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bionicman303

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About bionicman303

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  1. bionicman303

    co10 Escape

    @ministeriet, @DoNNeRBeRG: I actually posted a working version of co10 Escape Livonia in the Discord approx. two weeks ago. Neo said that they already had a version in the making and would probably not need my version but until the official version is out, please feel free to use it. Took actually quite some time to place the command centers and village markers. Hope was worth it!
  2. bionicman303

    co10 Escape

    I'm currently preparing a Livonia version of co10 Escape. Just finished the placement of commcenter markers and village markers (will sent to Neo and Scruffy once done). I have 5 questions which came up during testing. Maybe some of you know more about that: 1st) I drove around the map like crazy but barely encountered patrols along the roads. In other Escape missions road patrols (infantry) are very common though. Did I break something and do you know that phenomenon from other porting attempts? EDIT: seems to work now ... 2nd) I currently have ~ 150 village markers and I tried to add markers to sites with at least >= 2 buildings. However, on e.g. Chernarus there are much fewer village markers and these are not consistently placed: sometimes there is a marker on a 2-3 buildings settlement and sometimes not. Military objects such as Green Mountain does not even have a village marker. Did I miss something? 3rd) Does the number of village markers affect performance? EDIT: according to what I was told in the Discord, the number does not affect the performance per se but if you are approaching too many markers at once, this will of course trigger the patrol spawns and this has an impact on performance ... 4th) Does the size of the village marker affect the number of patrols spawned in that area (larger area = more patrol spawns)? EDIT: according to what I was told in the Discord, larger village markers spawn more patrols and that this relationship is somehow proportional. So if you have, say, a 200x200 village marker, it might be better to split it into four 50x50 markers to reduce the number of patrols spawned at once. 5th) In the south of Livonia free and flat space is quite rare but sometimes there are military bases with a sufficiently large area to fit a comm center in. Is the placement of comm centers within mil. bases discouraged due to path finding issues? EDIT: the new cargo platforms would be neat to use but I assume that the commcenter compositions are static and don't allow for an optional cargo platform
  3. bionicman303

    co10 Escape

    heads-up: the latest version of RHS 0.4.9 introduced a visibility bug with the BMP3 (early) [ rhs_bmp3_msv ] which is also affecting the RHS-based Escape missions. The problem is that this BMP appears invisible most of the time and is only visible if it is nearby. Fighting with an invisible BMP is no fun ;) The issue will however be resolved in RHS 0.5.0 according to the RHS bug tracker: http://feedback.rhsmods.org/view.php?id=5231 As a temporary fix for those who want to modify their PBO one could replace the affected class by a comparable BMP variant in the UnitClasses.sqf. For example "rhs_bmp3_msv" -> "rhs_bmp3m_msv"
  4. bionicman303

    co10 Escape

    Indeed, understandable! Thanks for looking into the other options! One mission-related question though, since the new RHS 0.4.9 update is out since yesterday, are the Escape missions designed to randomly choose from the entire, say, Russian motorpool, including the newly added T-90AM, T-90SM and T-90SA or are vehicles entirely hard-coded into the mission file? @jaj22: thanks for your response, too!
  5. bionicman303

    co10 Escape

    @Neo, @Scruffy: I have two questions: 1st) Can you please check the URL to the development builds which you have provided in your starting post? https://gitlab.anzp.de/escape/co10_Escape/-/jobs/artifacts/develop/download?job=development Whenever I click on that, I get the following error: Do you still happen to have the FTP server as an alternative? 2nd) I often play Tanoa.RHS.US.vs.RU and the time of day setting does not work, e.g., the "daytime" setting deploys me in the middle of the night etc. Is there a solution or workaround for that? Best regards, a big fan
  6. bionicman303

    co10 Escape

    Wow, I never heard of that before. Are there actual Escape missions tailored for the Zombies&Demons Mod? That would be awesome. If yes, can you please give me a link? Thx!
  7. bionicman303

    co10 Escape

    Awesome!! Playing it as we speak! Thanks a lot!
  8. bionicman303

    co10 Escape

    Hi Neo, Scruffy, are you still working on a port to the Rosche map? Would be awesome. I'm a long-time fan of both the Celle and Rosche maps because I happen to live nearby these areas in real life 🙂 Escape is such an awesome game mode and such a good mission when introducing friends to ArmA. Reason is, that you can focus on the infantry part and the mission goals are rather simple to understand. It's not that overwhelming for new gamers, I think. A Rosche port would be so awesome. Thanks a lot in advance, guys! Best Jan
  9. bionicman303

    co10 Escape

    wow, fast response :) which typo? thx!
  10. bionicman303

    co10 Escape

    I'm playing Summer Chernarus Escape RHS 1.9.0 dev on a dedicated server and the server's RPT file has ~ 66,000 entries of the following error: According to the log, the error message started to appear a day before after the "ESCAPE SURPRISE" entry: Has anyone a clue what is going on here (bug, known issue etc.)? The error seems to be written to the RPT file once or twice per second. Cheers
  11. I used to play Xeno's superb Domination2 MP mission (Arma2+ACE) a lot but after a harddisk crash and a reinstall I had to recognize that the most current versions of Domination aren't available on dev-heaven anymore. Even though Armaholic has version 2.11 available (http://www.armaholic.com/page.php?id=6014) this isn't the latest one. Long story short: I just found out that the Internet Archive (https://web.archive.org) holds old versions of the aforementioned dev-heaven site and even the one with the latest versions of Domi! For example have a look here: https://web.archive.org/web/20131013195809/https://dev-heaven.net/projects/domination/files I just wanted to share this in case some of the other veterans experience the same as I did. I think that in my almost 25 year long personal gaming history, I by far made the most immersive gaming experience while playing the Domi missions. This really means a lot to me ... so, yeah, day saved :)
  12. :) Thanks a lot for the quick response! Good to hear that you're already aware of the issue! Regards Bionicman303
  13. Well, actually, I was sitting in a M113 and was following a small, dusty road up to a village on a hill. Both sides of the road were lined with small rocks - with a max height of 20cm. I accidentally got in contact with one of them ... This should be no problem for a tracked vehicle at all! Moreover, I would never except a complete loss of gravity and to be instantly kicked into air :-)
  14. Hi all, I'm an old OFP and ArmA veteran and spent countless hours of my life on these games :-) When ArmA2 came out, I was really upset in terms of bugs, such as the one described in the title. I put it away and concentrated on ArmA, hopeing that time (patches) would heal the wounds (bugs). In order to avoid installing the whole game again, only to get aware of the same old bugs, I hope that you might give me a hint: Are the major bugs (such as the one described in the title) still in there and if "yes", is BIS somehow aware of these? Thank you very much! Greetings, Bionicman
  15. bionicman303

    Warfare Cooperative (WACO) v1.1.1

    Hi DoomGuy! Thanks a lot for your recent work (and hopefully your future work) on Warfare Cooperative! I had several really intense games with a friend of mine. The atmosphere really rocks :-) Two questions: A question on the enemy AI...if they do capture the airport, should they start building aircrafts and go on direct interdiction/reconnaissance missions (given they have enough funds)? Or is this planned for a future release? I guess, this would give  a lot more tension to the human players as they really would have to take air defense with them on capturing missions etc. Another question also on the enemy AI's tactic: Once, they have spotted your HQ or decided to capture the airport (or another strategic point of interest), will they change their tactic in case they did send a certain number of teams (tanks,infantry) without success? It would be interesting to let the enemy AI attack the players' HQ for a certain time (depending on how much the AI wants to send with his current wave) and to automatically reroute his attacks, e.g., attacking the airport from the south first, and then from the east. Or even split the teams to let them simultaneously attack from different directions? *g* (this is really complicated to implement, I guess...working with synchronized waypoints etc.) A last question, can the enemy AI vary the size of its attacks squads, i.e., sending 2 tanks to a capture a town and the next time probably 4 tanks. This would make his attacks a little bit more unpredictable :-) again, thanks a lot cya bionicman
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