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NeoArmageddon

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Everything posted by NeoArmageddon

  1. Have you monitored your dedicated servers memory? It's hardly using above 1GB with 100 AI units.
  2. NeoArmageddon

    Attaching explosives to a vehicle

    Heyho, I was quite busy the last few days with my last exam. Here is the first Alpha-Release of my Satchel Improvement AddOn: https://www.dropbox.com/s/z8uc2n7bxbzdzkz/%40at_satchel.rar Please note: - It's WIP and will be changed in the future. - Not all feature are implemented yet (surface aligment, claymore, light and smokegrenade support, underwater attachment). - There are no serverkeys yet I release this early version because I want/need feedback and bug reports. I made a few tests. You can't place the normal explosives while in water, so I have to script a workaround for placing satchels while swimming. This shouldn't be a big deal. Everything else seems to work. I will update the addon, when I have working unterwater placement.
  3. NeoArmageddon

    How to edit/change a mission?

    As cuel said, but remember: You are free to edit every mission as you like for your personal use. But if you want to release it to the public (via forum, Steamworkshop etc) you have to ask the original authors for their permission (except the missions readme already grants you this permission) and you have to credit them in your derivated mission.
  4. Profile names with "-" work now, but the updated resetted some settings like mod folder and exe-path.
  5. Send me the files for the german translation. P.S. Is there a way to add events from within the server without needing FTP-write-access? If I use the steps from your site I will rewrite the login data on the server.
  6. Great man! I can just wait since profile settings in A3 is still broken. I am just setting up a repo for my squad. Looks good! Only problem: Auto-Config only allows "real" public access. Something like "ftp://name:password@mydomain.tl" won't work. It would be great to have autoconfig for passworded repos too. And by the way: If you need help with hosting, websites, databases or programming, just write me a short PM.
  7. Heyho, I encountered a similar problem. My Servers profile is named alien-ninja-zombie-pirate. The checkbox for profileselection is correct, but if I select the profile, the programm interprets every new word starting with a dash as seperate command: Run Parameters: -name=alien -ninja -zombie -pirate Looks like somekind of unexpected RegExp-problem to me :D
  8. NeoArmageddon

    Attaching explosives to a vehicle

    Is terrainIntersect intersecting with water? If not, my script should work (can't test at the moment).
  9. NeoArmageddon

    Attaching explosives to a vehicle

    I think so. If you can place satchel unterwater in vanilla, you can attach a satchel from underwater to a boot.
  10. NeoArmageddon

    Attaching explosives to a vehicle

    Yes, this is also possible :D We testet the addon yesterday on our multiplayer server and everything seems to work as expected. Only thing that bugs me: The rotation of the explosives on vehicles and surfaces. We also got some new ideas: Attaching flashlights and smokegrenades to vehicles and persons. But "Throw" is different to "Put" so I need another technique for that. I also like the idea to attach claymores to a vehicles front-bumper and driving through the enemy lines.
  11. NeoArmageddon

    Attaching explosives to a vehicle

    Actually, it is an addon. Drop it in your addon folder and every satchel has this "attach it, where you look at"-mechanic
  12. NeoArmageddon

    Attaching explosives to a vehicle

    It's similar but not the same.I am not exchanging the default actions nor I'm wrapping the satchel placing. My addons replaces the default placing algorithm with the LOS-attach-script. That means the satchels stays the same object. It's not replaced by a dummy and there are no additional "trigger/timer" scripts involved. Trigger and timer is still vanilla, only the satchel object gets attached to something. You can't compare this with a "vehicle addaction ["Attach Satchel","my_satchel_script.sqf"]" script for missions. It's something completely different (and it's only possible because BIS changed the satchel object handling in A3).
  13. NeoArmageddon

    Attaching explosives to a vehicle

    Yeah, I already thought about it, but the boudningbox contains the extremal dimension of the model. The GeoLOD could be more complex. And facing in completely different directions than the boundingbox.
  14. NeoArmageddon

    Attaching explosives to a vehicle

    Jep, that the method I am using, basically. I plan to release the raycast as function-libary addon, too. The script can be used for simulating lasers too. Scruffy and I made a laserrifle deathmatch some time ago :D Has anybody an idea, if the vanilla ArmA2/3 laser calculates the impact point? This could be a far more efficient way for raycasting.
  15. NeoArmageddon

    Attaching explosives to a vehicle

    I am using a raytrace technique for finding the position to attach the satchel: But has anybody an idea to calculate the orientation of the vehicles surface/boundingbox?
  16. Try this addon for some kind of "squad-awareness": http://www.armaholic.com/page.php?id=9936 It's allowed on a lot of servers. No need for magically "smelling"/sensing the enemys/friends and marking every movement on the map. For me, the extended map info is always a little bit like cheating.
  17. NeoArmageddon

    Question on terrain

    That's (in most cases) not correct. 150 AI units will consume more computing power than 150 players. The limiting factor for the amount of players is bandwidth. Look at ArmA2: You can play perfectly fine with 60 other players until a 61th player joins. While he receives all neccessary data from the server, he uses more bandwidth than normal and the games goes laggy for other players (yellow/red chain).
  18. NeoArmageddon

    Max MP players

    128+ should be possible with a decent server and something like headless client. With HC its possible to play with about 100 players on a server in ArmA2.
  19. NeoArmageddon

    Question on terrain

    Back on OFP there was a map called AEC. Someone merged all of the three mainisland of OFP into one huge map (performance was not so good :D). But I think this should be possible for Stratis and Altis too (but will require a lot of CPU power, I think).
  20. NeoArmageddon

    Scripting Discussion (dev branch)

    Woho! Great new scripting commands! This comes in handy!
  21. I have a Hetzner root too. It once crashed on new years eve at 2330 (it was all my fault). I mailed to hetzner support and the server was running again at midnight. A technician made a hardware reset. I definitly recommend Hetzner for Root-Gameservers!
  22. Not automated. Your mission needs the adjusted DAC-Script, which you can find somewhere in this thread.
  23. Not really. There are a few difficulties. The AI always seems to ignore most new waypoints after a localisation transfer. I think that I will try again in A3 Beta.
  24. Escape Podagorsk by Scruffy and NeoArmageddon A port of Escape Chernarus by Engima of Östgöta Ops to Podagorsk Description Escape Chernarus is a great mission and we played it a lot. Now we know every place on Chernarus and there was a need for a Escape mission on another island. FDF's Podagorsk is great for an Escape mission. Its terrain is similar to chernarus and its very detailed and diverse. So Scruffy and me grabed Engima's markergenerator and ported his mission to Podagorsk. Have Fun! Original Description (Chernarus replaced with Podagorsk): You are a USMC special force held captive in Podagorsk some time before the US invasion. Your objective is to somehow contact your allies and rendezvous with a rescue force. Find your way through the living environment of enemy hunters directed by an intelligent search leader, enemy forces, civilians, traffic, animals, ambient events and surprises. Mission is 100% dynamic and uses the entire map. Play it 100 times, two games will not be the same! We tested the map a lot of times, but if you get errors or bugs, please report here. Download http://www.modfact.net/data/escape.rar FEATURES - Co-op 08 Revive (recommended for 2-8 players). - Uses entire map. - Dynamic and living environment. - True random start position. Game develops differently every time, inferring great replayability. - Options for enemy skill, enemy frequency, weather, time of day and grass settings. - Supports hosted and dedicated server (and is JIP compatible). New features in this Podagorsk version: - Enemys have more weapons (Bizon, MarkarovSD, AK107,...) - Small fixes INSTALLATION Put the .pbo-file in your MPMissions folder in the ArmA2 game folder. CHANGE LOG v1.7 Quickfix (20.03 22:15) - Enemy sniper were equipped with AK-mags. (Redownload the mission, if you loaded it between 2200 and 2219) v1.7 Podagorsk port - Added Random weapons to patrols v1.7 Fixed the start bug (player do not wake up dead anymore) Increased the time it takes to hijack a communication center, and FAC Operators do it faster than the others. Added field hospital at communication centers. Added things that you don't want me to tell you about. Fixed bug that made enemies surrender. Fixed bug that made player's vehicles suddenly disappear. Made it much easier to port to another map. A lot of fixes and improvements (for complete list, see ReadMe.txt in installation pack). v1.5 Podagorsk port - Ported to Podagorsk (14 Comcenters and 88 Villagemarkers) - Replaced "Chernarus" in briefing with "Podagorsk" :P - Changed date to a night with fullmoon (so you can see a little bit without nightvision). - Some smaller fixes v1.5 - Changed player units to Razor Team. - Communication centers now appear randomly. - Added things that you don't want me to tell you about. - Removed debug information that was left accidently. - A lot of fixes and improvements. v1.1 - Fixed bug at mission start (players could start mission dead etcetera). - Fixed bug regarding parameter "Enemy frequency". Enemy armor is now also in relation to this option. - Made the insurgents invest in night vision goggles. - Removed the parameter "Number of revives" (since "Unlimited" is the only option relevant for this mission). v1.0 - First version A Few Hints Escape Chernarus is best played at difficulty level Veteran or Expert (since the mission's story is based on the idea that you are lost). REQUIREMENTS - ArmA2 Operation Arrowhead/Combined Operations. - FDF Podagorsk CREDITS & THANKS (Port) - Biggest thanks goes to Engima for this great mission. Also we like to thank you for the support via pm. - Mondkalb for holding off the hordes of communist, while Scruffy and I ported the mission. - Freshman and Captain Caracho for being absent. - Name_ist_nicht for having no BAS. Original CREDITS & THANKS - Norrin for his Revive script! - Monsada, Rafalski & Kronzky for their UPSMON script! - Tophe, Milton, Tobias, Alex, Robbi (of Östgöta Ops) for beta testing! - Tophe an extra time for composing music for the trailer! - Neil MacMullen for his wonderful Squint (the editor)! - BIS Forum members for help during scripting headaches! - Bohemia for a fantastic game! Disclaimer This is a port of Engimas Escape Chernarus. He is not responsible for support of this mission.
  25. NeoArmageddon

    Escape Trinity

    Nice to finally see some fresh ports of this great mission (beside the ports from Scruffy and me). Specially CWR² and Trinity should be a nice setting for this mission. Did you use my customized 1.73 branch from Podagorsk or have you merged the newer 1.8 branch with some of my changes? A complete changelog would be great!
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