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Hotkey

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Everything posted by Hotkey

  1. Hi all, im currently searching for a goode playable CTI version for a LAN Party next week. The main purpose will be to play as Coop against the KI. I've tested CrCTI OGN yesterday and everything works fine. But the main problem i have (also with other CTI Versions), is that the AI is unhuman like good. I've played with viewdistance 1500, and i get killed from the AI without beeing able to see them myself. Example: I'm in an Abrahams and zooming in to find any targets. Then i got 1 hit, second hit and my tank is gone. My AI group members saw the tank, but i was not able to saw him. about half a minute later i saw him then appearing through the "fog". I've got this problems also with infantry, they see me from far away, even if i'm crouched in the woods. As if this is not enought they always need one shot to kill me. The turn around, go phrone and shoot me right in the head within 2 seconds about 300m away with an AK. I'm not quite sure if this can be adjusted in the mission, but it would be great if this would be possible. Maybe someone can tell me if the option "Veteran" oder "Cadet" has an affect on the AI's skills, or if its just the "skill" attribute which is assigned in the mission editor? It would also be good, if the armor of tanks can be adjusted. By default they are gone with one shot. Im not sure if this is realistic, but for fun purposes it would be cool if a tank can absorb at least one hit (with taking damage of course). Best regards Hotkey p.s. Im currently playing with 1.09 Beta...
  2. Hotkey

    Problem with AI beeing to good (unhuman)

    Yes, Arma is not a shooter, i know that. I've played Arma/OFP since the demo of OFP. But it definetely changed. Especially in CTI when you often take long ways to the towns, take an additional 15 minutes to sneak around the town to get a good shooting spot with cover its annoying when you then got shot in 3 seconds. Sure, i don't know how it would be in real life, but i guess it's not so easy to locate an enemy soldier who shot at you from a distance lying in cover. Esspecially when you are under fire. But the AI Soldier in Arma doesn't have a problem to go phrone, spot you and shot you with an AK within seconds. I'm playing the mission on a dedicated server. So does this really work: Does skillEnemy only affect the pathfinding? Thanks for the answers so far Hotkey
  3. Hotkey

    Problem with AI beeing to good (unhuman)

    Thanks for the hint, never tried that one. But as reading the post you linked to: Doesn't that make the AI even better then before? Or am i missing something?
  4. Hotkey

    8007000e Error in Vista

    I got that error too, now 4 Times in the past hour. Shouldn't that issue be solved for the beta patch 1.07. Im using the beta patch 1.07 and it's obviously there. I'm posting here because the bug tracking page is offline. Maybe Bis should consider to host the bug tracker on their side? My Specs: Windows XP SP2 MSI Mainboard, 7900GTX 2 Gig Ram Tha crashfile can be downloaded here: Crashfile Link
  5. Hotkey

    Bug Tracker offline?

    still not online yet
  6. Hotkey

    Evolution V1.0 Large scale respawn coop

    Thanks KJ for that great mission. I've just played that mission yesterday in LAN about 11 hours with 4 buddies and it was great fun. At least we managed to get SE Sahrani until sunset. I guess the issued we had where allready discussed here (managed to get to page 25 or so) Funny thing we all overlooked the side mission possibility - we should read the briefing better next time :-) One question i have is: What can i do with the Phone? (Possible to select in the gear window). Then i liked the mobile respawn possibility from MFCTI where you can build a medic tent which then ca be used as a respawn. Maybe you could limit the ability to build that tent to medics with a certain rank? @BIS: PLEASE implement a possibilty to save certain values to the servers filesystem. Would be great to build such maps as persistent battles. I've heard about a possibility to connect Armed Assault with Web Services, or was that a dream?
  7. i get the following message diretly after starting with the patch enabled: "Error compiling vertex shader VSTerrain". I've installed on Vista 64 bit and tried to start also on Windows XP. I'll now try to install again on XP, maybe it is/was a UAC problem on vista. System is GF 7900 GTX, MSI Neo8 mainboard on Vista and XP update Just deleted the folder and reinstalled on XP but no luck, error still persists p.s. sorry for crosspost, but i guess this forum is the suitable place for those error submits. If not feel free to delete this thread.
  8. I've added this problem to the bugtracking system if someone ones to contribute... http://bugs.armed-assault.net/view.php?id=2358
  9. Hotkey

    ArmA Public Beta Patch 1.05.5143

    i get the following message diretly after starting with the patch enabled: "Error compiling vertex shader VSTerrain". I've installed on Vista 64 bit and tried to start also on Windows XP. I'll now try to install again on XP, maybe it is/was a UAC problem on vista. System is GF 7900 GTX, MSI Neo8 mainboard on Vista and XP update Just deleted the folder and reinstalled on XP but no luck, error still persists
  10. Hi alll! I've some questions about the included CTI Multiplayer Mode. I've played that mode yesterday with some friends, and unfortunately it feels like it is not completed in any manner. The first issue is that the russian side is able to respawn at the us base (if no other flag was selected initialy). This Bug alone makes this mode unplayable. Nevertheless, we played some minutes to get familiar with the new mode, and i must say there are many good and new ideas. For example the paratroopers and the convoy. Here's a list of problems / questions we have so far: What about the radio message "hire"? Is it documented in some way? If you choose that command, 2 new vulcans appear but without fuel. Very strange to me - can i hire other units/cars? What about the victory conditions and the round-time? In every MP Map you can set this settings in the launch window, but with cti this window provides no settings at all, besides whats the function of the chat window in the mp missions briefing? What about AI players? Is it possible to play against an AI side? (I guess not, but i still hope it) Thats it for now, i highly appreciate your answers and still hope that the CTI gets ready for real usage in the near future. I'm a bit dissapointed so far, and i guess the game was pushed to the store shelves unfinished. But if you, BIS does the patch work as good as with flashpoint it would be OK for me... Ok, please make me a happy christmas and get CTI fixed asap
  11. Hotkey

    CTI Incomplete / Buggy

    besides the problems with respawn and the server settings we had a massive performance degrade after some time when the first cities get upgraded. The performance dropped massive for all players (15-20). I would really appreciate an official statement on this topic. They even advertised the game with the cti function. The overall communication policiy is really dissapointing - i don't have much problems with the bugs if they will be solved - but i really would like to hear what will be solved at which time. Maybe an excuse couldn't hurt either. This is definately not the way some company should deal with one of the most loyal communities... Too bad that placebo has left bis, one of a few who at least sometimes gave new information.
  12. Hotkey

    CTI Incomplete / Buggy

    any update on this?
  13. Hotkey

    Multiplayer Interface

    the interface really needs some rework. It's sad that the MP Part is in such an unfinished state. - The connectivity boxes are kinda useless. - You don't see the map played and you or are not able to search for a map. (e.g. searching for a cti game is not possible) - The chat, gui layout and color in the lobby is a disaster in terms of usability. - Documenation is also missing. At least the CTI mode needs some documentation. I still don't know how to set time limit or what the hire radio command does (besides the 2 vulcans without fuel). I simply can not understand what the Quality Assurance @ bis or Morphicon has done. Either the QA does not exist or it was on a long long holiday. I really hope that Bis is going to address this issues in the next patch - the MP Mode was the main reason for me to buy the game. Of course for modes like CTI - DM or CTF can be played better with other games... *crossing fingers*
  14. Congrats BIS! And keep up the excelent work! Besides: Sorry for leaving the WC 2006 - Greetings from Germany
  15. Hotkey

    IDEA Games at E3

    5 words: ALL I EVER DREAMED OF
  16. Hotkey

    ZEUS CTI v1.2 released

    Os, CPU, Ram?
  17. Hotkey

    Cheat or not ?

    personal i think it's getting worse. Every 4th CTI game gets to an end cause someone is using cheats. Im not speaking about some players with really high scores (which are maybe also cheating...), im speaking about cheats like "Driving a Scud over the island", "Firing like 3-4 Mortar rounds at your base 5 Minutes after the game starts", "Discovering your Base after 2 Minutes" etc. Especially in CTI games this is VERY annoying when these or other cheats happen after 2 hours of gaming.... So i think its not paranoia to say that the OFP Cheater Prpblem is getting worse...
  18. Hotkey

    OFP MP Addon...

    Hi all, first of all: yes, this isn't exact the right forum for this idea, but i guess it would fit both in the OFP board - as well as here (cause i would like to have this features too in OFP 2) Ok: [Dream Mode] New OFP Multiplayer Addon will be released at the end of this year: Features: + Ingame joining + improved server performance (you don't need a state of the art server to play CTI missions + increased max. possible amount of players (about 64?) + cheat protection (punk buster or equivalent) + ECP Sound and Kegetys gfxdll included [/Dream Mode] Keeping in mind the actuall market of pc-games (tactical shooter games) there would be many gamers which would gladly pay about ~30€ for an addon like this. Imho there's no need to improve gfx or add new shader3.0-like-state-of-the-art effects. Just improve OFP this way to get it back on the "my-favorite-game"-lists of many players ;-) Anybody else having this optinion? Or am i dreaming to hard? ;-)
  19. hmmm, you can also argue the other way round: They have no clue on when its done (or even if its done sometime) and so they put the 2006 date. And imho the potential of OFP is in no way exhausted... just compare OFP with latest games of this type like soldner...
  20. agree! i guess at this moment bis is focusing on the X-Box release, after that is done they may focus on OFP for X-Box2 or something... The fact that we get no news,screens or presence on E3 or GC makes me think that they aren't even working on OFP 2 for PC... Just compare games like s.t.a.l.k.e.r or Battlefield 2: both games are planned to be released in 2005 - and there we have allready many screens, pics and vids... So Bis hasn't something they can show, or their marketing is going the complete other way (which in my opinion will only leed to a more shrinking community - and with this to less servers and less pupils playing on it) sad.. really sad.
  21. Hotkey

    OFP MP Addon...

    ok, now that OFP 2 will not be released till spring 2006 Bi might think of a new Addon ?
  22. Hotkey

    No Main Menu.. Help!

    Hi All! I got a strange Problem with Flashpoint Resistance (v. 1.96) The game starts and after loading i see the intro which is normaly behind the main menu, but i can't the the menu itself... I can hear the clicking-sounds while moving the mouse which are normaly produced by hovering the mouse over the menu items. Any help for this problem? Note: i have installed new Drivers for my Radeon today (played Flashpoint well before). After installing the old Drivers again the problem still persists...
  23. Hotkey

    No Main Menu.. Help!

    that was it! Thanks man! Besides: Strange that it worked before
  24. Hotkey

    No Main Menu.. Help!

    no, i ll try it and report back. Thanks for the suggestion!
  25. Hi together! I've got a strange Problem with my mission. I'll try to make it short: I've got two squads with 4 Soldiers each. Every Squad should get the order to get into a waiting chopper. After each squad has board the assigned choppers they should start, fly to a landing zone and there each squad should get out - the choppers should fly back to base. So i managed this with the Chopper Load Waypoint synchronized with a "Get In"-Waypoint for the squad leader for every chopper/squad combination (2 squads, 2 choppers). For the landing equivalent the "Get Out"-Waypoint for the squad and the "transport unload"-waypoint for the chopper - again for every squad/chopper one waypoint-combination. Additional i placed an invisible H at every landing point of each chopper. (don't know if it's needed but i read that in a tutorial) So in SP everything is working as it should: When the mission starts the choppers are starting their engines and waiting for the squad to get in. After that they fly to the Lz, land there and take off again after each squad has dissembarked. No to MP with 2 Slots (I've made the 2 Squadleaders "Playable") In MP with one Human Player (rest AI) everything works like in SP as well. No the Problem: With 2 Human players (rest AI) the Helicopter for the player which is the server acts like he should. But the chopper for the other player don't waits till the squad is in but takes off immediately after his engines are on full power. (We switched the squad and the "host-role") So as i intended this mission to be played by 2 human Squad Leaders as a coop mission i would be very happy if someone could help me out with this. Greets --- Hotkey
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