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KaRRiLLioN

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Everything posted by KaRRiLLioN

  1. KaRRiLLioN

    Possible Hack/Cheat

    Here's the problem. If I use equalmodrequired, then the server will not show up to anyone with mods active because the Gamespy list will put a red "X" next to the server and drop it to the bottom of the list. If you try to join it, you'll get a "bad server version" error message. So that won't work too well. I've been searching, but haven't found a list of files that should be checked with checkfiles, aside from data.pbo. And would that even make a difference? The worst part is that we have a few script-kiddies running amok in our community, tainting the online experience for some, and ruining it for others. This sort of cheating is hard to prevent because ArmA is meant to be flexible so modders and mission makers can create all sorts of experiences for players. But it's the very same code that allows RTS, CTI, Evolution, and other missions to exist that also allows KFC to wreak havoc. So what can BIS do about it without killing the potential of the scripting? A couple of minor things might help. 1) Allow all servers with "equalmodrequired" active to still show up normally in the server list. When a player tries to join, have the server give them a message "You cannot join this server without matching the server addons" or something that makes sense, instead of X-ing the server out and giving a "bad server version" error. 2) Have the server check for command flooding from clients. It may or may not be possible to see if a client is spamming global commands, and then auto-ban him. I'm sure there are other good ideas out there, but what we need are some simple tools without killing the flexibility of ArmA.
  2. KaRRiLLioN

    RTS-4 ArmA Released

    Okay, I've put version 1.11d on the server and updated the link in the first post of this thread. Hopefully the global eventhandler was the issue. This issue appears to be caused by a script that is looping so much and so fast that it hogs all resources on the server and the client machines. Anyway, lmk if this fixes it.
  3. KaRRiLLioN

    RTS-4 ArmA Released

    Hmm, the only change between the two versions aside from some minor fixes was the eventhandler to prevent AA missiles from harming land vehicles. Since it's a global eventhandler, maybe it's overloading everyone as it fires on all machines. I'll try a minor fix and make sure it only fires locally and see if that fixes it.
  4. KaRRiLLioN

    RTS-4 ArmA Released

    Someone emailed me and said a lot of people were joining with the XAM mod and thought that might be a reason for the crashing. Has anyone else noticed this?
  5. KaRRiLLioN

    RTS-4 ArmA Released

    RTS-IV v1.11c is on the server, and I put a download link in the first post of this thread. Changes: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> AA launchers have been nerfed against land vehicles. Â If you fire an AA rocket at any sort of truck/car/tank/apc and you're over 300 meters away, the missile will now veer off target. @Robert: Â I'll take a look a the cam when I have time. Â I converted that from Kegetys's spectate script since he had so much functionality already built into it. Â Have you tried hitting escape when a unit you're viewing dies? ATM, I'm working on static defenses and howitzers with ammo cam. Â I'm still deciding how I want static defenses to be built. Â I think I'll require the player to have an engineer in his group, and the engineer will need to be within a certain distance. Â Once the player gives the order, the defenses will build.
  6. KaRRiLLioN

    RTS-4 ArmA Released

    ModaFlanker - the credits are per teammate, not a team as a whole. So when you spend your credits, it doesn't impact anyone else directly, except that you might not be able to assist them later if you can't afford something. At some point I'll add in a feature so players can give credits to teammates. About the AA missiles and land vehicles, i.e. anything that can't fly--I'll probably make it so if someone fires an AA from within 200 meters or so, it'll still damage it. At least that way the vehicle has a fighting chance. But if it's over that, then it'll redirect the missile.
  7. KaRRiLLioN

    RTS-4 ArmA Released

    As with anything, this feature can be abused. I implemented it this way to give a team a fighting chance against an enemy that was overwhelming them with aircraft. I don't mind players or AI being rearmed anywhere on the map. As you know, AI are notoriously slow to rearm if you have to tell them to take something one item at a time. The reason I didn't modify it to prevent rearming from anywhere is that it can get complicated trying to manage 30+ soldiers when you have to micro-manage every little thing. As it is, AI with AA rockets are great at shooting anything but planes. What I really have an issue with is how effective these AA rockets are against tanks up to 3km away. So, what I'll probably do, and I know some people will scream about it--but I'm going to make land vehicles immune to AA rockets. So if someone fires an AA rocket at anything but aircraft, it'll be re-directed. What do you think about that? Since AI are only moderately effective against aircraft, I'm not going to add countermeasures just yet. Another change that might work, is I'm thinking of charging credits each time a player re-arms, and it'll cost for each AI he rearms as well. So if you rearm 20 AI, then it's that cost x 20. If the economy is set to resource capacity only, i.e. no credits, then it'll be free. I don't want to get into charging for each individual weapon. My goal is to allow players to plan their next engagement and fight without having to micro-manage every single magazine clip and weapon for their AI. In general, how are the changes I made working for version 1.11b? Have you all been playing with the credits option much? And how do you like Victory point games? Also, has the chopper-suicide prevention been working? I'd like to know if that's effective or not. I'll try to have another version ready soon.
  8. KaRRiLLioN

    RTS-4 ArmA Released

    Okay, well I banned that userID vazco gave me, so lmk if he shows up again. I put RTS4 1.11b North on the server to address a couple of issues with credits sometimes showing up as "scalar". I also put in a script to attempt to prevent choppers from suiciding into refineries/FB's. If you fly a chopper anywhere near a refinery or FB, you'll need to fly nice and easy. I'm working on Howitzers w/ammo cam now, and trying to decide how I want them to work. I want to add in static defenses, but I haven't decided if I'll require engineers to build them, or if the player will do it. LMK how the changes in 1.11b work.
  9. KaRRiLLioN

    RTS-4 ArmA Released

    Jesper? Is he logged in as admin or voted admin?
  10. KaRRiLLioN

    Player switching

    You can actually find the magazines as well. It's an array, i.e. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazines player will return the magazines for the weapons. You can also find the amount of ammo in each currently loaded magazine as well: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player ammo "weapon" You're correct about identity. There might be a way to work around it, but when I made Sarani Virus, I didn't really try to figure out how to transfer identity since I wanted dead players inhabiting zombie bodies. It might be possible to set the mission to group respawn. Then when the game starts, create a zombie group member for each player and set them to playable. Then when a player dies, they'll respawn into the zombie. Or you could possibly create the new zombie group member and set it to playable the second the player dies, and then the game might transfer the virtual soul into the new group member. That way you'd preserve identity. It'd take some messing around, but it might work.
  11. KaRRiLLioN

    Player switching

    You can actually find the magazines as well. It's an array, i.e. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazines player will return the magazines for the weapons. You can also find the amount of ammo in each currently loaded magazine as well: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player ammo "weapon" You're correct about identity. There might be a way to work around it, but when I made Sarani Virus, I didn't really try to figure out how to transfer identity since I wanted dead players inhabiting zombie bodies. It might be possible to set the mission to group respawn. Then when the game starts, create a zombie group member for each player and set them to playable. Then when a player dies, they'll respawn into the zombie. Or you could possibly create the new zombie group member and set it to playable the second the player dies, and then the game might transfer the virtual soul into the new group member. That way you'd preserve identity. It'd take some messing around, but it might work.
  12. KaRRiLLioN

    RTS-4 ArmA Released

    Yeah, that's a JIP error that seems to occur sporadically. Apparently ArmA doesn't always init everything for people who JIP. I'll be putting some error-correcting code in the game to check for that.
  13. KaRRiLLioN

    RTS-4 ArmA Released

    FYI, I put a new version on the server - RTS-IV 1.10. Â This is a release candidate with some major changes. There's a new hybrid economy in this one. Â At the mission setup screen you can choose from: 1. Â Resource Capacity - the current method where only resources matter 2. Resource Credits - this works just like money. Â You earn credits depending on your territories and the levels each is at. Â You still need a certain amount of oil/ore for vehicles, but the amount is about half of the normal amount. 3. Â Hybrid Economy - this uses both credits and the normal resource requirements. I've also added a new gametype. Â Now you can choose from Annihilation or Victory Point control. Â Annihilation is the regular style where you have to destroy the enemy base when they have 3 or fewer territories. Â Victory Point uses a similar style to battlefield where you must take specific points in addition to the normal territories and make the enemy team's ticker points reach 0 to win. So if you want to check it out on the server and give me some feedback, go at it!
  14. KaRRiLLioN

    Any North-South Servers?

    PM me your userID and I can unban you.
  15. KaRRiLLioN

    RTS-4 ArmA Released

    Are you updated to version 1.08? For some reason it's indicating you don't have the A10 which shipped with the US version 1.06 and was patched into the Euro version with 1.08.
  16. KaRRiLLioN

    RTS-4 ArmA Released

    Yes, every new addition can bring some unbalancing force into the game. MM will definitely need to be balanced.
  17. KaRRiLLioN

    RTS-4 ArmA Released

    Then you should quit playing PvP ArmA altogether. Â As a mission-maker, I've tried many ways to encourage teamwork. Â But that's all you can do is to encourage it. Â If you try to force it, then you might as well not have human players and just put AI in. Â AI will do what you make them do, no matter what. As for uneven teams--there's not much to be done about that in a PvP either. Â I've looked at ways to script in even teams, but it doesn't work well. Â At least in coops you don't have to worry about that. If you want even teams and teamwork, then you might need either your own private server with only people you invite, or you can host smaller games on your PC. Then you can control who plays and the teams. It's not my job to enforce teamwork. Â I created a mission with a framework to follow. Â You're always going to have Rambos out there, no matter which mission it is. Â You're always going to have griefers. Â There's only so much a mission maker can do. Â A server with a strong admin presence to police the players is going to do a lot more than anything I can script in without ruining the gameplay.
  18. KaRRiLLioN

    RTS-4 ArmA Released

    That AI comment was from way back in ArmA 1.03 when there was a bug in the new createUnit command. Â I reverted it back to the old createUnit command and it works fine. Â I think they fixed that command as of 1.06 or something. In RTS-IV you can command up to 30 AI. Â All AI are created on the local client, unless the commander makes them. Â Then they're created on the server and assigned to the client. Â But there's really no need for the commander to do that since all players can remotely create units, i.e. you don't have to be at a base building to do that. Â You can create custom squads as well, up to 4 types including armor and then deploy them from base or a forward base, and all custom squads are assigned colors, i.e. red, yellow, green, blue. There's a custom Ammo menu where you can create up to 4 custom loadouts and you can loadout any AI in your group individually, or all of them at once. @SniperRedFox -- yep, that's gonna happen, but it'll happen in just about any game with flexibility.
  19. KaRRiLLioN

    RTS-4 ArmA Released

    Yo, Doolittle. Interesting comment on CTI. When I made RTS-IV, there were no dialogs in OFP. Those weren't possible until version 1.85. By then, RTS-2 had been out for a while. I made RTS-3 with dialogs at about the same time as CTI. I'm beginning to wonder, however, if PvP is dying in ArmA. Seems nothing but coops nowadays. We still get really big crowds for RTS-IV, although I'm beginning to wonder if I shouldn't have named it RTS-CTI since so many people seem to be biased toward anything with those three letters in it.
  20. KaRRiLLioN

    Why so many Evolution servers?

    AFAIK, Berzerk doesn't limit which towns you can cap and when. Â I made a series of missions called C&H sector control where you had to take territories in order. Â 99% of the time, the mission was over in 10 mins or less because one team wouldn't coordinate to take the territories in order and the other team would. Anyway, RTS-IV doesn't limit that for several reasons. Â One main reason is that if you create a FB too close to the enemy base, and the enemy has half a brain, you'll have BMP's breathing down your neck in short order. I'm all about freedom in these PvP games instead of restricting everything down to the micro level, so if a team wants to gamble and go for a FB next door to the enemy, then fine, try it. Also, with 1.08, the AAA is much improved, so it's a lot harder to simply fly in a truck now, if the opposition has a decent net of AAA around. I also hear the argument that BLUFOR has superior weapons/vehicles/etc. That's why the pricing system has checks and balances built in so the East can still win just fine if they play their cards right.
  21. KaRRiLLioN

    Where did all the Berzerk servers go?

    My server plays RTS-IV 90% of the time. See my sig for server info. Typically we get around 30-50 people for a game. There's a South, North and North-South version of RTS-IV atm.
  22. KaRRiLLioN

    RTS-4 ArmA Released

    I updated RTS-4 to version 1.00. Â See the first post in this thread for the change log. Also added a new map: Sahrani North for this release.
  23. KaRRiLLioN

    RTS-4 ArmA Released

    That XP (experience points) bug is caused because either the unit killed was null, or the killer was null, i.e. it sometimes happens with rocket blasts, or other death-by-world causes. And it's not a bug that my ammo menu allows up to 6 AA rockets. The AI are a tad spotty (or were) with shooting down planes, so I had to make AA a touch more prevalent.
  24. KaRRiLLioN

    RTS-4 ArmA Released

    Yep, it might be a good testbed for MM. Just send me a version and some instructions or you're welcome to insert it yourself.
  25. KaRRiLLioN

    RTS-4 ArmA Released

    What I may do to start, is add an option so you can disable/enable the A10 in the game. You'd need two good teams to properly test whether the thing would tip the balance too far. Positives: High firepower, fire & forget rockets, good main gun, good armor. Negatives: Slow, not as manueverable as the Harrier One thing I would like to see is a fuel loss script for jets. They can take way too many hits from AA rockets.
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