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[GLT] Legislator

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Everything posted by [GLT] Legislator

  1. [GLT] Legislator

    SQF revive script

    I've done some quick tests alone and there are no errors yet. Maybe it would be a cool feature for future versions to set up up to 4 mobile respawn points as an alternative to the pre-defined spawn points. To avoid conflicts with previous missions this should be an optional feature. But this has no hurry. First we'll have to detect and kill possible bugs and there's the old lady AI enabled as well that I'll have to test Oh my ... hot weeks.
  2. [GLT] Legislator

    SQF revive script

    Thanks norrin You're definately one of the script gods. I'll have a huge MP test on thursday evening. Can the vehicle mobile respawn and the player mobile respawn be used together in a mission?
  3. [GLT] Legislator

    SQF revive script

    Norrin, when is the next AI disabled release? I don't think version 1.47 is fully compatible to ArmA 1.14. It's just a guess because the problems with the script dramatically increased. Sometimes the spectating camera doesn't work, players get kicked out of the revival script and will be spawned at Respawn_side marker While playing as a civilian I couldn't get revived anymore. But I gotta check the init again to exclude any init errors. Before 1.14 there weren't so many problems.
  4. [GLT] Legislator

    SQF revive script

    Quite odd..... Yes, I have discovered the same thing, never showed up until 1.14 I have sent NORRIN a mission with the issue. Vengeance I can copy that. Same happended with my missions on the 1.14 linux dedicated server and ai disabled 1.47. At first I thought I did a mistake naming the markers. I'm looking forward to 1.48 anyway @norrin: Remember the issue I had in the mission (Coop)1-10 Drug Wars 2 sent you a few weeks ago? Same issue happened again in a mission with ai disabled 1.47 and the queens gambit RAC spy. I guess the revive script doesn't like independent players + the line 119 of the revive_player.sqf. Therefore the is getting beamed directly after mission start to spawn point 1. Disabling line 119 solves the problem.
  5. [GLT] Legislator

    Arma feedback thread - based on 1.14

    Where did you test it? vehicle land "land" is working on the linux 1.14 dedicated server. I've used it yesterday and it worked fine even with community islands (sarve island) and community planes (be32k).
  6. [GLT] Legislator

    Arma feedback thread - based on 1.14

    bugs found: - the rear lights of the m113 mobile hq don't look properly when activated - tested in the editor on rahmadi at 0.00 am and 12.00 am, look at picture 1 and picture 2 - the m113 mobile hq has no backfront in the interrior (activate free look mode when player is driver) - m113 medevac has no interior, look at this picture - the original m113 is completely ok - tested in the editor on rahmadi, time doesn't matter, player as driver, activate the free look mode - Voice over Net is useless in direct speech mode because it is too quiet - tested on arma linux server 1.14 with multiple players all having the same problem - I've set the volume to max but nothing worked, every other channel such as global or side works fine with VON - EAX was activated and hardware accelleration was disabled - VON quality has been set to maximum in the server.cfg - taking weapons in the briefing doesn't work if the player group starts in a vehicle - check it out the following way ... set up some weapons the description.ext, place an uh-60 (name it Blackhawk) and a player group, name the group leader p1. Add this to the leader's init line: {_x moveInCargo Blackhawk} foreach units p1; - in multiplayer mode you'll noticed that no player can take weapons during the briefing - let them start outside the uh-60 and it will work, damn annoying bug - tanks are still lying on the back - where: everywhere, even in flat areas after mission start (check out warfare for example, the mobile hq sometimes lies on the back when starting a mission) - tested on 1.14 linux dedicated server To be honest ... If I had to decide to buy arma 2 tomorrow ... I wouldn't do it and these are the words of a great fan of ofp and arma. I don't buy other games anymore just to spend time with them.
  7. [GLT] Legislator

    SQF revive script

    Hi Norrin, I've started testing the AI enabled version you sent me and I noticed something strange. This message is shown directly after the mission begins (the first seconds when everything is initialized) Click me, I'm a picture I'm not finished with testing yet so maybe I can tell you more in the next days.
  8. [GLT] Legislator

    KA50 AT Weapon Fix for ArmA 1.14

    I don't see any realism if the player/AI can shoot down 6 av8b, 2 a-10 , 1 ah1-z and 2 ah-6 within 15 seconds with the ka-50 ... I'm glad this fix exists and if not my own clan comrades would have tried to fix it. And no, I don't play public
  9. [GLT] Legislator

    co30 Domination! One Team

    Change it this way: and put your jpg into the main directory of the domination mission. That's it. PAA and PAC files should work as well.
  10. [GLT] Legislator

    Patch 1.14 Troubleshooting

    There has been a fix released regarding the Ka-50, click me So I think this discussion is over Whoever wants the AA Kamov can avoid this fix and whoever wants the old Kamov back is happy too. Now let's shake hands and dance
  11. [GLT] Legislator

    Arma feedback thread - based on 1.14

    I've just tested some community modded Ka-50. They can aim at air targets as well so I guess the problem itself isn't the standard Ka-50 but the weapons it can fire. I beg you to change this
  12. [GLT] Legislator

    Arma feedback thread - based on 1.14

    I would like to mention the Ka-50 bug/feature. That is the most annoying thing in ArmA now. Everything else regarding the game I could kiss and marry! But the new Ka-50 feature just ruins the balancing extremly. Here's an example: The AI has a viewdistance of more than 4 km. The players use a blackhawk chopper to get to an island. Suddenly the blackhawk explodes. There is no warning, the AI Ka-50 simply shoots the player from the other side of the map. It's even more annoying that one Ka-50 can kill a dozen of aircraft before getting killed. East gained an unfair advantage. If the Ka-50 must have AA missiles, please specify a new ammo type for it with max. 2 rockets. This way it could be in the hands of the mission creator if the Ka-50 should have AA rockets or not. If this is not working then please split the Ka-50 into 2 versions - the old version up to 1.11 Beta and the new version with AA rockets. And please ... please ... please ... please ... release it as a hotfix
  13. [GLT] Legislator

    Patch 1.14 Troubleshooting

    Thanks for the hint ... well somehow it's a bug and a troubleshooting. I hoped someone simply could release a re-config file of the ka-50/its weapon/whatever caused the change. But I will mention it in the feedback thread again.
  14. [GLT] Legislator

    SQF revive script

    There are 2 different download links. One is the animation itself and one is a replacement file. The TCP animation replaces the standard salute and sit-down animation for ALL soldiers, even community addons. I think it's that what you're looking for The TCP units you mentioned are only examples.
  15. [GLT] Legislator

    Patch 1.14 Troubleshooting

    I agree with that. That is the most annoying thing in ArmA now. Everything else regarding the game I could kiss and marry! But the new Ka-50 feature just ruins the balancing extremly. Here's an example: The AI has a viewdistance of more than 4 km. The players use a blackhawk chopper to get to an island. Suddenly the blackhawk explodes. There is no warning, the AI Ka-50 simply shoots the player from the other side of the map. It's even more annoying that one Ka-50 can kill a dozen of aircraft before getting killed. East gained an unfair advantage. If the Ka-50 must have AA missiles, please specify a new ammo type for it with max. 2 rockets. This way it could be in the hands of the mission creator if the Ka-50 should have AA rockets or not. If this is not working then please split the Ka-50 into 2 versions - the old version up to 1.11 Beta and the new version with AA rockets. And please ... please ... please ... please ... release it as a hotfix
  16. [GLT] Legislator

    SQF revive script

    This happened in 1.12 Beta. The truck exploded killing the player. I draged the body a few metres from the burning wreck into cover. I guess I accidently revived him before I dropped the body. I don't think other players started dragging his player as well. By the way ... have you checked out the TCP animation pack? Maybe this will help you setting up your anim addon.
  17. [GLT] Legislator

    SA-6 Gainful beta

    Hiho great addon, but I found some bugs in it *using ArmA 1.14* I guess you designed it with ground-to-air missile function but you can still shoot at tanks with it. I don't know if you wish to keep that After destroying it, there were no damage textures (Click me). I've destroyed a BIS BRDM just to be sure there isn't any problem with one of my arma files. Once a fired all 3 missiles I was reequipped with new ammo at an ural ammo truck. The ammo counter increased up to 3 again but the new missiles were missing. Maybe you should increase the damage of the missiles. My A-10 survived 1 direct hit in the ass. The plane lost its ability to fly due to some damage but I don't think it should survive one hit. My AH-6 survived even 2 direct hits. I suppose it's not your fault because BIS increased the armour of planes and helicopters in general since 1.12 beta. Except that I love it Tomorrow I'll marry it
  18. [GLT] Legislator

    SQF revive script

    I've found a bug using AI Disabled 1.47 Revival: Click me There are multiple entries in the action menu after dragging and reviving a player. The entries disappeared when I died and was revived again.
  19. [GLT] Legislator

    Schmalfelden, Germany Map

    @Nicholas: I want to integrate your map into our clanintern mod compilation. But I want to wait for your final version. When can we expect this final version? I'm in the final testing phase of the new version of my compilation that's why I'm asking PS: I hope you like the map I've sent you
  20. [GLT] Legislator

    RAF Chinook

    I got this too in ArmA 1.12 Beta while testing in the editor on rahmadi. It looks great, it sounds great. Bad thing is I have no use for RAF vehicles/units An US, RAC and an UN version would be cool Then I could leave the mapfact ch-47 forever.
  21. [GLT] Legislator

    Schmalfelden, Germany Map

    How many? And are we talking about high-end, middle-end or low-end pc's? If the fps drops under 20 fps, the player can disable the gras and decrease the viewdistance with addons like InstantView or DynamicViewdistance without harming the server, the island or the mission.
  22. [GLT] Legislator

    Schmalfelden, Germany Map

    It looks far more better with edge growth I love it.
  23. [GLT] Legislator

    Schmalfelden, Germany Map

    And again a great version! 30 to 40 fps while flying an AH-1Z cobra at 10 km viewdistance, 25 to 50 fps in the towns on the ground at 5 km viewdistance. The lake is still causing problems. While driving into it, the player gets stuck inside. I guess there is a smaller lake somewhere. I tried to walk in but I walked under the water The hay rolls are nice Although I needed them northern/northeast of Großbaerenweiler I guess I'll have to place them by myself then. I'm horny to get the final version in a few days/weeks Have you decided to release an auntumn version as well? Are you going to create another german countryside? If yes, how would you like to create the area around Teistungen or Freienhagen in Thuringia. Until 1989/1990 it was former border land of the german democratic republic. It is countrylike too and would provide excellent cold war feeling if you'll set it up like in the 80s. Because I live there I could deliver you with real life photos and insider knowledge.
  24. [GLT] Legislator

    SQF revive script

    I'm afraid not. My problem occurs instantly after mission start. At first the player start where they should be. Some seconds later every player is beamed to respawn point 1 without any reason. I think I never noticed this because in 99% of all my missions the first spawn point equals the players start. I'll send you the revive_init.sqf via PN. Maybe there's a bug/wrong setting inside.
  25. [GLT] Legislator

    SQF revive script

    Omg Norrin, I'm facing a real problem. In AI Disabled 1.47 all players are transported automatically to the first respawn point. The bad thing is that this spawn point is on an island far away which is occupied by enemy forces. How can I disable this?
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