Jump to content

bigshot

Member
  • Content Count

    901
  • Joined

  • Last visited

  • Medals

Everything posted by bigshot

  1. bigshot

    1.36 -> Titan is now a throw-away?

    wasn't mods as I wasn't running any...dunno what it was but whatever caused it seems to have cleared itself. Seems fine now.
  2. Apparently, after looking for days now, I can only find 1 ambidextrous mouse that comes with a tilting scroll wheel (the Razer 'Naga') and it's not really suited well for FPS games due to how large and heavy it is. There MUST be another ambidextrous mouse on this planet that has a tilting scroll wheel....have any of you seen one in your travels by chance? It MUST be marked as either "ambidextrous" or "left handed" so that it has the correct shape for my hand and right side buttons. Wow, cant believe how difficult this is turning out to be. I really don't want to do without the tilt wheel...I'm too dependent on it after all these years.
  3. just found one here: http://www.gigabyte.com/products/product-page.aspx?pid=3777#ov ...but the side button design looks like it may be a bit uncomfortable for use while in the heat of battle. **EDIT - forget this one...the first version received horrible reviews and the 2nd version is not even being sold by anyone reputable. The search continues :-(
  4. ahh, Lingor + Duws Modified = CAN'T WAIT :-)
  5. could use a couple players tonight to help me test a few things in MP for v1.8...give me a shout out quickly, either here or on steam if you're interested.
  6. You can start with this one---> (all duws players: keep an eye out for santa's sled come xmas eve :p )
  7. The Escalation mod I will not decide upon until it has had more time to evolve. As it stands right now it has too little vehicle content that is really different than what we've already got in vanilla (as far as the nato stuff anyway). I will wait and see how it matures before deciding one way or the other. Anyone remember who did the RACS mod for Arma2?...and if they have converted it to Arma3?...that used to be my vehicle mod of choice in A2. @Victruso - you have much catching up to do with your reading and playing duws :-)...sounds like you are at least a few updates behind.
  8. **** NEW UPDATE FOR DUWS MODIFIED **** *** NEW DLC VERSION 1.75 NOW RELEASED! GO GET IT!! *** There's a bunch of changes/additions and also some fixes so please make sure to read through the change notes on the Workshop very carefully as well as taking your time re-reading the in-game manual which has been updated. New As of November 08th, 2014: version 1.75: - New: official FFV (fire from vehicles) is now active for the following vehicles in Duws Modified: 1. CH67 Chopper 2. Mi290 Chopper 3. MH-9 Chopper 4. UH80 GhostHawk Chopper 5. M-900 Civilian Mini Copter 5. Off-road truck 6. HEMTT Transport - New: official BIS DLC added: 1. additional Helo Taxi support options avialable to unlock in the Requests menu: Mi290 Taru Bench Taxi, CH-67 Taxi w/animated door/ramp sequence, MH-9 Taxi(not DLC). 2. new sling loading CH-67 transport chopper now available for purchase via the requests menu. 3. new sling loading Mi-290 chopper now available for purchase via the requests menu at HQ & FOBs. 4. new M-900 Civilian Mini Copter now available for purchase via the requests menu at HQ & FOBs. - New: Recon Camera System available as a new Support Unlock in your Requests menu. Basically a 60 second free-roam camera that lets you view any location on the map that you wish with a 5 minute wait period in between uses. 10cp to unlock/5cp per use/175AP required for camera to function. See in-game manual for details. - Improved: Restructring & partial rewrite of all Warcom scripts (including the AI Limiter) for better balance of armor, air assets and troops as AP & Time increases. You'll now see enemy attack aircraft at lower AP and sooner than before (150ap+ needed for attack aircraft to spawn for either side), but no more armor and aircraft cluster frucking after 2+ hours since there is now a cap on how many armor,aircraft and troops will autospawn into the mission. The AI limiter cap has been increased a little so fortifying FOBs should be easier now if the AI Limiter is enabled. - Improved: Tweaked "Assassinate Officer" side-mission so it's more challenging and notifications work with MP. - Improved: Tweaked "Sabotage" side-mission so it's a bit more challenging and notifications work with MP. - Improved: Tweaked the Gorgon & Do-or-Die missions so the time-bombs can be defused by any player (previously only worked for the host). - Fixed: Rescue side-mission's trigger was accidentally broken...now the troops you rescue will join your group as they should. - Changed: "Do or Die" side-mission's AO size has now been moderately increased for a better challenge, although the area is still not as large as when it was originally introduced into Duws. - Fixed: "Do or Die" side-mission now fixed/adjusted so it still functions & ends correctly when played with the new mission-end parameter if officer gets killed during that side-mission. - Fixed: logic bug in support unlocking/re-locking which caused 0-8 menu stacking when re-locking certain items before they returned to the 0-8 menu after use. After using a support you must now wait until that support is returned back to the 0-8 menu before you can re-lock it and receive a refund. - Fixed: group halo bug cuasing various issues when using it with human players joined in the same group together (the group at bottom of unit selection screen). Works perfect now. - New: added action "Detonate Taxi" which appears in yor action menu after you call one of the chopper taxi's. Chopper will self destruct on a 5 second hint timer with its use and taxi service will return to 0-8 menu if you need to re-call it. Usage is intended for times when taxi chopper gets unexpetedly "stuck" or "broken" and you need to recall it again. - Changed: changed name of the "Request Units" menu to "Requests Menu" (makes more sense since you can do and request alot more than just units here, its really the heart of the entire mission). - Changed: some of the mission start screen 'defaults' have been changed to now offer better spread & balanced play when using default settings. - Fixed: some rpt errors introduced from recent game patches have been squahed. - Duws in-game manual updated. Get it at my Steam Workshop...just SUBSCRIBE & Have Fun!! http://steamcommunity.com/sharedfiles/filedetails/?id=222686368
  9. I've just noticed a glaring issue with High Command. If I tell a private grouped unit (not in HC) to mount a static weapon...he'll stay mounted and use the weapon. BUT...when I switch that same unit into HC (while is he still mounted) he suddenly dismounts the static weapon. This never used to happen in 1.32....he would always stay mounted in the static weapon after switching him into HC mode.
  10. I'd like more details...hit me up on Steam with a friend request so we can chat more about it on voice over there, instead of here on the forums...
  11. well again...what does it actually do that duws does not? All that explains is that it uses the standard spawned AI and assign it waypoints...which is what duws already does, except duws is alot more dynamic about the way it assigned waypoints/where it assigns them and when...and to who/when. So why would I want to install a simple spawn system that seems inferior to whats already in the mission? There must be something more special about it I'll assume for arguments sake. Anyway adding more AI will only hurt duws, not help. You would have to do an entire rewrite for it to work well inside the scope/s of duws. Perhaps you could explain something it offers that duws does not?...If it's a feature that's something not already there in duws and that interests me...you never know...im all ears but just don't have the time to install and play with that stuff myself right now because im knee deep in duws code. PS - im not really into instant spawning stuff for free...that doesnt do anything for the mission but make it a cheat. If it provides genuine services that are not cheating and are NEW (not already in duws) then please elaborate so I can better understand. Thanks guys
  12. I am familiar with MCC as it is a good cheating tool for helping mission makers with things that they have to test many times over...but I am not familiar with that GAIA stuff. After reading that link you posted, however, it seems to me that Duws Modified already does all of that already (except for the caching part and not having access to the cheating interface of MCC). So I dont see how it would change anything about the mission. Maybe you need to play the mission some more to know it better?...not sure really.
  13. Ok...guys...this has little to nothing to do with Duws the mission...it is just how arma works...and most of what you are talking about DOES indeed work...you just need to learn how to use it. I assemble the static weapons all the time from the backpacks in the VAS...same goes for the UAV terminals which work fine in the VAS as long as you choose the correct one. If you read my post above it already states that the "VA" is the one that places the limitations upon you...do NOT use the VA (it is only there for those who asked for it)...use the VAS instead. It all works as its supposed to, trust me. ...just get the first terminal from the "VAS" into your inventory, then buy a darter from bottom of the requests menu...done.
  14. support is over at the steam workshop (common questions forum)...just make sure you read the rules and do not post about any issues that cannot be reproduced with zero mods/addons enabled. That being said, it sounds to me that you probably just need to learn how to use the VAS system. Most things you do not know how to use in arma can quickly and easily be found by searching on Youtube: http://www.youtube.com/results?search_query=arma3+how+to+use+vas
  15. bigshot

    JSRS: DragonFyre -- WIP Thread

    Way too much reverb...sounds as if you're shooting inside a shopping mall. Other than that I like it very much, Nice work...thank you for working on it!
  16. Yes thanks...please just get it at my steam workshop for now.
  17. try adding the first terminal on the list and see if that helps. Its another arma-ism im afraid. The one you chose is probably used for another faction other than the Nato team. The VAS shows all items...and most of those items will work for any side/team...but SOME I guess will not.
  18. First of all, im assuming you're trying to play my modified version and not the original correct?...with this in mind I urge you to visit my workshop link provided in my signature above in the first post of this page and have yourself a good read of the notes I posted in the common questions forum there. It has the info you need to know on how to start an LAN server for yourself. The UAV is working as it should...there is no special coding there...it is all hard coded into the game and not mission specific. Your problem is most probably due to using the Armory #2(VA) which is the new arma3 built-in virtual arsenal coding which limits what you can and cannot use according to class. Use the Armory#1(VAS) instead...add the terminal that way since it does not limit you to class. I only added the new VA recently because a few players asked for it but truth be told the original VAS is much more robust and useful without the issues that the new VA causes. Also there is no more support for SP scenario mode...if you play my modified version you have no choice now but to play it LAN or INTERNET if you want to avoid issues....clearly stated in the readme change notes on 9/22 and also on the front page of the workshop. ...have fun :-)
  19. If you don't see that in your action menu then you most likely do not have a UAV Terminal in your Inventory. Grab one from the Armory under Items\Misc.(and make certain it has really been added to your personal inventory). By the way...you don't have to bother with the whole kitbag thing to get the UAV...all you need to do now is purchase one from the vehicles list inside the Requests menu :-) (yes it costs a little but its alot easier IMO).
  20. Rescue mission is fixed, will be in next update. Was just a silly typo error in the trigger statement (an extra array bracket next to the exec) but to be honest I never knowingly touched or changed that mission since kibot made it so I have no clue why it even happened to begin with. Since I was just in there I doubled the amount o enemy in the AO since previously there was only 4?...geez crazy easy. As far as the do or die mission being too easy thats kinda funny since its got alot more enemy around than the rescue mission...anyway I'll take a look at it but I made the area smaller because a couple complained they couldnt find the briefcase...now that i made it smaller its too easy...ya cant win :-)...I'll play it a couple times and see what i think though. I just want to make sure it's not TOO tough for the average player since the whole damn mission ends if you don't make it back in time. Id really like to see a vote about it...I'd ask you players to all play the Do or Die side mission and post here if you think its too easy or not...but I doubt too many will even notice this post...Ill check back in a few days incase there are responses. **EDIT** I've increased the size of the "Do or Die" mission AO to 350m. It was originally 500 many months ago but some felt it was too difficult to find the briefcase with code, so I recently made it alot easier by reducing the AO to only 200m which scott thinks is too easy. So now I've just decided to try 350m as an in between value. I think we'll stick with that and see how it goes. Another new update should be ready in a week or 2...im just waiting on the next game patch/DLC stuff...one of the new features comming is a recon camera system you can unlock/purchase for your 0-8 menu...think of it as a sort of spy-cam that works for 60 seconds at a time (5 minute wait period in between calls) and allows you to view anywhere on the map :-) This will give you some incentive to keep your AP(army power) up since a requirement of this new camera system will be that it won't work unless you have a minimum of 175AP when you call it from the 0-8 menu. There will be a bunch of other changes/additions as well...just thought I'd throw this one out there for now :-)
  21. bigshot

    SITREP - SPOTREP question

    ...we should be so lucky that Bohemia understood how to make things this simple to understand...in fact they should dump the "sitrep/spotrep" childish crap and just use weekly reports/changelogs like everyone else since it's industry standard language that's understood by all gamers. The way it is now you'd swear they LIKE to confuse people. What i often wonder about them is if they seriously just don't get it or are they really just sadistic?
  22. **** NEW UPDATE FOR DUWS MODIFIED **** *** VERSION 1.7 NOW RELEASED! GO GET IT!! *** There's a bunch of changes/additions and also some fixes so please make sure to read through the change notes very carefully as well as taking your time re-reading the in-game manual which has been updated. Here's a link to the change notes on Steam (same as below): http://steamcommunity.com/sharedfiles/filedetails/changelog/222686368 The next update will follow the next official game patch/DLC, probably sometime in November...all who want to help test it should begin contacting me now. New As of October 16th, 2014: version 1.7 - new: added new feature to FOB/Teleport Manager - you can now choose to either fast travel "alone" or with your "group". - new: added Group HALO - works with both players and AI in the same group (original script by: cobra4v320). you can now choose to either HALO "alone" or with your "group". - new: *Selectable Mission Win/Lose Conditions (in parameters menu in MP mission lobby): Cap All Zones/Officer Killed & Cap All Zones/Officer & Players Killed (see details below & in-game manual). - new: Free-Roaming Camera System invokes after death - **ONLY when playing the new slectable lose condition (officer + players killed). See in-game Duws manual. - changed: Special Operatives units are now able to revive human players and each other (if you've enabled AI Revive in the Parameters screen). - changed: Special Operatives units now cost 10CP each when you first recruit them and then cost nothing to redeploy them after they get killed. - changed: Special Operatives units delay for redeployment has been decreased down to a 60 second wait/delay. - changed: Special Operatives units now come with 50 spendable points each so that you can begin to customize their individual skill sets. - fixed: Special Operatives units now earn 20 extra spendable points which you can use toward further skill customizations each time your team either captures an enemy zone or completes a side-mission. - fixed: when fatigue is disabled in parameters menu it now effects the single AI units you recruit into your group (Regular units, SpecOps and Airborn Troops), and not just humans. This allows the AI to keep pace with you better and not fall behind so much! - new: added Army Power(AP) info to the Squad Manager Hint (now you can easily see what each teams AP is anytime you wish). - updated: VAS script (Armory#1) updated to latest version 2.6 so you now get 15 kit slots instead of 10. - updated: some new info added to the in-game map notes and also cleaned it up a bit and alphabetized the tabs. - changed: cost to unlock "vehicle refit" increased to 5cp (was 3 cp) - changed: cost to unlock "helo taxi" increased to 10CP - changed: cost to use/call "helo taxi" increased to 5CP - changed: cost to unlock airborn troops decreased to 15cp - changed: cost to use/call airborn troops decreased to 24cp (you still get 8 troops) - changed: increased wait time in between support calls for HC CAS & Attack Chopper. - fixed: opfor was not losing AP after blufor would capture a zone. Now the more zones you cap the weaker opfor becomes over time. - added: main base map marker now indicates if the HQ officer has been killed (marker turns orange and will be labeled "officer killed" when playing with the new losing condition parameter) - fixed: AI revive bug which caused you to sometimes lose command of your group. You should no longer lose command when AI revive is used. A HUGE thanks and a spot in our mission scripting credits goes out to "MDCCLXXVI" for fixing this annoying issue! - changed: volume reduced for the enemy warning siren sound (you're welcome, lol). - All new features are MP compatible and also work for JIP. If you encounter JIP issues have a good read in the common questions forum at our steam workshop page because it will cure all your JIP issues. *Selectable Mission Win/Lose Conditions: Cap All Zones/Officer Killed -OR- Cap All Zones/Officer & Players Killed. For players who wish they had ONE LAST CHANCE to continue playing and win the mission after the HQ Officer is killed. If you select this new mode in the mission lobby's Parameters menu here is how it works: 1. If officer dies you still get one more chance to try and win (mission does not end yet). 2. You still have to finish capping all the zones to "win". 3. If you fall injured you still have ability to use Revive(if it was enabled at mission start params menu). 4. If officer gets killed you lose all services and menus at the HQ. Fob services/menus stay intact, and you also get to retain all your previous unlocks that youve earned and requested earlier. 5. If officer gets killed then you lose the ability to respawn, so if YOU die after he gets killed (and you don't get revived) the mission is over for you and you will be given a free-roam spectator's camera to watch your friends continue to play and try to win. Mission will end when either your team caps all the zones (win) or all human players are dead (lose), AFTER the officer has been killed. DropBox .pbo & Steam Workshop Have Been Updated - Just re-download , install & Have Fun!!
  23. I cant reproduce it playing alone...it only happened when I had a connected client in a self-hosted session. I didnt do anything special with the install...just plug and play the way you had it without making any changes, except to turn off the debug markers of course. Who knows...could have been a mod he was running that the IED script didnt care for...I have no idea. I would try to test it more for you and report back but im having trouble enough getting my own MP testers together these days while testing my own stuff, lol.
  24. Taking a little vote on the front page of the steam workshop for Duws Modified, for those interested!: http://steamcommunity.com/sharedfiles/filedetails/?id=222686368 just look for my front page post "THE PLAYER'S CHOICE GAME"
  25. @MDCCLXXVI - you ARE da'man...not to mention coding genius :-))))) (and you've just earned a celebrated spot in the 1.7 mission credits btw!). I thought he had removed the leader from command because if the leader gets injured and falls he has no way of giving the revive command...but apparently...it seems to work anyway because the AI comes to revive you even though theres no commander giving the order, which works out swell. @everybody reading this - grab this guy quick, get em' hold em' up straight and dont let him get away!....we need him to make duws dedi-compatible!!!!!! seriously thanks for the help;)
×