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mad rabbit

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Posts posted by mad rabbit


  1. As referred to by Adanteh. We have >20 players signed-up so far. All welcome! :D

    ===============

    [TacBF] Official event



    KacogJ4.png

    Operation Dusty Mountain(26/07/2014)

    Introduction:

    This weekend will be a unique event that will take place on Saturday at 19:00 GMT. (Time Zone Helper)

    • Please sign up to ensure you have a slot available to you.
    • If you are not on the list and the server is full then you may be kicked off to allow for the signups to connect.
    • This will not be a organized event with JIP's and unorganized alike and if we have CO's willing then we will have CO's.
    • The server cap limit will be set to 100 players.
    • The server will be locked at the beginning of each mission to ensure JIP's don't miss the orders and leave main base early.
    • Once everyone leaves main base the server will be unlocked. The server that will be used is the official TacBF server.

    This is an event that will finally open up a new campaign and open doors to a wider variety of TacBF experiences. The Highlights of this event will be:

    • the introduction of brand new missions
    • utilization of Task Force Radio mod
    • utilization of the A3MP Map Pack - A3MP or AIA is required! (see below for links)
      • All of this will event will take place in the middle east (simulated :P). Thats right we will be fighting on takistan and zargabad!

      [*] there will be numerous screenshots and score recording(s) for an AAR to be posted on the forums (to also discuss how you all enjoy(ed) the event).

    b_560_95_1.png

    Required Mods:

    XG9fJJ3.png

    Optional Mods:

    PiehUuA.pngdMj8PMG.png

    The Teamspeak to be used for TFR compatability will be tacbf.ts3dns.com

    Event Organiser: Gunther.S

    Admin(s) on Duty: Adanteh, mad rabbit

    Operation Information:

    Mission/s: Rashman Province

    Factions: BLUFOR vs FIA

    Gamemode: Advance and Secure


  2. Bumping for good measure. I have a new video, but I can't post it on a new account.

    There you go. :) Nice video, thanks for making it!

    I've also added this to the new

    , which is mentioned in my section above and now makes it 51 gameplay videos to date!
    One thing that I don't like about the medic system is having to switch out of combat stance in order to drag someone. Personally, I feel that's unnecessary given the gravity of the situation (having to press an extra key for something that we would otherwise do naturally).

    As also discussed in the developer diary #003 above in Eyeball's summary section, the whole team is in the process of major overhauls for the squad rally point, respawn and medic systems. Adanteh and Gunther are heading-up the medic system overhaul, I suggest you post your suggestion in the TacBF forums for those guys to review. Knowing Adanteh though, he's probably already addressed this issue.


  3. SPOTREP #00027:

    • Particle effect modules localized
    • Fixed: Wrong default values (getVariable) in the fire and smoke effect modules fixed (it is only safety-check, it shouldn't have any impact on functionality)

    I was coming back to make a more detailed ArmA3 feedback tracker entry but it seems like you guys (BIS) already fixed some of these issues.

    I'll try the particle effects modules again in MP.


  4. Yes, you are right. Thanks for feedback! This shouldn't break MP functionality. I have fixed it and the fix should be in the dev branch next week.

    I didn't think so either. I need to look at my notes as why I had to modify these 'defaults' in order for it to work, but I think it was something to do with particle effect initialization and errors until the specified variables could be registered if that makes sense. Indeed as I said in the initial post, it also seemed strange to me that this would break it as well?!

    Could you please check it one more time and report it on Feedback Tracker in case you can still reproduce this issue? Thanks!

    Apologies DarkDruid, I should've done that in the first place rather than here. I'll try get onto it in the next week with my script examples. In short, I've gotten it to work in MP by cut-pasting and modifying the BIS functions. But despite it now "working in MP" there is now a significant performance problem due to RPT spam with the following message:

    Ref to nonnetwork object 5b932b00# 1780169: empty.p3d

    From my research this relates to the createVehicle command, which makes sense given the particleEffect generator, but I have to look at that code again.


  5. I'm really interested in this island for some upcoming TacBF mission as discussed in our forums here.

    It's one of the best currently available for ArmA3, aside from those ported over from ArmA2.

    However I would really like to see a dramatic increase in the mico-terrain to aid PvP battles. Currently, the only cover available seems to be from objects (trees, buidlings, (rocks), etc.) but not small dips/mounds in the terrain.

    Please consider the addition of micro-terrain features for future releases and thanks for your hard work thus far!


  6. Thanks for the tip! I joined and this is probably a stupid question but I never used Steam Groups so bear with me.... Do I receive a PM/mail in the Steam client when an MP event is announced to the group or does is work like just another forum thing?

    /KC

    @Keycat:

    If you have Steam loaded, an event notification will pop-up on your computer from the TacBF steam group when an event is starting etc. like a messaging service.

    However we're in a bit of a (server) transition period and are also prepping another release as Adanteh has stated, so we'll get back to the 'marketing' side of things soon.

    Thanks as always for the enthusiasm Keycat! If your interested in a more involved (community?) role in the team feel free to PM us, preferably in the TacBF forums. We're always looking for enthusiastic people to help!

    @GiorgyGR:

    Some bug reports are better than no bug reports, and although the TacBF forums would be preferred, all feedback is appreciated.


  7. The new smoke and fire Effects Modules work in SP (editor) but do not produce an effect in MP, with the the following error appearing:

    '...itter") select 0;
    _pos = getPos _logic;
    |#|_emitter setPos _pos;
    
    Fire A3\modules_f\Effects\functions\fn_moduleEffectsFire.sqf, line 18
    
    _colorRed = _log...'
    Error Undefined variable in expression: _emitter

    In effort to get this to work for my missions I believe I found an error in the ArmA3 v1.14 function 'BIS_fnc_moduleEffectsFire.sqf':

    Shouldn't: -> String

    _colorRed = _logic getVariable ["ColorRed","0.5"];
    _colorGreen = _logic getVariable ["ColorGreen","0.5"];
    _colorBlue = _logic getVariable ["ColorBlue","0.5"];
    

    Be: -> Scalar

    _colorRed = _logic getVariable ["ColorRed",0.5];
    _colorGreen = _logic getVariable ["ColorGreen",0.5];
    _colorBlue = _logic getVariable ["ColorBlue",0.5];
    

    It doesn't make sense that this should though, given that even if the above string variable type is wrong, it is only the default value to use in the absence of properly set variable on that logic/module?!

    Anyway... as I said I got his working for me in MP via:

    1) Copying then setting my desired values for the effect variables on a gameLogic

    2) re-working the BIS emitter and smoke/fire functions

    3) changing these color default variables to the proper type

    So not sure if this is the cause but I can at least report that the ArmA3 v1.14 fire and smoke modules do not work in MP.


  8. Some advice please - have installed the mod but can't find any MP servers running it. What should I put in the mission/host filter?

    I have a similar problem with the ArmA3 MP server browser in that even if you specify "TacBF" as a Host filter, or any other string, it sometimes takes several refreshes for related servers to appear.

    I originally thought this problem was server distance related as I've heard of other Australians with the problem seeing European/USA servers, but not from players in those countries. In addition the BigD Australian TacBF server seems to appear instantly.

    However I can't even see my own home dedicated server running off my media centre without several refreshes.

    I wonder if this problem is related to the Gamespy limitations and/or BIS moving to ArmA3 server browsing to the Steam interface.

    I might also see what 'reporting ip' the BigD guys use.


  9. But I think having missions designed for smaller #'s with faster action would really benefit the mod and keep more people playing for longer.

    I'll try make one/two missions this weekend to help seed the server populations and provide 'faster' infantry based action.

    Personally I prefer missions with medium to large AOs (area of operations). Due to the size of the beta testing team in the months prior to release we focused primarily on small to medium AOs.

    In the end it's good to have a spectrum of missions, and also have a spectrum of gamemodes, which is what were working towards.

    ...it would have been a lot more awesome if there was a parameter to disable all NV goggles and scopes...

    It's been discussed as a future feature but low priority at the moment.

    Currently we need to ensure the experience is consistent and stable across the mod, and then allow missions to allow/restrict kit assignments etc.


  10. Just to make it clear. The last map you played was Shrine and the mission maker made a error when he set the parameters for tickets in that mission it shouldn't of had 1200 tickets. But still we are looking at ways or game modes that are shorter. Just wanted to let you know that that mission was just broken.

    Just seeing this now.

    Yep my bad guys, should be fixed in the latest mission pack. :)


  11. I live in Canada and the servers used for beta testing were located in Germany. I've had better performance in TB on a german server than on local domi/wasteland servers.

    Australia to Germany with a 350 ping + 40 players and no performance problems here.

    ---------- Post added at 22:49 ---------- Previous post was at 22:24 ----------

    another thing would be to give flags properties. like a factory that spawns a tank when you hold it. or an intelligence HQ that allows the use of an UAV. or other similar advantages like artillery installations. you can do a lot of things to do more than simple flag cap modes.

    Even with TacBF in it's current open beta state, we have what I believe to be some very dynamic missions already included in the mission pack, including the switching of Forward Base ownership an it's associated assets dependent on holding a certain objective.

    And whilst flags do exists within each of the objectives, the gameplay is more geared towards 'an area that you need to secure as opposed to 'flag capture' per se.

    Flags are also irrelevant in our other included S&D gamemode where the focus is on intel gathering and cache discovery, but also ensuring as BLUFOR that your supply lines from main base via forward outposts (FO) are secure ...especially from suicide bombers and Vehicle Borne IEDs. Nothing like ramming a technical full of explosives charges into a FO full of unsuspecting BLUFOR!

    Certainly there's a lot of room within the mod and missions themselves in the near future for linking certain objectives to the examples you list above and more. Add to this are planned compatibility with some of the fine addon work already in the ArmA-sphere, user made missions and future gamemodes ...and the future is looking very fun.

    For now though, we want to ensure that the 'core' gameplay and functionality is correct and then expand on that.

    By all means though, feel free to come visit the forums and 'wax lyrical' on your ideas for future gamemodes or even future missions.

    Hell if it looks sound enough and I have the time, I'll even turn your Altis Powerpoint drawing into a mission! In the future though, we should also be able to help you guys make your own missions.


  12. Your right controlling stuff does make it so there's less of it to go around, I personally feel that we will apply the right amount of control over what we consider the TacBF experience, but I don't see why others who are interested in other styles of gameplay can't create their own system.

    We aren't a game company we are a small group of modders who have an idea about what we enjoy, you will see that in the official servers, but for every other person who enjoys different styles (milsim, casual, hardcore etc) we will provide a platform and they can do the rest of the work.

    To give you an example, say if you wanted to use an island for a tournament, but that island hadn't been beta tested by us so it wasn't official.

    Well with our system you just implement the island and create the mission, and away you go, any issues that arise are your own to deal with.

    With a closed system you would have to ask to use that island, and I could refuse you to use that island just because we hadn't tested it and it would fall on us if there were issues, I also have to modify other items in my spare time just to allow that mod from TacBF.

    No thanks, I think we will follow the usual system that all mods take, and just have our version that we call our own, and allow others to do the same.

    Also the unofficial servers will break new ground quicker, they will try out more mods and find fixes for those mods if they aren't compatible, so it works both ways because an unofficial mod can become official due to unofficial servers.

    Overall the "TacBF experience" is an opinion, and everyone has a different opinion, so it's important to us to allow all those opinions combine into their own communities and not step on each others toes.

    I feel because of that ideal, we will allow more people to enjoy TacBF than just those with the same opinion as us, and I feel we will unite more people together than just a few 100 even if they have different seals they will still be waving the same flag.

    Great post Dale!


  13. Just dropping into this thread to tell you Tophe that this is an excellent tool!

    I had no prior experience with dedicated server setup and management, but this tool has made it extremely easy.

    I would also like to add to the suggestions for future Rcon implementation.

    Currently I've been looking into 'BattlEye extended controls' and 'battleWarden'.

    Not sure if you'd integrate links to the above tools add another tab for your own.

    Again, excellent work!

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