Jump to content

NeoArmageddon

Member
  • Content Count

    1795
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by NeoArmageddon

  1. NeoArmageddon

    PhysX Discussion (dev branch)

    Joint Operations from 2004 had this feature. You could walk and drive any moveable vehicle including hovercrafts (for vehicle transport) and Chinook/Mi-26.
  2. At the moment you can't exchange the weapons of the enemy patrols as they are only "normal" created soldier classes. There will be a new config especialy for weaponrandomisation with the next or a later update. But you can already add new weapons in UnitClasses.sqf for the enemy camps and civilian vehicles.
  3. NeoArmageddon

    [SP/MP] BeCTI

    I think at the moment no local variable is defiend in BeCTI. They are only initialized. Benny is working on it as far as I know.
  4. NeoArmageddon

    [SP/MP] BeCTI

    Idea to improve the first hour of gameplay and especialy when you spawn in the north-west (not many towns there): Param to enabling a steady income between 25$-100$ per incometick. Maybe naming it something like "Homecountry Upkeep". This could help factions which are struggling with capturing the first town but will become unimportant in the late game.
  5. NeoArmageddon

    [SP/MP] BeCTI

    I am working on a similar Revive for Escape Altis to replace Farooq's respawn there. Maybe it will fit CTI very well.
  6. NeoArmageddon

    [SP/MP] BeCTI

    I added you in Skype to directly send to you my RPT and the servers RPT if thats okay for you. Also here are some bugs/flaws we found while playing: Defending AI seems to spawn at one spot and then seems to disperse in different directions Spawn distance is to close for cities. As Sniper/Tank/UAV team one has to go in the vicinity of the city to spawn the AI for the long range units. Spawndistance = Viewdistance + City Radius would be great. Ability to lower the distance for less powerfull server in params would be nice, too. If automanning of defense is off and you diassemble and assemble a static gun, a unit gets spawn in as gunner. Param for vanilla artillery would be nice. The light factory building (garage) seems to take much more damage than any other building. Ammoboxes in the defense menu would be a nice addition. I am missing an option for mobile respawn on medic vehicles. Most of the errors in the rpt are related to not defined local variables. I had a quick look in your scripts: If you add private["_clicked_position","_nearest"]; with all in the specific script used local variables to the first line of the scripts, most errors will be gone. I think thise "undefiend local variable" errors are only thrown in the devbuild. Maybe that is the reason you overlooked this. How many variables are needed to store the state of a session? Maybe it would be a great feature to save the state of a mission to the servers profilenamespace. And I also like the tidy params!
  7. NeoArmageddon

    [SP/MP] BeCTI

    We just played 6 hours. Great to see something like MFCTI again. Much fun. The missing equipment commands and some "undefiend variable" errors are annoying but I think benny will fix them soon. Also I am missing artillery... where is it?
  8. NeoArmageddon

    Script mission persistent

    There is no built-in function to save a mpsession on a server. You have to use the MSO scripts (should work in A3 with some tweaking) or write your own. There are also some handy functions like inidb-scriptpackage that would make server saving much more comfy.
  9. NeoArmageddon

    [SP/MP] BeCTI

    Gratz for the release. I am looking forward to play this mission this evening (and maybe the rest of the week... it's probably your fault, I won't finish my bachelor thesis :D ). Is the "Buy items into backpack" functional? I remember in the 0.9 testversion there was only a message that the commands are missing. And I also think this BeCTI feels more like MFCTI then Benny Warfare from A2...
  10. If nobody changed the way the ammodepots work: yes, your solution should work as intended.
  11. There is now way yet, because items are threated different then weapons and magazines. Thats the one reason I want to rewrite my loadout script :D The original escape revive script is a edited version of norrins revive script. I also think a "direct" port is neither realistic and even possible nor a good way to port this mission to A3 as there are many changes in the engine. I can't force you to use my scripts. I can just offer them to you. My revive has the same functionality the original revive script has, minus the CTD error and the unused/unneccessary payload from norris revive.
  12. Shall I reworke my old "random loadout" from Escape Podagorsk/Takistan/Isla Duala for you guys? And I also worked on a simple revive sctipt for A3 inspired by the one from Escape Chernarus. This "Time till bledout -1 .. -2 ... -3" in your missions annoys me a little bit :D I also saw in the changelogs that you guys are struggling with keeping the Stratis-codebase up to the Altis one. THere is a simple solution: Remove the Script-folder from the stratis version and create a link to the altis-folder with a ntfs-link: http://en.wikipedia.org/wiki/NTFS_symbolic_link And even better: move this scriptfolder to dropbox and create a link to the dropbox folder. So you have a simple syncronisation between you guys without the need of an own SVN server or a github account.
  13. NeoArmageddon

    My two cents for the posters in ArmA 3 general

    Latest Changelog: But that's what Azzur33 already said.
  14. runExtraction.sqf _boat1 flyinheight 50; _boat2 flyinheight 50; This seems to prevent the helicopters from landing under certain circumstances. You should move it after the "all players in"-condition. It would also be a good idea, to add 2 invisible heliH with a save position (bis_fnc_findPos) to force them to land near the evac zone.
  15. As far as I know Escape uses an edited Civilian Module (scripts extracted from the module). I think the low traffic is related to the world size. Have you guys ever thought about starting from scratch? Using new scripting commands and modules from A3?
  16. We are GMT + 2. I just used the same code as for randomizing the maps and nightvision with my own config entries. I have also an unpublished version of Escape Podagorsk and Takistan with an even better loadoutrandomization. Maybe it would be better to include this into your mission. And by the way, Escape Takistan uses heli extraction instead of boat extraction. Maybe this will solve the "boats run aground"-issue. I will have some spare time in late october, if you could need some helping hands.
  17. Hey Vormulac, nice to see a port of "a proper" Escape to Altis. I was also editing the config and trying to port this mission over, but I was to busy with exams and stuff the last weeks. I will test your mission this weekend. And maybe you can include some of the changed I made to my A2-Version of Escape, especially the random loadout for enemys: http://forums.bistudio.com/showthread.php?132638-Escape-Podagorsk-(Mission-Release) Otherwise I will edit it in by myself.
  18. That means you are using the original created profile with your Windows-Name. "Other Profiles" is created by ArmA3 on creating a another profile. You have to look in the "ArmA 3" folder. Thats not always true. My downloaded missions are hidden in different places. Some are in my profile, some are on my AppData/Local/ArmA3 folder and some are hidden in a steam userdata folder with some cryptic numbers in the path (my steamid + ArmA3s appID). Steam/BIS seems to change the downloadpathes from time to time.
  19. NeoArmageddon

    General Discussion (dev branch)

    There is already such a command and even a module (SimulationManager) that utilise this command: enableSimulation
  20. NeoArmageddon

    Render mode change

    I think there is no big performance difference between DX10 and DX11. They share the same API, Swapchain and DeviceContext. Only the DX-Featurelevel is a little bit different (tessellation, bigger max texture size, u.s.w.) but I think nothing of this is used in ArmA3. In most games you can not switch between DX10 and DX11 because of this. Only between DX9 and DX10/11.
  21. NeoArmageddon

    Optimizing Scripts for Multiplayer

    I think addMPEventHandler is persistent over respawns, so you don't have to readd it after a units spawn. Also it could cause problems with mods/missions/addons if you are using very common variables. Maybe some addons also uses Multiplier as variable and then they conflict with your mission. You should always add some kind of tag to a global variable like "WPS_Multiplier". #Define is a so called preprocessor definition. Before every script is executed, the preprocessor will look over the syntax and pompting errors like missing semicolons. Also the preprocessor will replace definitions. For example you could write: #define PI 3.141 And everytime you write PI in your script, it will be replaced with 3.141. And maybe you should have a look at addpublicvariableeventhandler, this could save you from some headache
  22. Click the group-icon on the left side of the editor (Icon is a bunch of soldiers, right under the "Place unit"-icon). Then click a unit, hold the mouse button and draw a line to another unit.
  23. NeoArmageddon

    Cent Squad Link - Proof of Concept

    You can quickly run in performance problems, if you are tracking every units/player with a fired-handler and calculating distances/knowsabout for every groupleader. I would probably profile some "worst-case-scenarios".
  24. NeoArmageddon

    Cent Squad Link - Proof of Concept

    Probably "firedNear" would be a better eventhandler then "hit". Otherwise the AI might think "Hey, we are under heavy fire but no need to call help until somebody gets hurt" :D It would also be great to do a little comparison between amount of known targets and group size. A group with 20 people that are attacked by two probably won't call for help. P.S. If you need a dedicted server for testing, just ask me.
  25. NeoArmageddon

    Bennys warfare

    In my opinion: If somebody hosts his mission public, he agrees that other people can extract this mission from cache and rehost it. Obviously this won't grant anyone the permission to alter and rerelease the mission, except the disclaimer (in pbo or script files) states otherwise. And I am not saying, that hosting a mission for testing is a missionrelease. If I don't want a mission to be hosted somewhere else, I won't host it public myself. My conclusion: Is Benny Warfare released for A3? No! Can I play and host the mission? Yes! Can I alter it and rerelease it? No, except Benny says something else! Can I port over BeCTI from A2 to A3? Look what the readme of the A2 versions says about it!
×