bigshot
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Everything posted by bigshot
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Jungle Wars: Island of Lingor
bigshot replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey Egg! - you planning on getting out an updated version of your EVO anytime soon to go with this new Lingor update? -
Egg - the revive script in the RACS Lingor v1 is not initializing properly...no revive, just getting standard base respawns happening (no cam screen at all, just straight respawn to base). *EDIT*- nevermind, i was able to edit the fix myself, cheers!
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Thinking about buying Arma II: Combined Operations.. is there still a large community
bigshot replied to x7Steelers7x's topic in ARMA 2 & OA - GENERAL
the Arma online community is very small in comparison to other mainstream type multiplayer games...but it is also more mature. If you are looking for a fast online fix anytime of day that it suits you then you may be disappointed. It'll take some effort to find a good MP experience. It usually works out best if you already have a friend or 2 willing to join you. Theres usually less than 1,000 players online at a given time...and most active servers are playing 1 of 2 missions so there's not alot of diversity readily available online. On the other hand, this game is focussed mainly on coop and not so much player vs player so if you like that, and you consider yourself to have a mature personality then you may have good success at finding a small group to join in with. There are tons of addons and missions to download thanks to the very loyal fan base here but finding them all online will not happen for you. 99% of Arma players play either offline and with a small group of friends. ...if you expect BF3 popularity you wont be happy. This is more of a hobby than a game and requires huge amounts of patience and a very steep learning curve through lots of online reading as well as trial and error due to no included documentation. Most documentation that you will be pointed to online is often not user friendly for beginners and at times may have you wondering wtf? It's the type of game that takes time to grow on you...give it a chance and really learn all it has to offer because it's the only game that has always had a place of its own on my hard drive for the last 11 years now, while other games have come and gone. So basically...it's coop based with a small but very enthusiastic multiplayer community. Requires alot of time to learn but offers more of a sandbox open ended and dynamic experience better than any other game (and also the largest maps you've ever seen in a game). Hope to see you out there! -
Six Updater Bad Server Key in mb_objects?
bigshot replied to bigshot's topic in ARMA 2 & OA - Servers & Administration
ahh, good to know & thanks the info! -
Six Updater Bad Server Key in mb_objects?
bigshot posted a topic in ARMA 2 & OA - Servers & Administration
...wanted to contact Sickboy but apparently there's no direct contact info for him posted on his profile, nor does he accept PM's so I have no choice but to ask this here: trying to run a dedi using the CLAfghan addon but server wont allow clients to connect due to wrong signature versions for mb_rocks and mb_trees. Server and test client both using same exact files all downloaded and installed by Six Updater. Sickboy, you have any idea why I may be having this difficulty? Anyone out there able to use signature checks while running CLAfghan map? -
Clafghan Map 20x20 Beta Release
bigshot replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Anybody know if this map is working on a dedi which uses signature checks? (the signatures from six updater seem to be broken, causing mismatches between client/server and therefore kicking clients) -
I'm curious here...is anybody able to run the CLafghan based mission on a dedi using signature checks?
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Six Updater Bad Server Key in mb_objects?
bigshot replied to bigshot's topic in ARMA 2 & OA - Servers & Administration
...didn't notice any actual support on that page (other than joining and posting bugs at dev heaven). Dev heaven is support for the devs...I was sort of trying to find out if i was doing something wrong or not. -
hmm...is it possible to call a script using the vehicles class name instead of its regular name? Afterall, its the only 1 of it's class in the mission so the script would only end up running when less than 10m from the stryker mev.
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there isnt a direct link to it that i know of...it's the "mps_halo.sqf" script found in the "Patrol Ops 2" mission. If you download that mission put a copy of it's mps_halo.sqf into your data/scripts folder in the EVO mission and then you'll need to make a few edits in EVO. In EVO I basically replaced all instances of where it calls the "halo.fsm" script and pointed it to the new mps_halo.sqf. I also added halo ability for when you're near the ReconHQ SOV Jeep. The files that need to be edited are csupport.sqf, the HALO trigger in the editor, plus adding a new trigger for the reconhq jeep. So basically it all looks just as Egg originally did it, only now there's no more smoke appearing when you request the halo and you'll be asked to click on map where you want to start halo from. It works from the base HQ, the "T" support menu (once youve reached good rank) and now also works from the sov jeep (when you deploy the recon hq). I'd like to get it working when near the Mobile HQ (stryker mev) as well but I havent figured out how to do that as it seems that vehicle's name changes each time it respawns and i dont want to make a bunch more triggers each containing the newest name for when it spawns. Eggbeast, if you know how I can make a single trigger to make this vehicle call the script please let us know :-)
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it definitely is not working for me in this mission...the transport chopper keeps exploding within 30 seconds. Im using the script as transport only and testing its menu with a single unit only. Gunter, are you actually running this script in the EVO v3 Brit on clafghan map??? (im guessing not, right?) PS - you cannot use just a plain marker, it wont work...you need to use an "H" object instead (ive used an invisible H) **EDIT- ok, instead of using the air support script im now successfully using a simple HALO script which appears in action menu and allows the player to use map clicking to define where youd like to be dropped over (and altitude is adjustable in script but i have mine set to 1500m).
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Gunter, how does the script call need to be changed if i want ALL connected players to have access to the menu for trans? PS - ive tried it but apparently the transport chopper keeps exploding shortly after spawning.
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well if it's suppose to be HALO by design then how do i control where the halo starts from?...it should ask me to click on map to show where i want to begin halo from, but instead it just drops me in the middle of the map about 10,000m away from where i need to be...doesnt make much sense the way it is. Going to try Gunter's suggestion here and give the air support script a chance.
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understood, eggbeast...no problem i wasn't sure how much work it was to do so it didnt hurt to ask, heh:-) btw - can you explain to me what's up with the "extraction" support request?...instead of sending an extraction heli to pick me up it just spawns me as a para jumper in the middle of the map and I dont understand how to move the HALO marker closer to where id like to para from.
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Clafghan Map 20x20 Beta Release
bigshot replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Anyone know if this map project is still being worked on? It has lots of potential but still needs some work so it'll support larger missions that cover more of the map. It needs alot more roads and mountain passes (both paved and dirt), especially paved running east-west because right now there's no road connecting that direction at all in the mid section. Also, vehicle speeds are too slow when driving off pavement. For example, I was able to attain top speed on paved road of more than 100mph, but as soon as i went offroad top speed was only 25 on flat ground. Considering the size and area covered on this map the offroad speeds need to be alot faster. Could also use more flattened and large meadow type areas in mid sections as right now 80% of the map is too rugged and high for travel or base building...it's too limited. Add alot more roads, flatlands and some water ways running north-south and this map would be phenomenal! Hope you keep working on it!! -
yep, definitely needs to be scripted....just not sure how to do that myself. But, I know the Domination missions typically choose the targets randomly so I know it can be done. I'm not asking for NEW targets to be made up on the fly, but just for the pre-existing targets to be chosen in a random order of completion when the mission starts.
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Hiya! Been playing the CLAfghan Brit version3 lately and would like to ask if there's anyway to have the mission select the targets randomly instead of always in the same order? We never have the time to actually finish all the target areas and so always starting within the same target towns/areas at the beginning gets boring...the map is so big it would be nice to get to play the mission in a different area each time we start it up. Anyway to easily edit that, or can you change it possibly? Thank you, having fun with it!
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Can anyone help an offline player?
bigshot replied to aussieterry84's topic in ARMA 2 & OA - MULTIPLAYER
umm, isn't there a warfare mission using BAF units already included with the game? I have Combined Ops and there's one in there already I believe. -
Hi All, I have Arma2 and Arma2 OA installed as Combined Ops already and patched to 1.60. But today I just decided to purchase the Reinforcements DVD so I can get the nicer textures for BAF and PMC content. My question is: Once I install the BAF & PMC content from the Reinforcements DVD over to my CO 1.60 installation, do I then have to re-run the base 1.60 patch for Arma2 again? I guess it would depend upon what version of BAF & PMC are on the DVD but Im assuming the DVD doesnt come with the latest patched versions. I'd like to avoid having to do a complete uninstall and reinstall of the game.
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Best pc out the two for server
bigshot replied to stk2008's topic in ARMA 2 & OA - Servers & Administration
doesn't sound like either one is going to be strong enough to run some of the larger and more resource hungry missions...but if youre going to run smaller type missions then i guess it's ok...but regardless, at this point id probably just go with the Quad core...its already been proven to run the game better than dual cores. -
same here, always looking to help out new players here! Feel free to look me up and say hello on Steam Voice (Steam NAME: "bigshot (dave)"). I'm from NE U.S.A. and play at various times...in my 40's too. Prefer to play Warfare style coop missions.
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...just re-installed OFP after many years and remember fond memories of many missions I used to play and have saved over the years for OFP, BUT...there's one mission I dont think i saved and Id like to find it if its still around...the one that has "full metal jacket" type of cutscene at mission start where the girl says the "love you long time" thing...and the music playing is "these boots were made for walkin". Does anyone know what im talking about with this one?...what's it called??
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This move BIS made to take away the "precision" as a separate end-user adjustment is really a step back. All they needed to do in order to make things more user friendly and easily found/seen by all players would have been to simply add an "aiming precision" slider alongside the already existing "skill" slider in the difficulty menu. I could never understand why after all these years they never did this. For this game it is the best way to insure both ease of use AND a true customizable experience for all end user tastes and so simple to do. But, instead they spend months of work trying to perfectly tweak the AI (which cant be done anyway to perfection) using beta testers who are too experienced and too highly skilled to offer what would interest mainstream and new players in the first place. If BIS wants to please both new users and experienced or very highly skilled players alike then they simply need to make the AI skill level MORE customizable but EASIER to find and use (by simply placing the sliders in the menus). Also, rename the 2 menu sliders to something like: "AI Tactics & Aggression Skill" and "AI Aiming Precision Skill". There....done...simple...and it'll work for everyone. Geez, why do they make simple things so difficult? As it stands right now, after testing a bunch of my favorite missions in 1.60 (some self made and others downloaded) all i have to say is that Coop play against AI is now a broken, frustrating experience for me. In all these years I have seen patch after patch being released and with each new patch released it was always my personal opinion that the AI was apparently getting worse and worse (more and more god-like as far as I was concerned) instead of gradually improving or becoming more scalable/adjustable. I either have to completely uninstall the game and try to go back to 1.59 OR just completely stop playing now, wow. Arma 3?, after 11 years im thinking maybe not...im getting too old and too tired of the waiting, constant fixing and adjusting of missions and new ever increasingly bad aimbots, heh.
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-= ZKs BattleZone =- 72 Player [CO-OP] - Warfare
bigshot replied to zonekiller's topic in ARMA 2 & OA - USER MISSIONS
Now that I've had the chance to play this a bit I have a mission related question about the gameplay: Is there anyway to stop the enemy base buildings from respawning/rebuilding? I'm thinking that merely editing the build delay to something much higher to my liking that it would also effect the build time of vehicles right?, so I wouldnt wanna touch that. Id simply like to place a very long build delay but only for the buildings themselves and not the vehicles. Is this possible to do?...or to disable the re-building of all buildings? The reason im asking is because if you're playing alone or with a friend on LAN it becomes a bit of a logistical nightmare getting back and forth over such long distances only to have the enemy buildings you knocked down 10 minutes ago reappear by the time you get back there (following a retreat to rearm or after dieing). It becomes a never ending battle and somewhat frustrating. Due to tanks being so slow uphill in Takistan I just keep building choppers all day to traverse the 9 kilometer trek back to the fornt :-) Other than the slight logistics problem and the buildings reappearing...I really love the mission concept itself...I think it's got loads of potential and hope it keeps improving...In fact id absolutely love to see a mature version of this appearing in Arma3 (alongside Warfare itself as well). Great work guys! PS - BIS...pay these guys to start working on an official version you can incorporate into Arm3!!