bigshot
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Everything posted by bigshot
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well I got it to work using less groups but it took more than just deleting groups from the sqm. There were a few other files I needed to adjust as well before the mission would initialize properly. Starting with max cash though the mission right now is just unplayable due to all the spawning land & air vehicles...its a bit crippling performance wise causing movement and aiming to become somewhat of a chore (and that's only playing with a total of 16 groups/4 members each on non-dev alpha). Hopefully between now and retail release of the game we will see big fps gains.
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
holy cow, HAPPY BIRTHDAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Enjoy- 303 replies
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Hi - I have 2 questions - btw, love the new map click for waypoints :-) 1. If I disable some of the AI groups in the bottom join slots, so theres less groups in the mission (to improve performance...42 groups is ALOT) it seems as though the AI commander doesnt get initialized (AI just stand around in the mission and nothing is built). Is there anyway I can disable some of those groups so it's 12 vs 12? 2. Are the auto spawning support trucks at taken towns working yet (as it is in Arma2)? Thanks!
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
np, sorry I couldn't help.- 303 replies
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PM me and ill send you my email...if you send me the mission I'll take a look at it for you.
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
I'm on non-dev alpha here- 303 replies
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
Hi - I'd love to hear more about that when you have some spare minutes (how does it work, whats it about, etc?). Good to hear about the scoring btw, and semi/persistent groups sound kinda nice too. Not sure if too many people realize this but in regards to using the tasks menu to place waypoints on the areas, folks should know you can do that right now by simply left shift+click on map and you'll get a waypoint carrot on your hud with distance in meters so you have a visual cue as you are running along. What might be really useful though would be to have some sort of visual cue as to what the status of an areas is once you enter it such as a progress bar or even something more simple and non animated like a "hint" or a colored box or something so we wont have to check map too much to see colors. BTW - since you are feeling a bit inspired by improved frame rates perhaps i should take this opportunity to remind you about what I had mentioned a couple days ago where it might be easier for you to make 1 single mission out of UC that contains all the towns/areas from all the versions but only certain areas will get initialized at mission start via the param screen. Via the param screen the player can choose either how many areas he would like set to capture, or which area of the map he would like to play in (northeast, west, south, central, etc). Know what I mean, or something along those lines (whatever you feel would work best). If you do this then from that point on any editing or changes would only require you to work on the one mission file, instead of always having to rework 5 or more versions like you do right now. It wold also set you up much better and easier for when Altis releases since that will have even more areas and having a single file would be nice at that point. Anyway...im all excited youre working on this puppy, and look forward to hearing more about that new mission youve been pondering for later on :-)- 303 replies
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yea, i tried it for you a few times here...no good (unless you want to face him away from the opfor units so he wont see them...or try placing him inside a building perhaps). The Civ behavior is messed up...if you try with another unit (like bluefor) and setcaptive with no ammo it works fine...he stays...but the civs won't...i tried dostop too, didnt help.
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a hold waypoint is something I could never get to work for myself in the past....try not giving the civ unit any waypoint at all (he should stay put) and name the unit. You can then place a trigger around him so that when bluefor enters the area he will join the bluefor group (not sure if thats what youre trying to do), or you could also use a radio trigger to make him join the bluefor group (dont forget to name the bluefor group).
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look around in a natural fashion?, pffft....I'd be happy as a pig in slop if they'd simply learn to follow me on foot without constantly falling 300m behind. ...state your location!....where ARE you?....state your location....where ARE you?....can ya hear me NOW?????? ya know what?...set up a little test for yourself and your friendly (but lazy and stupid) AI...place yourself on the map somewhere with a grouped ai member and an empty Hammer jeep. Plot a waypoint on the map about 700-1,000m away by using left shift + right click (or is that left click?). Now put map away and tell him to get into the jeep and tell him to go to next waypoint (f1-1-9). You start off on foot by yourself towards that same waypoint and see who gets there first...typically Ill always get there first even though Im only on foot and the bot is in a vehicle. I mean, heh...there are serious issues like this with the core gameplay right now (and many other worse ones where the AI stops responding entirely!). The bottom line for core gameplay mechanics in any shooter is this: movement/shooting/dieing, period...and until those core gameplay facets are working in a pleasing way I think all the little extra quirky/fluffy stuff can wait till beta or beyond even.
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
when youre reading my post just replace the word "tickets" with "points"...means the same thing (tickets is just the term used from the original Conquest game mode). So the scoring is supposed to work in such a way that whoever holds more towns will cause the other team to lose points more quickly, and whoever loses all their points first (down to zero) loses the match.- 303 replies
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make Arma2 content available for free or as DLC.
bigshot replied to fabio_chavez's topic in ARMA 3 - GENERAL
^yep, what he said^...I'll gladly pay for all of the Arma 1 AND Arma 2 stuff working in A3 as an official addon/dlc. I always use CAA1 to bring A1 into A2 but nobody has it, knows about it, etc. Making this sort of thing part of the official game is something ive been waiting for for years now. I like to bring all my old missions with me with each new version of Arma. -
no, actually i dont think you can...each of the 12 units are all in their own group (1 unit per group) making you go it alone if playing by yourself. Unless there's a way to recruit which i didnt find.
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
ok, after playing v06 im a little confused about how the scoring works now. In v05 the first side who reaches the goal score wins but in v06 it seems the goal score is to be the first side to reach 0 tickets left?...Isn't the side who loses all their tickets supposed to be the loser? (at least that's how conquest works in the BF series anyway)...generally holding more towns than the enemy should mean that you'll lose tickets at a slower pace than they will, and they in turn will lose tickets faster...thereby reaching 0 sooner and losing. I guess you had no choice about this as it must be an arma thing with how the scoring works here?- 303 replies
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[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
bigshot replied to SaOk's topic in ARMA 3 - USER MISSIONS
im running into a problem trying to play this and I believe it might be performance related. I happen to use my RMB for firing my weapon but this mission seems to cause an excessive amount of lag when I try to fire...many times nothing happens, the gun wont fire...other times i have to hold the button for a few seconds before it fires, and sometimes it fires normally as it should. Im running the non dev alpha on a 2600K@4.3Ghtz w/8GB mem and an Nvidia 560Ti....I do NOT have my settings turned all the way up and I have not had this trouble until today while playing the latest version of this mission. Not sure if its just me, or not. -
This would be something I can live with +1 ...as long as the fastest part of the sprint lasts long enough to reach cover...say at least 40m-50m or so
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did you look under the correct profile name?...today's patch auto changes the game to use a default profile...try changing it back to your old profile and try again.
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
oh ok, I thought you had mentioned previously that you had plans to release this for Altis later on, nevermind then :-) Take care- 303 replies
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If this stays then I'll just be leaving and slamming the door on my way out im afraid. The original speed increase was an improvement and was welcomed, even though you couldn't sprint for too long (which was a fair balance IMO). Going back now to A2 slow speeds is more annoyance im just not willing to play along with anymore...there's just too much terrain and uphill to be covered on foot much of the time and in real life if someone is shooting at you, you wouldnt have all these animations slowing you down from getting your arss down FAST...or running you arss off to nearby cover...this was always a huge issue in A2...and now i suppose they've decided to leave it in A3?, Really?? ...ah well, im about done with it
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
A fine analogy... really makes alot of sense. I was just playing through a few of these missions and had a blast as usual...and a question popped into my head as I was looking thru the list and trying to decide which UC mission to pick tonight: I'm curious to know regarding the future version of UC for Altis...do you have any plans to consolidate all the areas into 1 single mission (using params screen to choose how many towns/areaas to initialize, etc.) or do you plan on breaking up the missions separately as it is now with Stratis? Curious since Altis im guessing will have alot more areas, no?- 303 replies
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[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
said it before and Ill say it again...i play lots of 3rd party missions over the years, plenty...ive made a few of my own and ive modified countless others as well (including this one although the only change i made was to add the Virtual ammo box script)...and one thing I can tell you is that this mission in its past and present forms has always been on my top 5 list for being perfect to play either alone or with a small group of friends for quick immediate seat of the pants combat action...especially if you don't need or want to bother with a dedi server. You can set it up to last either a long or short time, whatever you feel like doing. It's quick and easy and offers plenty of replayability. It is what it is and does what it was designed to do quite well without trouble. For me to have it as 1 of my top 5 means alot to me because I am a picky sob. It's very good for those who like to fight against the AI and play alot by themselves and with a friend or 2 and also when you are not in the mood for a long winded mission with lots of traveling involved. It does NOT suck, Tvig...quite the opposite in fact, trust me. You know what you are doing....keep at it :cool:- 303 replies
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zeu_ServerSkill (Serverside AI skill setting addon with userconfig configuration)
bigshot replied to terox's topic in ARMA 3 - ADDONS & MODS: COMPLETE
dont know how to code it, but this is what the player profile cfg does...it allows you to specify friendly skill and enemy skill independently. -
zeu_ServerSkill (Serverside AI skill setting addon with userconfig configuration)
bigshot replied to terox's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for doing this, it's such an important aspect of the game. Is there any chance of making it so that we can adjust the skills for friendly/enemy independently? -
How to set up a trigger to blow up a Radio tower?
bigshot replied to Stoempie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
try this: 1. create a trigger with the tower object inside its radius. 2. make sure its condition stays set as "this" "present" 3. in its on activation field put this: (thislist select 0) setdamage 1 4. group the trigger to the tower. you can always add another condition such as radio trigger if you want or any other event you wish. -
[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
but this mission was designed to play in a similar fashion to the Battlefield game mode called Conquest...what you are describing sounds more like the Evo/Domination or Warfare missions and I think may go against what the author here was going for in "feel". Have you tried playing the Gits Evolution mission yet?...sounds like what you want.- 303 replies
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