rekster
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Everything posted by rekster
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Great, I will put the no addon version up at the 1-8th server when it comes out. We tend to play no-addon missions so others can join with out worrying if they have the addons.
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In OFP, I remember that Ai would be able to avoid anti-personal type mines. Is that true with Arma? I have been looking for good Anti-personal type mines for a long time.
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@Zombie I got this to work. My fault, I assumed that once you land, and had no damage it would rearm. Once I figured out, that I could only rearm / refuel if I had damaged, it worked fine. Any plans to modify this so that if you have no damage, it will still rearm / refuel? That would be great if you could get that to happen.
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Respawn Dialog with script
rekster replied to dr_eyeball's topic in ARMA - MISSION EDITING & SCRIPTING
@Dr_Eyeball Great job. I was able to add this to a training mission I am working on. Any plans to add the ability to chose weapons via a menu? That would be great. The only annoying part is that the selection menu on the left can not be seen as first since it shows the player score. Thanks for providing this. Like the work you have done for the ArmA community. -
@Zombie I tried your script, with the trigger. I can not get it to work. I must be setting up the trigger wrong. Please list how to setup the trigger correctly. If you have a demo mission showing how to do this, I would like to grab it, if that is possible.
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Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
@Kev The Mission is compressed with Binview by Chain of Command. To uncompress it you need Binview http://www.downloads.thechainofcommand.net/zips/CoCBinViewSetup.zip I have not done any editing of his mission. (I admit I have looked at) I love what he has done, and he certainly does not need my help. I do love how he did the rank sytem. I wonder if he would be willing to put together a tutorial / basic mission showing how to do the rank system. I would love to see more missions using the rank system in the future. I would like to even see it added to C&H missions. Well keep up the good work Kiljoy. Look forward to the next version and the A10. Plus with the view distance being able to be cranked up in the next patch, flying will be even more fun. -
Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
After recently upgrading the 1-8th Server, ver 1.5a has played very well. Still get some dsync when new players join, and some lag when there are only a few cities left. Last night we had about 20 people on with half the island taken, and no lag / dsync issues. Have seen one bug. If M1 tank gets destroyed, it gets moved along with the marker, no were near were it was destroyed. Most often it can re-appeare up to 500m from were it was destroyed. In fact, one time, it was moved to on top of a building. This mission is great. Kiljoy if you have any other missions you have done please let me know were I can find them. I would love to put them up at the 1-8th marines server to play. -
Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
I will put v1.5 up at the 1-8th server tonight. I love that you put in a reward system for the medic. So far since version 1.4c things have run pretty smooth. However once we get down to about 3 cities left, that is were Dsync just gets to be bad. I think mostly it is just due to the size of the mission and our server just is not powerfull enough to handle that much. I think this is one of those missions, that will make one upgrade there server. Thanks for the Hard Work KilJoy. I have no idea were you get the time for this, but I am not complaining. -
Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
With v 1.4b I have seen sum bugs I have not seen before. Ammo Bug - Near the Ammo crates and other parts of the Air Field, we had ammo all over the place. Not sure if someone tried to put ammo in a MH6 or not. (It looked like someone tried to put ammon in an MH6 and the MH6 did not like it) - After awhile, when I went to the ammo crates, they were empty. I killed myself a few times, to see if this was the issue, but that did not fix it. So after playing for over an hour we could not get weapons or ammo, from the crates or ammo truck. Client Issue - We had several client crashes. They would start with getting a high dysnc, then crash. (Others that were playing had no dysnc issue.) Is it possilbe to add a ammo remover script? This would help, with people who try to overfill a vehicle with ammo. Suggestion: I do not know if this is possible, but I have seen it in other missions, were you get ammo via a Menu vs getting it out of the box. You might want to consider in the future allowing people when they spawn to chose the weapons and ammo from a menu. You could attach that script to the ammo truck, and that would allow people to re-ammo, or change out weapons from an Ammo Truck. Ver 1.4b seemed to not run as smooth as far as dsync / lag compared to ver 1.4. -
Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
@Kiljoy Fully understand you want a finalized version before porting it over. I would do the same, if I were in your shoes. I am glad that you are at least thinking about it. The version I tested was 1.4. I will post 1.4a at our server and post my test results. Thanks for the hard work, and great mission. -
Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
So far 1.4 has been much better at keeping dsync down. It still slows down after a period of time. After about 9hrs of play, my server has slowed down to 18 fps, with about 535 MB of memory being used. There was a little dsync, but not much. I hope you will make a light version, like one for Sara Light, or the Desert version of Sara Light. Also a version just going after the North and / or South would be interesting as well. As new islands are made for ArmA, I hope to see imports of this mission to them. Everytime I play it, it is a different mission. -
Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
The server specs are a dual 2.2ghz Zeon with 2GB of ram, and a 100mb ethernet connection. We did not see any issues with 1.1. The dysnc did not become and issue until 1.2 and really a problem with 1.3a. When in monitor mode I can see the CPU drop to 4FPS and use about 525MB of memory, once we add a 5th player. At the same time, I can log onto the server and see the CPU running at 100% Look forward to testing the new version when it comes out. -
Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
While I love this mission, after version 1.1 the 1-8th server just can not handle this mission. After a 5 or more people, our CPU just gets maxed out. Any chance of a "light" version coming out? Love this mission, and what it can do. -
Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
I am unable to get this to run at the 1-8th dedicated server. Looks like a bad file name. Evolution.Sara1.3a.pbo Should it be Evolution1.3a.Sara.pbo? Well I will wait to see if there is a fix. -
Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Played Ver 1.2 last night. Had a lot of fun, and the Ai in towns are a good challenge. Thanks for the new version. Any future version planned? Possible Bug: Version 1.2 played on a dedicated server. - Never saw enemy air except for MI17 dropping troops. (played for about 1.5 hrs) Not sure if this was a planned change or not. I liked having the Ka-50 flying around in the previous versions. -
1st Great mission as always from Karrillion. I always enjoy your maps. Good balance between realism, and fun factor. My two cents on the ammo crates vs menu system. - I would vote for a menu system My Reason Why 1 - Would help with JIP since when a person joins they do not need to update map as to were all ammo boxes are. 2 - Menu System could be built as a seperate script, that could be used for other missions, such as Coop and C&H 3 - Menu Sytem could be built to allow plug-in of add-on weapons as they become available in the future. (Thus elimate multiple crates in future missions, to support BIS and Add-On Weapons) 4 - Can provide a cleaner, easier way to reload / rearm 5 - Could be used as a rearm script as well for vehicles (Perhaps even allow different loadouts for aircraft and such) - What ever direction you decide to go, I am sure us ArmA fans will still enjoy the mission you put out. - Thanks for RTS and look forward to future version along with other mission from Karrillion.
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Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Two Possible bugs that maybe BIS issues rather than mission Played Version 1.1 on a dedicated server. 1.) Person joined mission after we destroyed the 1st Comms Tower, and saw the tower as still up. They could even climb the stairs of the tower, which was weard since I saw the tower as destroyed. 2.) When I try to re-arm / reload vehicles like the M2 M113 at the ammo truck, I can only re-arm / reload for up to 99 rounds. The other mags never reloaded. Also I have to do this from the Gun position. If I am in the driver slot it will get up to about 40 rounds and start over. However I noticed with the HWMVV M2 I could destroy it, and then repair / refuel and it would come back fully re-armed with all 5 mags of 100 rounds. (If this is a BIS issue, perhaps it might be worth it to write a re-arm script for the Ammo Truck as a work around) Still enjoying this mission. In fact I think I am addicted to it now. If you ever plan to make different version of this, it might be interesting to see a version of the insurgents / resistance vs US or OPFOR. Would be interesting to play as insurgents. -
Evolution V1.0 Large scale respawn coop
rekster replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Played this mission this weekend. (Ver. 1.1) It is very addictive, and amazing how fast time fly's while playing it. Thanks for the great job on this Kiljoy. Possible Bugs: KA-50 hardly ever attacked. Sometimes it would fly right at you, but never fire. I could from a M113 50 Cal gun take them down pretty easy. Suggestions: - Allow the Medics to gain points for healing. (Not sure if that is possible) - Have it were you need to capture the FARPS, and once you do, you can chose to re-spawn there. - Option at start to set Ai difficulty and size of enemy for towns. So the more difficult the more in # of enemy Ai, and hopefully smarter Ai. An option like Normal / Hard / Insane for difficulty might work. - Have the Ai Vehicles like the Shilka's dynamicly respawn for the towns. So far they seem to always appear in the same place each mission. Still this is a great mission. I think this is setting a whole new standard for Coop Missions. -
I ran this on the 1-8th dedicated server. (V1.5) 1st - Great mission. The Patrol scripts were working. We did have a problem with the objectives. Only the 1st objective could be seen, and once we did take it, we could not take any others. So did we do something wrong? or is it a bug?
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@Russin So is there a night the Roughnecks devote to testing? I would not mind getting a chance to help test MFCTI for ArmA.
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How much memory is recommeded for a Armed Assault Server? We are looking to upgrade the memory on our server, plus I think some of our crashes are do to us not having enough memory. (Hours just has 1 gig) Could anyone with a stable running server post there server.cfg? Want to make sure I did not do something with my server.cfg that could be causing crashes.
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- User Manual with a spiral bind, and detailed information on units, weapons, tactics, and of course editing. - Converted MP and SP missions that WON the Bohemia contest for user missions. - Training mission and firing range.
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FFUR 2006 2.0 Total conversion pack
rekster replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
Install Instructions for MP Config state: When I look in the bin folder, I do not see the MP Config folder, and do not see the Multiplayer.rar anywhere in the ffur2006 folder. Is it planned to release the MP config later, or did my download miss something? -
FFUR 2006 2.0 Total conversion pack
rekster replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
I put this up at a dedicated server. When I tried to play a map with no addons at the server I got this error. (It was a cr CTI v.92 that he made for Nogova that requires no addons) Invalid Texture Ratio (16x256) I do not know what caused it, but it only happens when I run the server with the FFUR 2006 mod. I really like this mod. Sorry I do not have much more info to give on the cause of the error. -
I have been able to play test this version. The conversion of the FCM mission to WGL 5 addons only adds to the realism, and fun of this mission. This is highly recommended, and very replayable.