Player is sort of functional, but very vulnerable and still a liability
  4. gnarly_rider

    Co10 Operation Autumn Forge (part 1.)

    Respawn, Revive or permanent death?
  5. gnarly_rider

    co20 =RTY= Eve of destruction

    Cool, good to know!
  6. gnarly_rider

    co20 =RTY= Eve of destruction

    I think opening it into the 1.03 editor then saving it may fix the problem?
  7. Nice work, simple and easy!
  8. gnarly_rider

    CO15@ =ACE= Rendition

    Damn, I thought it was another ARMA2 mission by Shark! DOH.
  9. gnarly_rider

    co20 =RTY= Eve of destruction

    Shark Attack, huge Kudos for this mission mate, our clan has now done 3 games on it casually, had a ball! Basically its a Spec Ops trainer in so many ways, need navigation skills for the Halo, limited kits mean efficient work and comms, and depending on player numbers, you can choose to do own objective and extract, or multiple. Highlights: - Navigating your halo down to an Rv with GPS is cool, and a good wakeup! - Using NV amongst the eastern docks with all the searchlights causing havoc the the NV: very intense - took us a few satchels to work out that the cranes had to be blown from the control room, not the legs. Please don't change this: it makes it a good challenge to ensure the sapper is covered while they are exposed climbing up all the ladders to get to the control room Issues - I think maybe remove the pilot seat from the plane, so it keeps flying: one person can easily crash it, remove halo from JIP people - Alpha med tent problematic: once deployed, it couldn't be restowed at all. - One player jumped out of plane, clicked map and found his parachute deployed ad 9km....... :butbut: - landing on slopes means you can't extract from parachute: temamate has to kill you then revive to fix, no fun if you are a long way from team - Can the boat extraction point be a little closer? Those fishing boats take foreever!!! Awesome stuff mate, look forward to your next patch and next mission! Gnarls
  10. OK, precursor; I'm trying to make a little movie for my group, and some of the BLUFOR AI bots will be utilizing animations. I want these AI bots to actually have some of my clan members custom faces. I thought I could use the this setFace "face_XX"; command, but it only seems to reference to inbuilt ARMA2 face library. How can I get if to essentially do this, with the image in the mission folder: this setFace "Victim_face.jpg" Or is this impossible? PS Searches have not returned anything on using this for custom faces, only the ARMA2 face library
  11. gnarly_rider

    COOP 1-6 Rescue Major Savinkov

    Looks good mate, I'm modifying it to use on the ZSU server with Norrins Revive script, will let you know how it goes
  12. gnarly_rider

    Ambient Animal Module

    We experienced major server slowdown when running our first ARMA2MP COOP mission, with multiple JIPs using many of the ambient modules. After extensive testing, it was deduced that the ambient modules (and this one in particular) where responsible: I watched cows propagating on the main airstrip over the corpses of the ones I'd already killed.....
  13. gnarly_rider

    Insurgency (based off PR)

    Can't wait to see this ported to ARMA2 (hint hint, nudge nudge.... :bounce3:). Lurve it! I know, it requires avgani to be ported as well, and I'm guessing the reliance on ACE to make this very difficult as well?
  14. gnarly_rider

    Revive Script

    Hey Norrin, I'm with ZSU, Preacher asked me to post any thoughts about your script over here. Firstly, full kudo's to your work, it makes our games fun while still being tactically challenging, and removes the dreaded conveyor belt syndrome. Secondly, I know NOTHING about scripting, and have not been following the Revive discussions at all, so I have no idea about the functionality available to the mission designer at all. ZSU is in the midst of discussions re revive handling primarily for ARMA2, so below is my two cents worth, pretty much a copy and paste form a ZSU post I made. Note that much is specific to our clan, which generally has two or three fireteams of about 4 members, plus an overall Squad leader and over Squad medic. Note also that this is not criticism of the Revive script, we just are looking at ways to balance realism, tactical teamwork, fun and quality gameplay time (last one is a big issue for mature gamers...) " Must admit that this is the bit the annoys me about Revive, there really isn't a penalty for dying if anyone can revive you, and you are pretty much instantaneously back to full health straight away. I do like the penalties that ACE applies post revive (intermittent black outs, poor aim, etc) until you've seen a proper medic. The gameplay aspects I enjoy and want to see promoted are: 1/. Teamwork 2/. No conveyor belt 3/. Significant enough penalty for being 'killed' without ruining our precious 2 or 3 hours of gaming time (which for a few of us is almost all we have a week, so it is very precious, and as someone commented, becomes non fun if you are spending even 10% of that time waiting for transport back to the 'front') So, borrowing a number of current ZSU thoughts: 1/. One Squad level medic as presently, he/she is the ONLY one with full revive capabilities as currently implemented 2/. Each fire team has a 'field-medic', who has only partial revive skills. Basically can get a downed member back up, but partially revived member is solely stabilized (ie very vulnerable to further fire), experiencing say intermittent blackouts etc. Perhaps the revive timer would therefore be shortened to say 2 minutes, which places heavy emphasis on a fireteam to work and stay together (rather than individual members playing autonomously), so if someone does go down, fireteam medic can get to them quickly. Once member is back up, they can function in a very limited state, but still require squad medic to restore them to full health (or visit to field hospital). Optionally, if blackouts and vunerablity are all a bit too serious, something like movement restricted to crawl speed or something... 'Injured' player can still shoot fine, but can go nowhere fast, strong motivation to get squad medic there or injured into vehicle to visit squad medic nearby.) 3/. NO other players have any kind of revive ability 4/. All roles above would be gear independent (ie ignore the ACE bandages/IV/etc gear issue: they are role specific) 5/. If a team member does go down, it is likely to lead to the real life situation where the fireteam forms a defensive perimeter on the fallen person while the team medic partially revives, and then holds position till squad medic visits. I like this idea, because the current revive really doesn't promote this team work: anyone can wander of as a solo individual to revive multiple players, without little need for cover or defensive work (a 15 second unconscious->full health process is a low risk proposition. 6/. This allows teams to function more independently, because the team medics keep them functional. The team medic is therefore a high value item, and needs to play accordingly: if he/she goes down, the team becomes that much more vulnerable, requiring the squad medic to be nearby, therefore limiting their maneuverability. Team medics need to stay back a bit from the action 7/. Similarly, squad medic is very very important: if he/she goes down, can still be partially revived by team medic, but will need transport to field hospital to get working fully again. NO solo runs into hot territory for a squad medic (ahem!!! ;D) My 3 dollars worth.... Again, as I said I have no idea where you are currently at with your script, so these are just my isolated ideas with no reference to existing comments in this thread at all
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