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bigshot

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Everything posted by bigshot

  1. bigshot

    Time of Day Parameter

    This doesnt seem to work for JIP players...when someone joins in progress itll skiptime ahead on the JIP player from the mission start time instead of the mission save time making the JIP'ers time much later than everyone who initally joined the server at mission start. Anyone know how to make this work for JIP?
  2. @Kitux - go back to my steam workshop page where you subscribed and READ the Known Issues right there in the description to get your answer :-) Play it in MP LAN (or internet) OR just download and use my pbo version. @lonekiller - glad you're having fun...as far as im concerned Kibot has a masterpiece here for Arma3!
  3. nah...its too convenient, I love VAS...besides there are no "massive wait times"..in fact there's no wait at all...everything works instantaneously for me. You Can't use ACRE with VAS. It sounds like ACRE is causing you the grief.
  4. @Kitux - no, it doesn't sound like it's the mission. Works good for me here ( I often use RESUME after a full game restart). You know its funny though...I think I may have had a similar issue with the Evo mission way back during the Alpha...im trying to remember what caused it...hmm, I think at the time I was using something in the command line startup shortcut that I had to remove...not 100% sure if that was it. I currently us -nosplash and -nologs without issue. I may be thinking of a different issue I dunno. Tell me more...are you playing the Steam Workshop version or the .pbo version? my modified or Kibots original? SP or MP??
  5. @D4N - sure it's possible but alot of work for Kibot. I'll leave this for him to reply. @1212 - Mission parameters would be the slickest way to go I agree, but yea the classnames can just be changed to get it to work with the addon and you're welcome to look thru the scripts and try changing the classnames if you want to experiment... BUT...I dont have any personal interest in installing/using new unit addons or unofficial weapons/vehicles for that matter. I always prefer missions that are as "stock" as possible...especially when it comes to having fix them every time BIS puts out a new patch :-) Also keep in mind this mission has certain issues when it comes to playing with arma2 objects within the arma3 environment, particularly the "SAVE/RESUME" abilities get screwed up for instance using the arma 3 map pack addon since it apparently uses arma2 objects. So just be careful/aware if odd things happen, lol. @undead8 - ok, let me know if you're able to reproduce.
  6. @undead8 - thanks for the heads-up on these....I've already been working on these issues lately but having trouble: 1. repair/rearm vehicles should be in 0-8 menu instead of action menu at FOB's....trouble with this is that the FOB's are named dynamically and I cant figure out how to get the refit script to run when you get in range of an FOB without using a name (classname doesnt seem to work). There's got to be a way but I'm not a scriptor and need Kibot to help me with this, but he's been away lately busy with life. If anyone knows how to work FOB's into the refit script PLEASE let us know. 2. Paying for refit/repair options...I understand how you feel about it not being free. I used to think think the same way but I really want to keep the pay system the way Kibot has it...at least if I can get #1 fixed then HQ & FOB will work the same way so it'll all seem more uniform. 3. the marker issue I havent seen yet but sounds like an A3 issue...or perhaps a JIP isuue?...I'm not capable/knowledgable enough to fix this one. 4. are you talking about the terrain view distance settings?...when exactly does it disappear...in MP??...only in vehicles? getting out of a vehicle?...you should realize this will not show up in your menu if you are in the editor.
  7. @fookhed - not sure if you're playing the modified version or the original....but if you're playing the modified then you CAN repair/rearm vehicles at FOB's already. You have to be in the vehicle and drive it up close to the FOB building and then use your action menu...the option to rearm/repair is in there. FOB's do not use the 0-8 way of doing it, only HQ uses 0-8 for repair/rearm. Hope I explained that ok, lol. Download Latest Version of DUWS Modified Here: https://www.dropbox.com/s/v2j9k5qthh0g3jr/BigShots%20DUWSv08b%20Modified.zip Also At The Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=222686368
  8. I believe Kibot actually had Acre in here awhile back but had to remove it. Unfortunately it seems that Acre causes bad issues with the VAS script...so for now it's a no-no. You already have the Darter UAV which you can get from the armory. Some sort of Close air support I may consider if I get more requests for it :-) Download Latest Version of DUWS Modified Here: https://www.dropbox.com/s/v2j9k5qthh0g3jr/BigShots%20DUWSv08b%20Modified.zip Also At The Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=222686368
  9. Thank you TeilX...the info to manually place zones is also found in the INIT.sqf file Download Latest Version of DUWS Modified Here: https://www.dropbox.com/s/v2j9k5qthh0g3jr/BigShots%20DUWSv08b%20Modified.zip Also At The Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=222686368
  10. yes, you can place the zones and HQ manually at mission start...but to learn how to do this you'll have to read about it. There's info about that in this thread (which you can search for) and also in the readme that comes with the mission download.
  11. I'm not understanding the question...try again. @gambla - the red circular areas are the enemy zones. After you clear a zone of enemy forces they turn green. They are kinda light in colr so sometimes you have to look closely to see. Download Latest Version of DUWS Modified Here: https://www.dropbox.com/s/v2j9k5qthh0g3jr/BigShots%20DUWSv08b%20Modified.zip Also At The Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=222686368
  12. @LSD - I understand, sorry...maybe this will help you (or maybe not)...after resuming from a save try respawning yourself once (hit esc-respawn) and see if that will help restore some of your mods. @BF2 - nope, the modded version only changes what it says in this thread and in the readme notes included.
  13. Nah, I feel that I've already opened things up quite a bit in the mission, giving the player many more options for a quicker play-thru when wanted. Adding instant respawn as you mention would completely render the fast travel and halo obsolete and would also change the whole feel in general. Do you realize that you can get right back to where you died pretty quick though, by using either HALO or Fast Travel?
  14. The modded version has some more enemy armor about, as well as enemy attack choppers...enough to keep 1-3 players entertained most of the time.... ...but personally speaking I hesitate to add anymore units right now. I feel that either BIS needs to figure out their AI, or Kibot needs to re-script some of this so the frames are better. Therefore, in order not to degrade performance or cause more AI sluggishness I'd rather concentrate more on making the AI of a higher quality instead of just adding to their numbers per say. I am waiting for BIS to fix things and also for DAC to come along for Arma3...it would be at that point that re-doing the entire AI system in this mission would make sense. Right now it's like slamming your head into a brick wall.
  15. @LtGreen649 - sounds like you may have made a mistake editing those files...BOTH files use the case numbers and you need to make sure that both files match each other. So, the vehicle you've made as case 15 in the request_vehicles.sqf must also be the in the 15th slot in request.sqf. Which vehicle were you trying to add...is it a 3rd party addon?...if not you might want to try my modified version since it has most of the vanilla vehicles already added for you. Download Latest Version of DUWS Modified Here: https://www.dropbox.com/s/v2j9k5qthh0g3jr/BigShots%20DUWSv08b%20Modified.zip Also At The Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=222686368
  16. @undead8 - thanks! (hey I added the Scorcher laser guided artillary for you!) the reason why it always fast travels is because I went back to using the original old script for the chopper taxi, and I did that for now at least because the old taxi (which you can't choose to disable fast travel with) seems to work a bit more reliably. The other script that youre talking about was too flaky and most of the time would not get you anywhere near a red zone. you can repair/rearm vehicles at HQ too...only its done using the 0-8 (assuming you've unlocked refit support). FOB's use action menu/HQ uses refit (0-8). Download Latest Version of DUWS Modified Here: https://www.dropbox.com/s/v2j9k5qthh0g3jr/BigShots%20DUWSv08b%20Modified.zip Also At The Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=222686368
  17. DAC was the original and IMO BEST dynamic AI generating script released back in the day for Operation Flashpoint. The author has continually updated it to work with each new version of Arma...the last released version was for Arma2 but I've read recently that he will also release another new version for Arma3...but I'm sure it'll be awhile. You can read about DAC here: http://forums.bistudio.com/showthread.php?99753-Dynamic-AI-Creator-%28DAC%29-V3-0-released
  18. I would like to see random mech patrols scattered throughout the entire island...but this is going to have to wait for a couple things IMO.: 1. BIS needs to fix the AI and their associated issues. 2. This mission needs a proper AI implementation that will not further deteriorate the fps performace...possibly DAC or ALIVE (but it's still too early for both of those). Download Latest Version of DUWS Modified Here: https://www.dropbox.com/s/v2j9k5qthh0g3jr/BigShots%20DUWSv08b%20Modified.zip
  19. Yet, another update today by request: New As of Jan 30th, 2014: - added Scorcher artillary vehicle (100cp) by request (buy at HQ only, not FOB's) - changed frequency of how often dead vehicles & dead bodies are removed to aid fps performance (every 10 minutes for vehicles/every 15 minutes for bodies) - requested vehciles spawn slightly further away (+10)from HQ/FOB to avoid possible collision/explosions. Just re-download it from here folks: https://www.dropbox.com/s/v2j9k5qthh0g3jr/BigShots%20DUWSv08b%20Modified.zip
  20. Hey Kibot, no problem! ..and thank YOU...for renewing my interest in Arma 3 again...I actually went back to playing Arma1 recently, but this mission is the only thing keeping me hanging on for dear life :-) Here's the link again incase anyone missed it above: Download My Newest Modified DUWS Here: https://www.dropbox.com/s/v2j9k5qthh0g3jr/BigShots%20DUWSv08b%20Modified.zip
  21. Releasing a New Version today! New As of Jan 29th, 2014: - fixed settings menu dialogue error in action menu (TAWS terrain view distance) - addended the word "Modified" to mission name and in arma3 menu's to avoid confusion and so you can have both versions installed (Kibot's original and my modified) to play without conflict. You can now download the newest version from my DropBox: https://www.dropbox.com/s/v2j9k5qthh0g3jr/BigShots%20DUWSv08b%20Modified.zip
  22. @undead - I put in an MLRS for 100CP...buy one, put an AI in the gunner seat, take a range finder with you in the field, point it at a stationary target, hit your AI's F# key and select 2, then select "fire at position". @namelessking - PM me your email address and I can send it to you
  23. Mission updated again today...basically fixes the support drop (ammo box) from landing too far away. it lands alot closer to you now so you wont have to run 300m to get to it...it's closer to 30m now :-) ...also included a short readme in the zip detailing the changes and how to properly install, etc. Check your email, if you didnt receive it just let me know.
  24. bigshot

    AI Discussion (dev branch)

    I have a mission right here for them if they want me to email it (let them post an email address I can use): The issue: you step into an armored vehicle and get killed by an enemy orca missile within 30 seconds even though the enemy chopper is too far away and never shows up on radar until its missile is only 3 seconds away from an insta-kill: Very frustrating playing alone with AI. You may say this is realistic but nobody in their right mind really cares because to have this in a game environment truly sucks. You guys need to make up your minds who your market is, the military or mainstream gamers? How to reproduce with this mission: 1. use request units menu to purchase a Cheetah 2. get into Cheetah by yourself and drive about for 1 minute 3. try to survive the outcome Fact is...the only real ground defense against Orca's in this GAME are 2 foot patrols with AA launchers. Vehicles get little to no warning of the impending danger and are virtually defenseless much of the time. It may not happen this way every single time but it happens often enough that there's no way the devs don't know about it unless they really dont properly play test their own AI and radar system. Let me know if you really want me to send the mission.
  25. yep no argument there... there are alot of basic things BIS should have done with Arma3 but didn't. The OP does state that this mission is supposed to work with addon units though...maybe you should have a look through.
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