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Muecke

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Posts posted by Muecke


  1. Dedicated server is a must otherwise there is no garante !

    Its written in the first post and of course in the readme file.

    The red circle is the radar range if a radarstation is placed and upgraded.

    Aircraftradar or Detectionradar for artilerie or mortar.

    Support trucks will spawn as long as you have activated towngroups in parameters.

    If this is deactivated there will not spawn a truck.


  2. Bigshot it dont like your idea but i can try to give you a little help.

    Put this in the initstructuretypes.sqf

    structDefs set [_type, ["Spawntent", 2000, siBoth, false, false, 2, 10, 20, [["Land_A_tent", 90, []]], [["Land_A_tent", 90, []]], [], [],_type,0,0]];
    stSpawnTent = _type;
    _type = _type + 1;

    Then add stSpawnTent at the bottom like this:

    structsRespawn = [stBarracks, stLight, stHeavy, stAirsmall, [color="#008000"]stSpawnTent[/color]];

    Iam not sure if it will work proper but its at least worth a try.

    If this works you can set 2 tents for spawning anywhere. It should be possible to load the tent in any vehicle for transport.

    Thats all i can do for you as you said its for private usage.

    Good luck.

    ps.

    The yellow text are orders from the commander to the leaders.

    Its important to know who is doing what...


  3. Thanks for the props Bigshot.

    Well you know this is the one of the oldschool version of CTI. We want it to stay like this caus its a prooven concept.

    We just develop things wich dont change the main style.

    But I know some of you guys play this in LAN session or on closed servers in coop mode or holiday wars.

    So it would be tricky to make a spawn at captured flags but its possible to spawn at buildings. You can have a look at the structuretypes.sqf in "common" folder.

    You could build a tent somewhere and make it able to spawn at it (as it was in MFCTI). Thats your business if you like this kind of features.

    I was wondering if you allready explore the unitswitch feature wich is a pretty much cooler respawn feature for my taste.


  4. @Law-Giver

    Thanks for the props. Development is allways going on. This is cause we play it.

    Our aim is not to be the most popular around its to play it and share with guys like you.

    The flight height option needs a provement same as some cti ai orders. This will be done in future.

    When you disband an unit they will not be deleted they will die so that you have to pay for it. To know wich unit is alive press F2(unitnumber) then 5 5.

    After disband you need to do this its arma ;). Its not delayed its an arma feature i guess. Other units report "oh no 2 is down" or you do.

    One last thing, is it easy enough to edit to take out the Desert units/vehicles when playing on Chernarus and Woodland for Takistan for example?

    In Kb Edition not implemented. There are no marks in configs for wood or desert asaik.

    And dont worry we wont stop working and improving this it will be present in A3 too.

    @JuggernautOfWar

    First post is updated. Download the mod again and have fun with many missions on many islands.

    New supported islands like Lingor,Panthera,Reeshman and Napf are included.

    Missions are in up to date status.


  5. What about declaration ?

    We can discuss about it instead of two sides weeping all the time.

    Iam not a military expert with all the weaponsystems and technics, me is just a player.

    Can you declare in examples when the TAB function ist realistic and with wich weapons.

    Like a T90 comes around and 2km far gets two Strykers TOW as red dots on the radar.

    I would press TAB as driver then ctrl+lmb and thos strykers were gone.

    I know that i can do it but i dont know why is that realistic or not. To me its just a bit boring this way.

    Please give some examples and declare it to us.


  6. Been playing a LOT of CTI and I came up with some ideas I thought I would share. A big problem I see is that newbies often are only interested in flying a chopper or plane. Once they have enough money (or they ask for it from the commander), they buy their $150,000 planes/choppers and fly it straight in to the nearest tree :p Not only that though, I was watching a game tonight and the commander no less.. was buying harriers one after another, and flying them in to the nearby forest. He was trying to take off on a grass hill which is hard anyway, but he clearly wasn't very good too, and I just saw $150,000 going up in smoke, again and again and again.

    My suggestion is to have a CTI mode where gear is all split in to tiers, and you need to rise in rank to get access to the next set of gear. But rising in rank cannot be bought with money, it is earned by completing missions or objectives. These could be set by the game itself or maybe by the commander. When you first join, the first tier of gear is rifles and AT weapons, and basic light vehicles (not even ambulances etc). The first mission is simply to kill 5 enemies, so the player can buy a humvee and a few guys and set off to kill some enemies. Upon completing that first goal, they rise in rank and unlock the second tier of gear. This includes better weapons (Javelin etc), and lets you use any of the light vehicles. The next goal is to kill 5 more men and to capture a camp, and a town. The player has to achieve this to progress beyond just light vehicles. If/when they do, they are allowed to use heavy vehicles, and they get another goal (maybe to kill 10 men, 2 tanks, and capture 2 towns, or whatever).

    The idea is that they player should EARN the use of flying vehicles, by proving that they are a good and experienced player. The average newbie who just randomly clicked on a multiplayer game and doesn't know what to do, should not have much chance of getting to flying stage. The good players who have played a lot, should get there with some effort. The first tier of flying vehicles should just be scout choppers (little bird etc), and transports (blackhawk etc). The player should be able to have these AND tanks just like in normal CTI games. The only difference is that they can't buy gunships or jets (yet). The missions with these choppers should involve maybe transporting some troops to the front line and air lifting a vehicle or something like that. When you complete this mission, you should get the option of upgrading your scout/transport chopper in to a gunship (if you want). Then you get a gunship and have a big difficult mission to complete with that (kill 20 vehicles, 100 enemies, 1 aircraft, or whatever), and then you get the option to upgrade your chopper to a jet.

    Well, CTI (I think you mean warfare) is a team based mode. So your team can buy stuff as you have enough money. The problem could be that the scores are to high and that links into everybody plays for itself.

    No more teamplay then. I dont know if the warfare version has the possibility for the commander to control the moneyflow. If so the commander could give money only to good pilots.

    Your suggestion leads to more lonewolf behave. But thats the wrong mission for it. Seems that you are annoyed from noobish players. The key to win in warfare is how good the players can unite into a team.

    You should try out the crCTI. Here the commander is fixed from start and only he can give the commanding to another player. The commander controls the money and what you get from the income.

    Every player can send and get money to/from everyone. Scoremoney can be setted in parameters. Usually players asking for help as the money is mostly barely. You cant spawn in towns (camps) only in bases.

    Bases are limeted in only 2. You spawn with regular gear. There is no fastravel you need to get connected with other players to get to the towns. There are two airfacs a big and a small one. The small one has only transports the big one has fightwings. Tactics are the most important tool to win this. But it gets hardly boring if you dont know what to do or dont want to teamplay. Its hardcore by default.


  7. Well thank you Rydygier for your effort.

    I downloaded it and installed it. Forgive me for asking but whats the main aim for this ?

    Make tanks stronger or make them more realistic?

    And is there a list of what is changed and why ? This would help out to explain to others.

    Has someone any information on lags for MP or any performance issues ?

    If this addon makes no problems this could be something very special.

    Thank you guys for not letting it die.


  8. @Beagle

    Ok but its fantasy to make arma2 a realistic game too. Its a game and game means also fun.

    The best middle is to be found here.

    I dont think a3 will be more arcade than older BI games but thats not the point here anyway.

    To me its important that we have a good balance between the factions. So the SMAW seems to be a problem then.

    Let them change it and see what we got then.


  9. I have found some difficulties with being tank commander when AutoGuideAT OFF:

    1. When AutoGuideAT OFF then there is no green diamond marker on target which tells you that gunner is ready to shoot. If commander does't see his tank cannon barrel (during zoom) then he doesn't know if gunner still turning the cannon or he is already aimed to the target. Could be better if gunner will say "Ready" at the moment when he finished his aim to the target (at the moment when green diamond is shown with AutoGuideAT ON).

    2. If you give order to the gunner using radio then he starts complete your order after the sound with order finished - "Attack that tank". Sometimes this phrase is long and there is a big delay between when you give order and when gunner starts to complete order. The gunner has to start complete the order when player pressed the button without waiting when speech with order stops to play.

    3. When you want to give order using radio and icons at the bottom of screen then it is hard to know to whom you have to give this order. For example, if you are in BMP3 you see three identical "gunner" icons. If you have many tanks under command in Warfare game then some crew members might be mixed so you are unable to identify if this is your gunner or from another tank. We need to highlight player's crew somehow.

    https://dev-heaven.net/issues/29024

    I can understand completly what you mean Vipera. When AutoGuideAT Off is active you have to switch your behave.

    Maybe its better to shoot by yourself then. The diamond was nearly a 100% hitchance but if you have a human gunner and you ask him for if he has the target locked.

    He would presumably say "i guess so". Thats why we let ai shoot all the time they are better and we dont need skills at all.

    You will need more time now and drive slower need report of targets from other ai or players.

    Same as your enemy but now it depends on who has the higher skill and not who tabs first and ctrl+LMB.


  10. @LawGiver

    I think we will add your addon in the next update if we dont find any bugs.

    Also we plan to include a scroll-function into the infofield to make sure that you can read all.

    Thank you for your effort.

    @oktane

    The problem is in arma itself. If you want to change this you need to talk to BI to do this. But i dont believe that it will be changed.

    We had old OFP weaponhandling befor but after you try to pick up other weapons from ground you have the same problems then.

    So we decide to code it back to arma standard.

    I think BI had reasons to not allow MG to transport AT launcher.

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