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gnarly_rider

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Everything posted by gnarly_rider

  1. gnarly_rider

    Degeneration V2.10 -Zombie Reign-

    Ahh, yes, the latest ACE build (compared with build I had from 2 weeks ago) has removed ace-sys-nuke... I see! :o
  2. gnarly_rider

    Degeneration V2.10 -Zombie Reign-

    @Genesis, any reason why you have ace_sys_nuke in your @Degen folder, as its already in the @ACE collection? Ie do we actually need @Degen?
  3. gnarly_rider

    Degeneration V2.10 -Zombie Reign-

    @Genesis, just some follow up observations/feedback, all purely Hosted LAN SP mode atm. I did also (as another poster did) observe after an hour the 'all Zombies are dead" hint, but after another few minutes, the Zombie count got back up again. The AI count is certainly a big killer in terms of lag. After 3 hours SP play, I had roughly 150-ish Zombie groups, and 590 Zombies in game. Not sure what (if anything) you have implemented, but it would definitely pay to incorporate some kind of Reducer, such as Rommel's or what they have implemented for MSO (Multi Session Operations mission framework), which may be Rommel's or Wolffy's scripting). These things basically only render the AI groups leader (rather than members) outside a certain player view distance (eg 1000m), so a massive reduction in AI rendering and therefore mission efficiency improvements follows. Apologies if I'm preaching to the converted! Some links: http://www.armaholic.com/page.php?id=8544 http://forums.bistudio.com/showthread.php?t=111408&highlight=reducer In-car weaponry seemed too abundant and easy too find/accumulate: perhaps halve the total count? And/or maybe 25% less cars? Again, SP observations only, but it seemed very easy to accumulate a hoard, and get spoilt for gun choice, as opposed to treasuring and learning to use effectively whatever you find... I can understand entirely the use of and need for functionality of random cars with random gear spawned in them (in terms of scripting), but it would be nice if some gear actually spawned in buildings, eg using random house positions (does this even work?). Eg maybe some guns or individual magazines are spawned in building locations in village player spawns in, with more limited ammo or gun/ammo combos in cars. Just forces players to look inside and use buildings more; right now its purely vehicle focused, and the buildings are avoidable entirely, which is a shame. eg using Wolffy's random building location script for objects (not sure if works with guns/mags) http://forums.bistudio.com/showthread.php?t=101971 This for example would mean the player has to spend longer at their spawn location finding 1/. a gun and 2/. related magazines, which means they have more chance of having to do a little house fighting, holing up from zombies initially, which is VERY cool fun. "Right, I've got a pistol with one mag, car doesn't work, better search these buildings for some more ammo. crap, that's a stanag, crap that's beretta ammo, shit zombies incoming, whew another 2 mags, better hole up here and take the buggers out before i find another car...) Probably purely through spawn location luck at times, but I avoided any zombie infestations in my spawn towns within two car searches (find decent weapon, find car with a little fuel, go!). Again, maybe SP, but I didn't see the soliders overpowering the AI; the evacuation point actually got overrun; there were Zombie hordes inbound on it during my initial visit (chopper gun was going mad) and when I returned with Derek, soldiers were all dead, and Zombies in residence.... Brilliant work Genesis, looking forward to the next incarnation.....
  4. !(alive obj1) && !(alive obj2) OR In each weapon crate sub trigger, On Activation obj1_done=true; On Activation obj2_done=true; Then have a global trigger Condition obj1_done && obj2_done
  5. gnarly_rider

    Degeneration V2.10 -Zombie Reign-

    This is SENSATIONAL! :yay: (only tested in SP thus far.... looking forward to MP compliant version!)
  6. gnarly_rider

    Degeneration V2.10 -Zombie Reign-

    Here I think deleted
  7. This is also a gem: http://forums.bistudio.com/showthread.php?t=103190
  8. gnarly_rider

    Vehicle Cargo Capacity

    Updated info (pdf) here) http://forums.bistudio.com/showthread.php?t=107661&highlight=vehicle+cargo+capacity
  9. gnarly_rider

    Revive Script

    I'll second Tophe's comment: Norrin, your script suite has without a doubt been the foundation of our clan's ARMA gaming experience (as you know all too well, perhaps to your detriment!!). We regard them as essential to providing a solid tactical and teamwork environment, and appreciate your commitment and passion over the last few years! Chuz matey! :yay::bounce3::bounce3:
  10. Legendary, that is precisely the one! Ta muchly!
  11. Searched for quite sometime, to no avail. Am certain I saw a script perhaps a year ago that helps with this, but can't find it. Without using world tools or somesuch, any sctipts/modules that help a mission designer easily place linear fences? I really don't want to Copy/paste long segments, and fiddle around with them, ensuring overlaps/underlaps are sorted... Chuz in advance.
  12. gnarly_rider

    Insurgency (based off PR)

    http://forums.bistudio.com/showthread.php?t=106584
  13. gnarly_rider

    IED Module

    Looks great @Shay
  14. gnarly_rider

    CO8 Easy Pickings [PMC]

    Played this with about 5 folks on a dedicated server for a bit of fun. Never found target Alpha, he may have been accidentally killed (is there a trigger on his death aka "mission fail!"?); we did see a couple of civis running madly around (expected him to be hiding/holed up under a couple of guards in a building, so searched all buildings within about 100m of the marker, no luck).
  15. gnarly_rider

    ToraBora "Sandbox Edition"

    Absolutely sensational! I especially love all the dead ground/hidden gulleys everywhere......
  16. gnarly_rider

    Fallujah 1.0

    Congrats on the release! :yay:
  17. gnarly_rider

    Fallujah City

    Awesome map! Amazing FPS for something so large, I actually think there is a good mix of enterable and non-enterable buildings. As much as I love the OA buildings, their inclusion would liekly make this map unplayable in terms of FPS drop. Ran a MP mission on dedicated server tonight, some observations (haven't searched the thread, so may already be reported): 1/. The big Hotel at 0487 0480 has no building positions at all (most surrounding buildings do). If you spawn near it, it actually seems to be sunk into the ground initially, then moves upwards. Placing AI into it using setpos command seems Ok initially, but AI will eventually exit the building through walls/floors etc- I guess building is not sitting properly or something. Had to disable AI anim to keep them in their positions, but then they were easy pickings for players... Hotel also seems 'transparent' to AI outside the building (coping rifle fire inside even when totally surrounded by walls)? 2/. On dedicated server, UPSMON script doesn't seem to work? Curious if anyone else has this issue? Or could be I've buggered something up.... Brilliant work nevertheless!!! Look forward to 1.0!!!:yay::bounce3::bounce3: Ahh, my issue one already reported, and it is the CQB building of choice. I had same experience trying to use House Patrol scripts on that building:
  18. gnarly_rider

    Civilian kill Counter

    As always SHK, very nice work. One subtle thing, to ensure the civs are killed by BLUFOR and not OPFOR or dying falling of buildings, etc for both ALICE module and editor placed civis, I need to add something of this sort to your script? from here: http://forums.bistudio.com/showpost.php?p=1454291&postcount=12 I'll try to hack this in, but it will be pure trial and error, so any help appreciated!
  19. No probs mate, that's exactly what I ended up doing! Cheers.
  20. gnarly_rider

    a automatic populate city/town option

    http://forums.bistudio.com/showthread.php?t=108223&highlight=alice+module Additionally, the Random House Patrol script, attached to say 30 civis, with a probability of placement of say 100-200m each, dump them into the center of the town, and voila. Give them residence times of say 1-2 minutes. add another 10 civs on UPS, and copy and paste the whole shabang between towns (preferable using some kind of unit caching system to cut down on overhead).
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