

BigBadBobNed
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Hey, Is it possible to enable vehicle crosshairs, whilst having player crosshair disabled? In ACE, I have found that few vehicles have the weapon crosshair still - and most do not. Tricky with the AH6! Thanks in advance for help
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Glad to see I'm not the only one who thinks this suggestion has some wieght. Couldn't agree more with the two above posts. Cheers lads
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In my opinion, ArmA seriously lacked realistic terrain. I'm not talking visually, grass and tree details etc are fine. The fact is the land is much too flowing and smooth. If we are going to have a balance of good gameplay and realism, the terrain needs the kind of gullies, valleys and little flaws that make games more interesting and realistic. In Arma, tanks can go ANYWHERE. I don't care what you say, its true. Unless its vertical and the tank doesn't physically have enough steam to get up, there's no change your vehicle is getting stuck. In reality, rocks, cliffs, rivers, lakes, trees, seriously rough terrain would limit the mobility of anything. I think this would dramatically improve those firefights, as at the moment with ArmA unless your covered by trees or a structure, you can be seen pretty much miles away. Its like a series of football fields with trees, houses and a mountain here and there. Lets see some of this
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Great suggestion
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I've got a bug. I'm hosting a multiplayer game On my dedicated server, no players see the 'secure area mission' text that should appear, but they see it on the map. No players can 'rescue' survivors. On my own game, that I have hosted on my PC (Arma->multiplayer->New etc) ONLY I can see the 'secure area mission' marker, and rescue survivors. The others can see them, but still not rescue them or complete the secure area missions. What's the probem here?
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Cracking work Murphy! Can I ask how you over-came the problem of only 144 units being spawned? You talked a few pages back about the script you were using to delete bodies not working, so you made sure the yomies own one was used instead (delete group & vehicle I think you mentioned). You see i'm making a missions, works great. Got 15 yomie_spawn markers all spawning fine (with 50-80 yomies in, on 'infinate' but when I run through all my markers till the last one, they seem to stop spawning completly. My general thoughts were that the yomies were actucally deleted out of the marker once the player leaves, so that if the player enters a new marker, yomies will spawn and not be affected by the 144 max rule, but this dosnt seem to be the case. I've tried yomies own template, and the demo mission as bases to make my mission, but still no avail. Is there some kind of remove yomie script/tripper needed other than the one in their own template? Or do you just have to waste all the yomies in the area? (even though you should be able to have 'infinate' on so they keep coming) I'm stumped.
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Hey, as the title states, I thought it might be a good suggestion to have; - Fast ropes out of air-craft for quick deployment - Burning / on fire players. I thought the other day that ArmA is lacking the realism of burning bodies. When you hit a tank, instead of having instant dead bodied suddenly drop on the floor, I thought they might be on fire (on occasions this would happen realistically) and maybe even not be instantly dead (run around on fire). So what do you all think?
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Can't run edited missions on dedicated server!
BigBadBobNed replied to ricnunes's topic in ARMA - MULTIPLAYER
That will work normally, only if you have a very basic mission setup. If you are using scripts, advanced .sqf or .init files, and custom made descriptions, the only way I'm aware of to make the mission and store it in your dedicated server is to goto your 'Arma other profiles' directory where you store the edited missions, finding your folders, and using a tool such as BinPBO to create a .PBO file out of the folder, and manually move it to the MpMissions in the arma directory. When you start doing this you can really start to make some good advanced missions. You can progress through your scripting knowledge and make templates for future missions, making it really easy and fast to make advanced technical missions. Good luck! -
Dedicated Server Mission select
BigBadBobNed replied to BigBadBobNed's topic in ARMA - TROUBLESHOOTING
I'll give it a go! thanks very much! -
Dedicated Server Mission select
BigBadBobNed replied to BigBadBobNed's topic in ARMA - TROUBLESHOOTING
Just out of curiosity, with the automatic mission class option, is there any way of putting a time-limit on each mission, so say for example, after 120 minutes, the server automatically changes to the next mission? Somthing like this: class Missions { class MissionOne { template = MissionOne.Sara; cadetMode = 1; timelimit = 120;?? }; class MissionTwo { template = MissionTwo.Sara; cadetMode = 1; }; This is an example of what I think it might look like? Though the command timelimit is wrong. Wanting the effect of the mission changes onto missiontwo after 120 minutes. Is this kind of thing possible server-side? Or does it have to be in the mission? -
Dedicated Server Mission select
BigBadBobNed replied to BigBadBobNed's topic in ARMA - TROUBLESHOOTING
Brilliant! Thank you, works now (What an idiot I am) Cheers for you help guys. -
Dedicated Server Mission select
BigBadBobNed replied to BigBadBobNed's topic in ARMA - TROUBLESHOOTING
Does that mean I have to do the following for EACH of the missions in the server?!? class Missions {   class ch64_berzerk_v1.23_ortego   {     template = ch64_berzerk_v1.23_ortego.sara.pbo;     cadetMode = 0; }; That's quite a bit of work. Surely, when a player connects, if the server is empty, there is a much simpler way the player can select a mission, rather than having to either login as admin, or have the class missions setup. I'm not talking about voting for a mission. I'm talking about a player selecting a mission when he/she enters the empty server, insead of just sitting there with a blank screen, which is happening at the moment. (No maps selection on the left hand side, no missions to select on the right-hand side, just blank) I don't know how to explain it in any other terms. -
Dedicated Server Mission select
BigBadBobNed replied to BigBadBobNed's topic in ARMA - TROUBLESHOOTING
On other servers, if it is empty, I've noted that you can connect and select a mission just as a player. I would very much like this option for my players. -
Dedicated Server Mission select
BigBadBobNed replied to BigBadBobNed's topic in ARMA - TROUBLESHOOTING
So do I just need to add class Missions { }; to my server.cfg? I'm sorry, I am a noob and this is new to me Thanks for the help though -
Dedicated Server Mission select
BigBadBobNed replied to BigBadBobNed's topic in ARMA - TROUBLESHOOTING
The config looks like this: Config file: passwordAdmin = "*****************"; hostname="********************"; maxPlayers = 64; reportingIP="armedass.master.gamespy.com"; motdInterval=8; motd[]= {"Welcome to our server"}; voteThreshold=0.33;voteMissionPlayers=3; kickduplicate=0; checkfiles[]={"HWTL\dta\data3d.pbo","dta\data3d.pbo"}; checkfiles[]={"HWTL\dta\data3d.pbo","dta\data3d.pbo" equalModRequired=0; disableVoN=0; vonCodecQuality=10; NetStats=1; VonID=1; persistent=1; onUserConnected="OH HI"; onUserDisconnected="Thanks for playing, Come visit soon"; I've added persistent=1; to keep the mission running when we leave since it closes and then future players that connect cannot choose a mission.