Pogoman
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:/ heres a megaupload link, hopefully it will last longer: http://www.megaupload.com/?d=MEGXNQPH i dont think an addon list is really essential. you just need the ACE mod and afghan village which can be found here: http://www.armaholic.com/page.php?id=3525
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note its a coop mission but the ai are very challenging thanks to kronzy's UPS. few pics from a game we played today: an assault on an ammo cache with the blackhawk providing cover. there were zero casualties and we got it in about 2 minutes : to the next cache!: Image > 100kb removed the blackhawk got this one: Images > 100kb removed
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ah sorry. forgot rapidshare doesnt hold links for long: new rapidshare link: http://rapidshare.com/files....bo.html
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[ACE,AV]Insurgency1.095 : a mission based of Project Reality's insurgency. 1.095: http://rapidshare.com/files....bo.html 1.1 will probably be the final version. i've held off from releasing to the general arma community until i'm happy with it, 1.095 has pretty much met that standard so here it is. it has been extensively tested and is stable/relative bug free eg we finished from start to finish with a full server: (though a lot has changed since that version). i'll post the info from the briefing: Objectives Destroy all insurgent ammo caches. The number of destroyed caches can be checked using the radio. Ammo caches are used by the insurgents as a source of reinforcements, the enemy will respawn on them unless a US soldier is within 50m of the cache. There are also four AA site's the area. If they are all destroyed a Blackhawk will be available for use at main base on a 20 minute respawn timer. Base Deployment At the beginning of the mission, one squad leader will be given the ability to choose a location on the map for the main base to be deployed. The only restriction is the squad leader cannot place the base too close to a town occupied by the enemy. Note: if there are no squad leaders, or if the chosen squad leader takes too long to choose a spawn point, then a random selection of some predetermined locations will be made and the base will be deployed automatically. Rally points All Squad leaders have the ability to place rally points (using radio ALPHA), which are an additional spawn point for their squad only. There are however some restrictions on placing rally points: There must be two squad members within 20m of the squad leader for him to place a rally point. If more than 2 enemies come within 50m of your rally point, the position will be considered overrun and the rally point automatically destroyed. You will then not be able to place another rally point for 3 minutes. You cannot as a squad leader place a rally point if you do not have your ALICE backpack, or if you have requested a limited kit. Intel Every time you kill an enemy you will receive intel, which goes towards revealing the approximate whereabouts of an ammo cache or AA site on the map. You can check the amount of intel your team has using the radio. For every 30 points of intel your team has, an ammo cache will be revealed. For every 25 points of intel an AA site will be revealed. Note: Only a maximum of two ammo caches and/or AA site's will be revealed at a time, however as soon as one is destroyed if your team has enough intel another will be revealed. You can interrogate civilians for information, who may give you intel or even tickets. Squad leaders give +2 intel, every other insurgent gives +1. You have the ability to search enemy vehicles for intel, however if a vehicle is destroyed or occupied it cannot be searched. The amount of intel received is a random amount between 0 and 7. Note that if you kill a civilian you will lose 10 points of intel. Tickets Tickets are the number of reinforcements or respawns your team has. This means that every time a player dies the number of tickets goes down by one. The number of tickets can be specified in the mission lobby. The tickets can be checked using the radio, and will also be displayed every time a player dies. When the number of tickets reaches 0 players who die will go straight to spectator mode, and if all players are dead and in spectator mode the game will end. Tickets can be gained by rescuing civilians if the option comes up in interrogation. Note that if you abort the game it counts as your soldier dieing, and your team will lose a ticket. If a humvee is destroyed your team will lose 5 tickets. If an Blackhawk or stryker is destroyed your team will lose 10 tickets. Kit limiting Limited kits can be requested at the main base bunker, the stryker and rally points. The rules are: You cannot request a kit your squad already has. Once you request a kit you will not be able to request another one for 2 minutes. Once a kit has been requested, it will become available again after 5 minutes (note the weapon which came with the kit has to be lost). random screen shots: Notes: This mission uses the ACE_map object, so only players with a map in their inventry can see the map. If you are near a player with a map you will get the option to view his map. Only squad leaders spawn with a map. The Humvee's respawn after 5 minutes if they are destroyed, the stryker and blackhawk respawn after 20 minutes. Players with the engineer kit can repair the humvees at the cost of 1 ticket. The Blackhawk can be rearmed/repaired at the mainbase helipad. CREDITS: Author: pogoman Note: the scripts marked as modified have been edited to fit in with this mission, not edited because they were broken. So do not use them for your own missions, use the originals. Spectating Script ~ By Kegetys Urban Patrol Script ~ By Kronzy Respawning AI for UPS ~ By norrin (heavily modified) MP Respawn Dialog ~ By Dr Eyeball (modified) Random House Patrol Script ~ by Tophe of Östgöta Ops (heavily modified) Dynamic Body Remover ~ by -eutf-Myke GRF iedcreator ~ by foxhound (modified) headbug fix from evolution. AND SPECIAL THANKS TO: The Project Reality mod team for making the gamemode "Insurgency" this mission is based on. The AEF clan for helping me test the mission on their server and the GSA arma community/servers. oh and Gunner for being my testing bitch :P
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as it says in the title. when i place a bar gate in the editor i dont want the open gate/close gate action which pops up whenever you go near it. is there anyway to disable it or a way to find the action id so i can perma remove it?
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this is true, but as soon as you respawn you'll loose the ability to look at the map without one. so unless you want to keep aborting and rejoining its no biggie.
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A.C.E. Advanced Combat Environment Public Release!
Pogoman replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
hehe true, what i meant and probably should of said is that its not such a hard thing to test, and you don't need any groundbreaking scientific data. -
A.C.E. Advanced Combat Environment Public Release!
Pogoman replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
i agree the blackouts are a well balanced representation of the soldier getting tired, and that if your sprint for a few hundred meters with all that stuff on your back you will be combat incapable. everyone posting things about how you can run for ages if you moderate your speed and that its perfectly balanced are missing the issue here. it IS balanced, it IS a good system, the distances soldiers can run before getting tired etc is IRRELEVANT, thats not the issue, so stop going on about getting real world data and crap, although fyi i think the ACE mod have done a very good job of simulating how far a soldier could run. the only issue here is that the blackouts dont make sense, what i and i think a few other people are trying to say is that keeping everything else the same in game, when you get to the stage when your on the verge of having a blackout, maybe something else should happen like soldier slows down perhaps? people you dont need scientific data for this. carry some weights and see how far you can sprint, you will slow, stop, collapse before you blackout. if you really push yourself your legs will feel like jelly and yes, you really will need to lie down for a few minutes. this isnt science. as for mr burn's comment about comparing removing blackouts with the hardcoded animations in arma, i hardly think they're  that difficult to remove/modify :P. again to reiterrate, no one is saying the stamina system is unrealistic in terms of how far the soldier can run etc before he gets tired. its JUST the blackouts that dont make sense. i'm not saying the soldier should be able to run further before he blacks out. ii'm saying he SHOULDN't black out, there should be some other effect. i hardly see how this is such a controversial suggestion, its not like im suggesting a massive revamp of the stamina system, just change the blackout effect to something else because it is unrealistic. btw im not entirely sure about the effects of adrenaline (since i' ve obviously never used it lol), but it may be that you could blackout before you collapse using it, and you'd definately be able to run further. so that could be a nice addition to the mod although im not sure whether any soldiers would use adrenaline unless wounded hehe. -
A.C.E. Advanced Combat Environment Public Release!
Pogoman replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
I really doubt these will go away, and tbh, i see no reason for them to go. As matt has put it: if you don't wanna collapse, just adjust your avatar speed. the reason the blackouts should go away is because they just dont happen, as i have explained twice now. the collapsing part i am fine with, its just the blackouts. please read posts more carefully. also for anyone whose interested, if you want to add magazines to the backpack in the editor, just add _PDM to the end of the class name. for eg "ACE_15Rnd_9x19_B_M9" becomes "ACE_15Rnd_9x19_B_M9_PDM" -
A.C.E. Advanced Combat Environment Public Release!
Pogoman replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
So you want collapsing to replace the blackouts? Fair enough, but that wouldn't be any less 'annoying' than blackouts. Although when you are exhausted, you can be disoriented. Blackouts in the game simulate that in a way. It difficult to simulate exhaustion in a game. But still, if you're blacking out then you are pushing your character harder than you should. Your aiming would already be pretty bad by that point. the collapsing wont replace the blackouts, you already collapse in ACE anyway if you run too far.... sprint for a couple hundred meters and you'll see. im saying just get rid of the blackouts. and to clear things up that might not be apparent, i love the fact that you cant sprint constantly now, that every soldier isnt carrying AT etc, my old playing style never involved running around like crazy... im just saying the blackouts dont make sense and they should be removed. they're one of the only things that bug me about ACE (other than the fact that the vehicles are too quiet). -
A.C.E. Advanced Combat Environment Public Release!
Pogoman replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
that is irrelevant. you will irl collapse before you blackout. sprinting to the point of blacking out is basically impossible because you will collapse first, giving your cells time to replenish oxygen and thus preventing blacking out. you'd only blackout if it were physically impossible for you to stop sprinting for some reason. it seems like an easy fix to just remove blackouts and leave it with the soldier collapsing when tired, as the blackouts arent realistic, and are also just plain annoying :P -
A.C.E. Advanced Combat Environment Public Release!
Pogoman replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
the weight/stamina system is good, the blackouts are not. instead of sprinting for 100m with 30kg and then blacking out a more realistic system would be: You sprint for 30m, jog for 50 and then walk the rest. humans slow down when they get tired, way before they start losing vision. a blackout is the result of not enough oxygen to your brain, and that only occurs when all your muscles have already been denied as much oxygen as possible. thus you'd collapse before you'd blackout. for the confused out there doing excercise requires the energy produced respiration, which is why oxygen comes into all of this. my suggestion is, have the soldier fall over when he gets too tired, and remove the blackouts from the stamina system completely, because you do not blackout before you get too tired to stand (perhaps if you took some adrenaline that might change ). if at all possible make the soldier gradually slow down before he collapses. EDIT: oh and i have a question. how do you add stuff to the rucksacks in the editor (ie how can i change the default loadout in the rucksack). -
A.C.E. Advanced Combat Environment Public Release!
Pogoman replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Maybe the problem is with the server? The server admin will need to check that. It may have conflicting addons. Most likely another version of extended eventhandlers (XEH). Very strange. i have already asked the server owner about it. these are the additional addons other than ace the server is running (in an @GSA folder): afghan_village.pbo afghan_village.pbo.OPX.bisign avgani.pbo avgani.pbo.OPX.bisign map_3demap.pbo map_3demap.pbo.MAP.bisign MAP_EU.pbo MAP_EU.pbo.MAP.bisign MAP_Services.pbo MAP_Services.pbo.MAP.bisign opxbuildings.pbo opxbuildings.pbo.OPX.bisign opxmisc.pbo opxmisc.pbo.OPX.bisign opxplants.pbo opxplants.pbo.OPX.bisign opxroads.pbo opxroads.pbo.OPX.bisign PROPER_plants_standard_textures_with_lowplants.pbo PROPER_plants_standard_textures_with_lowplants.pbo .PROPER_plants_standard_textures_with_lowplants_20 08_12_06.bisign schmalfelden.pbo schmalfelden.pbo.NBELL.bisign schmalfeldenhv.pbo schmalfeldenhv.pbo.NBELL.bisign schmalfeldenxhv.pbo schmalfeldenxhv.pbo.NBELL.bisign uhao.pbo uhao.pbo.OFM.bisign as you can see there are no additional XEH. the command line for the server is: beta;DBE1;@ACE-Islands;@GSA;@ACE;@SIX_BC -
A.C.E. Advanced Combat Environment Public Release!
Pogoman replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
On our aussie ace server (GamingSA.com ACE Mod v1.00), the drag feature doesnt work for anyone, nor can anyone heal other players ever (no matter how many different bandages, epinephrin etc they're carrying). we had around 20 players for about 8 hour the other day and not once on any mission could anyone drag or use the medic features, and there were alot of people who were just running ace and nothing else, so there was no additional XEH used (note it all works on ai, just not other players). any suggestions? -
all the changes sound great mate! and im glad to see your working on a fix for the kit limiting bug (probably shouldnta spelt it out here so now every knows how to do it :P), we've got a much larger arma community over at bigdy now and we did do devastation a fair bit at one point awhile back, however the kit limiting bug soon turned it into a bezerk fest with everyone running around with AT heh, so glad to see thats getting fixed.