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gnarly_rider

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Everything posted by gnarly_rider

  1. gnarly_rider

    CO16 Insurgency

    LOLS, have seen this behavior off and on in a few versions. v71 b10 FEKfnnaILag No ability to turn on AI (and therefore lock out OPFOR slots to players if desired by admin?) anymore? I noticed your new balancing function, but still like the admin option (via the Enable/Disable AI option) to specify whether game will run with player OPFOR or not from the start.
  2. gnarly_rider

    ECHO fire director

    Thanks heaps for the info guys! :yay:
  3. gnarly_rider

    ECHO fire director

    Loving this Echo! Question for you, which is truly a noob arty question outside your script, and likely dependent on the arty and round type (flight time and trajectory): is there a table anywhere you can point too that will give some idea what mil dispersion equate to at various ranges, for instance for the Podnos Mortars? My group is about to fell the pain, but I would like to get an idea how tight the groupings are at various ranges... As someone mentioned previously (Gunter?), if testing locally in the editor, DISABLE the isServer line in the init line!!!! :butbut: PS love the debug mode!
  4. gnarly_rider

    Force use of binoculars

    Carl, could you give a simple idea of how to implement this for one or more individual units. Obviously make this into a .fsm in the mission file, but I assume this then has to be called from the init file and somehow also then called from say each spotter units init line? I have only a vague idea from looking at other scripts that include FSM's but its all black magic to me!
  5. gnarly_rider

    ECHO fire director

    Echo, this may be of interest (haven't tested it myeself) if you are still playing with AI and binocs http://forums.bistudio.com/showthread.php?t=107888
  6. I believe it ain't complete yet, he still has some interesting things he wants to implement and improve (but don't quote me) 00dc15, this may be of interest (haven't tried it myself) http://forums.bistudio.com/showthread.php?t=107888
  7. @Meade95, basic IED scripting here: http://forums.bistudio.com/showthread.php?t=93556
  8. Need quotations around the Mo as well, ie: null= [this,5,2,"GrndL","Mo",0,"bin","","run"] execVM "IED_Man_v6.sqf" However, null= [this,5,2,"GrndL","Sw",0,"bin","","run"] execVM "IED_Man_v6.sqf" will be quicker, but less entertaining (while observing in the editor)!
  9. 1/. Subtle but important typo. In the readme: Needs ...[this,10,5,"Rnd",Sw,0..... otherwise get a CfgMagazines.any error, and no IED placed. 2/. Also, what is the 'I' for?: ..."noGun","Run",I] 3/. Also, if NoGun enabled, binocular option doesn't work ( I think its an ARMA engine limitation?) Hilarious watching him run around trying to find a viable position!!
  10. Holey Cow Batman! Those are some serious notes you've included, and they are VERY informative and useful, as is the very effective and informative mission! Very nice work! ::459: Will start tinkering myself, but loving your work! Why has this not front-paged Armaholic yet???????:pistols:
  11. James, could you PM me another link, the first download somehow got corrupted, and I cannot now redownload (only one DL for free user).
  12. Awesome, will play with tonight!
  13. gnarly_rider

    ECHO fire director

    Echo, I'm sure there was a request in here for spotters with binocs: if you are interested in how to do this (I'm presuming you may not have tried this yet, but haven't the patience to dig through this thread and confirm), 00dc15's work with IED trigger man scripting includes putting the trigger man with binocs: http://forums.bistudio.com/showpost.php?p=1750429&postcount=28
  14. gnarly_rider

    BAF IED-Script

    Holy Cow 00dc, that sounds like a magnus opus! REALLY looking forward to this, and the binocs touch sound perfect; I like to give players a fighting chance, and binocs is a subtle indicator of either IED or arty (Echos script if and hwen he gets this sorted: http://forums.bistudio.com/showthread.php?t=105517)
  15. gnarly_rider

    ECHO fire director

    Would be worth keeping your first post updated with datestamps of updates, so thread followers can easily check for latest update, rather than having to troll through thread to see if anything has changed. Nice work BTW!
  16. gnarly_rider

    ECHO fire director

    Very nice work Echo, I've been looking for enemy AI arty fire for awhile, with 'defeatable' spotters and artillery units. Will give this one a good go.
  17. gnarly_rider

    CO16 Insurgency

    Agreed, its been 'relatively' do-able as a solo player in many instances in the last few versions. Especially with the armoured hummers (if used properly). So looking forward to an increase in intensity!
  18. gnarly_rider

    CO16 Insurgency

    After a solid 5 hour session with our server full last night, some more feedback for Pogoman (thanks for joining us last night!) on v681. 1/. Optimisation? Is it OA or this mission?; our server sat on about an average of 5417 kbit/sec last night, which over 5 hours equates to almost 10GB of data server side...... Someone from AEF (Floydii?) was also suggesting the client side load was also very severe compared with say Domination (on OA), but I don't pretend to understand these things... He had to disconnect because it was chewing up too much of his bandwidth. 2/. AI surrender and Interrogation worked well in this latest version, nice work! 3/. Still struggling with the one AT per team loadout restriction implementation: after initially loading out with it, I never got the ability to grab an M136 or Jav again (after respawning), nor did anyone else in the team. Which ain't fun when you respawn at base to find a tank hammering the base... :p Personally I'd always prefer 2 M136s/AT in a 5 man fireteam, in case the first one misses, is dead, or fails to destroy the target.. 4/. From Victim: Had a ball, so many "OMG" moments (entering a building to be surprised by insurgent coming down the stairs, or the number of times insurgents surrendered, but got shot in the heat of the moment)
  19. gnarly_rider

    BAF IED-Script

    Sounds awesome mate, keep us in the loop!
  20. gnarly_rider

    BAF IED-Script

    I have noticed that the Ai will at times hide in a location he can't possibly see the IED (for him to validly trigger it, like in a yard with two buildings and a fence between him and the marker...); which means say BLUFOR has no chance of detecting the triggerman. Anyway of implementing a LOS type thing in the script, so that he hides so that he can always see and faces the marker location? This would then work in better with this: Loving the script though!
  21. gnarly_rider

    CO16 Insurgency

    Amen!!! :yay::bounce3::bounce3: Awesome fun when played properly with a number of fireteams under the auspices of an overall commander (eg fireteam 1 leader is also overall commander, and his team holds back as primary heavy weapons group doing overwatch support, so he can keep overall perspective of the battlefield). We've been running this publicly as an organized event, with much success and enjoyment.
  22. gnarly_rider

    CO16 Insurgency

    Thoroughly endorsed, great mission that keep us coming back!
  23. Legendary! Added to my list of personal stickies!
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