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rubberkite

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Everything posted by rubberkite

  1. rubberkite

    WARFARE BE2 *Rubber Ed*

    It's for pleasure ;) Thanks I forget 2 things 1st remove comment on file version.sqf /* DEBUG */ #define WF_DEBUG 1 so u have debug mode on and u can build everythings istant, onmap click and no damage u can test everythings faster ;) and in mission.sqm u have to add the required addons ;) ( about build time on my screenshot it's 1 because on debug mode all build time is set to 1 second ) so u don't have to wait 50 second for barracks and 6 second for each unit, just instant :) have fun and send me the files when u finished cheers Rubber 1 version.sqf
  2. rubberkite

    WARFARE BE2 *Rubber Ed*

    I will be out of home all the week end so I made this little tutorial so if u want u can start and try ;) first add a call to your addon core file: Common\Init\Init_Common.sqf case WF_A2_CombinedOps: { /* Gear Core */ [] Call Compile preprocessFile 'Common\Config\Core_Gear\Core_Vanilla_G.sqf'; [] Call Compile preprocessFile 'Common\Config\Core_Gear\Core_Arrowhead_G.sqf'; [] Call Compile preprocessFile 'Common\Config\Core_Gear\Core_BAF_G.sqf'; [] Call Compile preprocessFile 'Common\Config\Core_Gear\Core_PMC_G.sqf'; /* Class Core */ [] Call Compile preprocessFile 'Common\Config\Core\Core_ACR.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_BAF.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_BAFD.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_BAFW.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_CDF.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_CIV.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_DeltaForce.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_FR.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_GUE.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_INS.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_KSK.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_MVD.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_PMC.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_RU.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_Spetsnaz.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_TKA.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_TKCIV.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_TKGUE.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_TKSF.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_US.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_USMC.sqf'; [] Call Compile preprocessFile 'Common\Config\Core\Core_RNG.sqf'; //-- MASSI RANGER DESERT CAMO Common\Config\Core\Core_RNG.sqf /* Infantry */ _c = _c + ['mas_ita_unit_des_aa']; _i = _i + [['','',1840,6,-1,2,0,0.95,'Rangers',[]]]; _c = _c + ['mas_ita_unit_des_at']; _i = _i + [['','',1540,6,-1,2,0,0.95,'Rangers',[]]]; _c = _c + ['mas_ita_unit_des_med']; _i = _i + [['','',340,6,-1,2,0,0.95,'Rangers',[]]]; _c = _c + ['vehicle="mas_ita_unit_des_sl"; ']; _i = _i + [['','',325,6,-1,2,0,0.94,'Rangers',[]]]; _c = _c + ['vehicle="mas_ita_unit_des_dem";']; _i = _i + [['Engineer','',310,6,-1,2,0,0.94,'Rangers',[]]]; _c = _c + ['mas_ita_unit_des_snp']; _i = _i + [['','',345,6,-1,2,0,0.96,'Rangers',[]]]; _c = _c + ['mas_ita_unit_des_snphv']; _i = _i + [['','',385,6,-1,2,0,0.97,'Rangers',[]]]; _c = _c + ['mas_ita_unit_des_tl']; _i = _i + [['','',455,6,-1,2,0,0.98,'Rangers',[]]]; _c = _c + ['mas_ita_unit_des_gl']; _i = _i + [['','',555,6,-1,2,0,1,'Rangers',[]]]; _c = _c + ['CLASS NAME of unit/vehicle']; _i = _i + [['name if u want replace','image if u want replace',price,time to build,factory index,upgrade,upgrade,skill,'Group Name in GUI',[]]]; * My release doesn't use upgrade tree, but if u create with also upgrade (watch other type of unit to use same upgrade level) the core file that u will create can be used also for Warfare BE standard and other modded versions. result: https://picasaweb.google.com/lh/photo/EnVfXYxdhsc0n5f5ePmThNMTjNZETYmyPJy0liipFm0?feat=directlink this quick tutorial is to allow u to start the creation of core file open one like core_us.sqf that is completed with all vehicle and also static defences this will add unit to ( GUI ) for starting slot - u can simply replace mission.sqm playable slots and check the file: Client\Module\Skill\Skill_Init.sqf for adding the class name on the class skill array ( to allow special features/actions of classes ) WFBE_SK_V_Engineers = ['USMC_SoldierS_Engineer','MVD_Soldier_TL','US_Soldier_Engineer_EP1','TK_Soldier_Engineer_EP1','CDF_Soldier_Engineer','Ins_Soldier_Sapper']; WFBE_SK_V_Officers = ['FR_Commander','RUS_Commander','US_Soldier_Officer_EP1','TK_Soldier_SL_EP1','CDF_Soldier_Officer','Ins_Commander']; WFBE_SK_V_Medics = ['US_Soldier_Medic_EP1','US_Delta_Force_Medic_EP1','RU_Soldier_Medic','TK_Soldier_Medic_EP1']; WFBE_SK_V_TeamLeaders = ['US_Soldier_TL_EP1','FR_TL','TK_Soldier_Officer_EP1','RU_Soldier_Officer','RUS_Soldier_TL','US_Delta_Force_TL_EP1','TK_Special_Forces_TL_EP1','CDF_Soldier_TL','Ins_Soldier_2']; WFBE_SK_V_SpecsOps = ['GER_Soldier_Scout_EP1','FR_Sapper','TK_Special_Forces_EP1','Ins_Soldier_2']; WFBE_SK_V_Spotters = ['US_Soldier_Marksman_EP1','USMC_SoldierS_Sniper','RU_Soldier_Spotter','MVD_Soldier_Marksman','RU_Soldier_Marksman','RU_Soldier_Sniper','US_Soldier_Spotter_EP1','TK_Soldier_Spotter_EP1','TK_Soldier_Sniper_EP1','CDF_Soldier_Sniper','Ins_Soldier_Sniper']; Thats all for now, I will explain u how to add also new weapons in loadout, and also how to add custom addons unit to occupations forces. The first things that u can do it's to create the CORE file with all unit and prices, when this is ready you are at good point :) Ask my additional info if u need, ( I will be back next monday ) Cheers Rubber
  3. Sorry if it's not a "right" request, but any plan for linux dedi based on last beta ? thanks, I've not played this beta too much but until now seem smooth and stable...
  4. rubberkite

    WARFARE BE2 *Rubber Ed*

    Thanks mate ! I see you playing yesterday I was tempted to join your server and invite u in bob for our daily match! Come mate u welcome, play with us one of those days. About gps and all HUD OSD I will add option to turn it on/off in build 011 or at least in 012 About mission on more islands, I would like to port it soon, if u want to help I can write step by step what need to be changed. Some changes in scripts are necessary, if u want u can add me on skype or msn. I would like to add also config for some addon unit. There is a lot of work for price array Barracks weapons lightfactory heavy factory airfactory arrays So if someone want to give a bit help "we" can release new islands and addons version sooner keep in touch Rubber
  5. rubberkite

    WARFARE BE2 *Rubber Ed*

    OK first attempt with new GPS done, and also some nice changes on occupation/resistance. I will add option to turn off HUD for who don't like or in case of making movie or other reasons. here changes: BUILD 010 - 009 - NEW “GPS†OSD with variable zoom related to speed and type of vehicle ( no map texture and custom color) - NEW OCCUPATION and RESISTANCE system - now team are fixed and spawn always same amount resistance is related to city size, occupation to supply value. - Supply truck are now in list u can use to raise town SV faster ( 1 truck +10 sv ) - Map Marker color improved a bit. ( side unit blue or red ) ( player group unit yellow ) players ( arrow ) - New placement for Airports town and Rasman moved a bit on south. all needed info on 1st post.
  6. rubberkite

    WARFARE BE2 *Rubber Ed*

    Hi Gossamer ;) Thanks for the tip, I've downloaded and used GAIA, seems to works fine but I've not found the RscMapcontrol on the list of usable controls. I've found the way to create RscMapcontrol just studing the warfare source and I've created a GUI element that display the map like the GPS, now I'm tweaking some minor things and the I can release a test version. Im happy for the result, seems to works fine ;)
  7. rubberkite

    WARFARE BE2 *Rubber Ed*

    Yes, Sure, I've considered that, and I will release the map as script, I would like to assign custom key to zoom in and out, but I'm not expert with Dialogs and I will need time to learn by try and mistakes...
  8. rubberkite

    WARFARE BE2 *Rubber Ed*

    Thanks Mate ;) The last thing that I want to change is to replace the standard GPS with a MAP on GUI, because GPS each time you change the zoom on sight it autoremoved and u have to open it back again. I prefer a "minimal" style MAP and I will add option to remove all OSD information, if someone wants to use mission to make video or just have low resolution and/or doesn't like the HUD display. The timer on OSD is good for medic and for peace time, u can see when u build respawn tent and u will know when 12 minute are going low and u will have action ready again, instead of check with mouse wheel.. With 006 I improved a lot the range firefight with ASR_Ai with 007 I removed the power of AV8 aircraft, now is good for dogfight but u need tu buy a CAS plane, 1 people now can't fight air and land in same time, and this remove lot of power from aircraft, because CAS plane are slow and also ground force have chances to shot down. We play with good pilot in both side, and when Av8 fly fast and low, it's really hard for land man to shot it down, now they can fight vs A10 or Su25/39, and AV8 is there for CAP only Mission is almost final, when I finish with last tweak and fine tuning I will port to more maps, I think the first one will be Saharani... then the others If someone whant's to help me on city depots / strong points / static defenses, I can release new map much sooner. Cheers Rubber
  9. rubberkite

    WARFARE BE2 *Rubber Ed*

    new build 008 released: download link: http://www.mediafire.com/?p1pig7oi45675hp ---------- Post added at 01:05 ---------- Previous post was at 01:01 ---------- Screenshot of new OSD with GPS moved in bottom right corner: https://picasaweb.google.com/lh/photo/6UaDGCz35Phj3bL5brYO5dMTjNZETYmyPJy0liipFm0?feat=directlink
  10. After a long period of testing, the mission is polished and ready to be shared. Main differencies compared to standards warfare: Less arcade More Dynamic gameplay Need lot more teamplay Need lot more strategy Less dispersive fight More intense PvP battle Can end in a reasonable time or timer can be set by parameters Based on more real economy Lot more Balanced SIDE Improved AI (they fight inside and on roof of building, use smokes grenades, place mines, and lot more UPSMON 5.09) Updated and Tweaked/Tailored Mando Script suite 2.4b102 current version: v 1.9 - 05 march 2012 download link: http://www.mediafire.com/?5mtao19hh4c43yn Armaholic mirror: - Rubber Wargame Warfare (CTI-PvP) v1.9 changelog: If you're new to mando please watch those really good Mando Missile tutorial by Qazdar: youtube link This mission is based on BE 207x used like a framework to create a very customized version that enhance teamplay and pvp fight. I've reach this goal testing different parameter combination until I've found a good compromise. I've disabled AI squad, Commander, in order to have a smoother gameplay with less server load, player can control AI using client resources instead of overload the server. Best way to enjoy this mission is to play with a good group of friends ( allied / opponents ) and use a good strategy! special invite: All player that like to play organized with teamplay are welcome on European BOB server. host filter: bob were a new Rubber Warfare starts every day at 21.30 UTC+1 Mission briefing and description ( included also in mission note on game map ) Included in mission there are different "Game mode": you can try with different starting founds / supply Tournament Edition 012 I've think about tournament organization in order to give motivation to myself and my team mates, when you have a goal you can start your training... I hope that this works also for other ArmA groups, ArmA World offer a lot of game mode and contents and the community is a lot fragmentated. Whit a fixed match every week you've a fixed day to play against good opponents and see your individual and team progress. Tournament post for info and requests: http://forums.bistudio.com/showthread.php?131667-Warfare-Tournament-012-Edition-10
  11. rubberkite

    Rubber Wargame Warfare (CTI-PvP)

    Hi Lao greetings from Italy, about my edition, fsm scripts related to performace "was" ( Exactly ) the same as original Warfare BE 2071. the 1.9 is really old, also Benny updated the 2071 with a small hotfix during this period, I suggest u to run the new build 006: http://forums.bistudio.com/showthread.php?133358-WARFARE-BE2-*Rubber-Ed* About performance: If u play with AI squads and lot of money on your PC that run as client and server for mission, you will notice a consistend fps drop, due to the CPU bottleneck.. if u try the mission in a dedicated server all AI on map except your squad, are controlled by server and it take the load and client will use less resources. I wrote "was" on 1.9 because I modded a bit in newest releases. About build 006 ( 007 is upcoming :) ) compared to default BE there is a difference on occupation an resistance town: on my edition the created team are less random, because we usually play, team vs team (a bit more organized than random players) this means that if our opponents can take a 120SV town with less ai than our 80SV they will have a consistant advantage. For this reason there will be more AI on the map compared to same occupation/resistance param on BE. I have 2500k like your great CPU mine is rock solid @4.7 with a big noctua cooler ;) I play almost always this mission, and performance are good like the standard BE ( this thanks to Benny not to me ) lot of money and AI squad can cause problem, this is the same as BE. please use the new post after u check the mission, I hope u will not notice the same problem cheers Rubber
  12. rubberkite

    Celle 2

    Thank u a lot for this really outstanding territory... perfect for warfare ;)
  13. rubberkite

    WARFARE BE2 *Rubber Ed*

    new Build 006 released! check first post for download link and changelog
  14. rubberkite

    WARFARE BE2 *Rubber Ed*

    @ Jedra First of all congratulations your tool works really well and is really good also for debug! check the album I've added some debug in progress screens :) https://picasaweb.google.com/RubberKite/WARFAREBE2071RubberED?authuser=0&feat=directlink Everything works fine with ASR_AI. but I've to check the skill assign for recuited soldiers... seems that assign 1 to all recuited and doesn't work as intendeed. ( this is warfare BE problem ) tested also vanilla with default BE2071 ASR_AI works fine for server controlled AI in town resistance and occupations Easy to check with your great tool ;) @ Kremator I will raise some value in skill config, when build 006 will be out please try again if Ai works better.
  15. rubberkite

    WARFARE BE2 *Rubber Ed*

    @ JEDRA Skill are assigned by Warfare script, ASR_AI should not replace the unit skill, I can't find hot to set Skill level in ASR config Yes with vanilla PMC it's almost impossible to fight close range they have inhuman skills, I have to try with PMC as occupation in town, I will use your addon to check the server side created units I never understand 100% how ArmA AI works ;) AT soldier, ... say to me enemy tank 200m and do nothing ... u have AT weapon why u don't shot it? This (should be) same as vanilla ... sometime they shot u from far distance and instant, some time u can jump ahead without getting shootted... usually we don't play with Ai Commander and AI squad, so we never noticed that... BTW I will change in Build 006 the spotting distance and time to spot increasing those value ( AI should engage from far distance and faster..) I want also check turning off server dynamic viewdistance ASR_AI config param to se if we notice improvement or not. I ask u to try with client without ASR_AI and server with ASRAI, and send your client controlled AI and check if them use M136 and witch unit engage from far distance. I'm sure and this is (really well) tested that Resistance force and occupation force use AT weapons very well against our vehicles! as I told to Jedra there is space for improvement but AI... will be always AI....
  16. rubberkite

    WARFARE BE2 *Rubber Ed*

    ;) If u want to tweak AI skills with this config also, we will test your preferences, this is the current config, I will raise the spot distance skill and the spot time skill to make them more reactive... plese set the other skills as u prefer and we will play with new tweaked for a while, there is space to improvement for sure! class sets { // only classes of arrays under this class level_0 { // perfect (only used for testing) aimingAccuracy[] = {1.00, 0.00}; aimingShake[] = {1.00, 0.00}; aimingSpeed[] = {1.00, 0.00}; spotDistance[] = {1.00, 0.00}; spotTime[] = {1.00, 0.00}; endurance[] = {1.00, 0.00}; courage[] = {1.00, 0.00}; reloadSpeed[] = {1.00, 0.00}; commanding[] = {1.00, 0.00}; general[] = {1.00, 0.00}; units[] = { // add class names to this to override their default (or inherited) skill set }; }; class level_1 { // sf 1 aimingAccuracy[] = {0.37, 0.05}; // skilltype = {<min value>, <random value added to min>}; aimingShake[] = {0.40, 0.20}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.65, 0.30}; spotTime[] = {0.40, 0.20}; endurance[] = {0.80, 0.20}; courage[] = {0.80, 0.20}; reloadSpeed[] = {0.80, 0.20}; commanding[] = {0.80, 0.20}; general[] = {0.80, 0.20}; units[] = { "sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a" }; }; class level_2 { // sf 2 aimingAccuracy[] = {0.32, 0.05}; aimingShake[] = {0.35, 0.20}; aimingSpeed[] = {0.50, 0.20}; spotDistance[] = {0.60, 0.30}; spotTime[] = {0.35, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { "ibr_mutant" }; }; class level_3 { // regular 1 aimingAccuracy[] = {0.30, 0.05}; aimingShake[] = {0.30, 0.20}; aimingSpeed[] = {0.45, 0.20}; spotDistance[] = {0.55, 0.30}; spotTime[] = {0.30, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { "bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des", "bink_usmc_scout_des","bink_usmc_scout_l_des", "rb_teamleader" }; }; class level_4 { // regular 2 aimingAccuracy[] = {0.25, 0.05}; aimingShake[] = {0.25, 0.20}; aimingSpeed[] = {0.40, 0.20}; spotDistance[] = {0.50, 0.30}; spotTime[] = {0.25, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_bodyguard" }; }; class level_5 { // militia or trained insurgents, former regulars aimingAccuracy[] = {0.20, 0.05}; aimingShake[] = {0.20, 0.20}; aimingSpeed[] = {0.35, 0.20}; spotDistance[] = {0.45, 0.30}; spotTime[] = {0.20, 0.20}; endurance[] = {0.40, 0.20}; courage[] = {0.40, 0.20}; reloadSpeed[] = {0.40, 0.20}; commanding[] = {0.40, 0.20}; general[] = {0.40, 0.20}; units[] = { "ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab" }; }; class level_6 { // civilians with some military training aimingAccuracy[] = {0.15, 0.05}; aimingShake[] = {0.15, 0.20}; aimingSpeed[] = {0.30, 0.20}; spotDistance[] = {0.40, 0.30}; spotTime[] = {0.15, 0.20}; endurance[] = {0.30, 0.20}; courage[] = {0.30, 0.20}; reloadSpeed[] = {0.30, 0.20}; commanding[] = {0.30, 0.20}; general[] = {0.30, 0.20}; units[] = { "ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102", "ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195", "ibr_rebel206","ibr_rebel217", "ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic", "ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7" }; }; class level_7 { // civilians without military training aimingAccuracy[] = {0.10, 0.05}; aimingShake[] = {0.10, 0.20}; aimingSpeed[] = {0.25, 0.20}; spotDistance[] = {0.35, 0.30}; spotTime[] = {0.10, 0.20}; endurance[] = {0.20, 0.20}; courage[] = {0.20, 0.20}; reloadSpeed[] = {0.20, 0.20}; commanding[] = {0.20, 0.20}; general[] = {0.20, 0.20}; units[] = { "ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7" }; }; class level_8 { // pilot 1 aimingAccuracy[] = {0.31, 0.05}; aimingShake[] = {0.40, 0.20}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.65, 0.30}; spotTime[] = {0.40, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.55, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { }; }; class level_9 { // pilot 2 aimingAccuracy[] = {0.30, 0.05}; aimingShake[] = {0.35, 0.20}; aimingSpeed[] = {0.50, 0.20}; spotDistance[] = {0.60, 0.30}; spotTime[] = {0.35, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_arl_pilot" }; }; class level_10 { // sniper aimingAccuracy[] = {0.50, 0.20}; aimingShake[] = {0.70, 0.20}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.70, 0.30}; spotTime[] = {0.75, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { }; }; };//sets
  17. rubberkite

    WARFARE BE2 *Rubber Ed*

    @Kremator & Jedra Thank u mate, lot of work and it's a pleasure to see that someone like :) @ Jedra I see your dedi with ASR AI running so you will enjoy the great AI firefight ;) I lowered the default ASR_AI accuracy a bit, and I removed the ASRAI features that could interfee with UPSMON script and the result is really good. Fight vs more smart AI but with human accuracy not aimbot ;) If u attack town with vehicle be carefull they place mine on the road... and if u dont see.. bum hehe Join us in bob server one of this day, in more players is better ;)
  18. rubberkite

    J.S.R.S. 1.5

    LJ thank you a lot for you great job, The gameplay immersion it's really raised when played with JSRS. I would like to ask if is possible to make the bullet hit sound louder, I know that it's your mod, so it's just my point of view if you notice that it's too low the volume of bullet hit effect ( on metal, concrete wall, land, and glasses ... etc. ) try to shot with M16 on glasses or on metal, and the try the same with vanilla ArmA, you will notice big differences, JSRS bullet hits are sometime unaudible, I use a lot "audio" during pvp gameplay and without ear bullet hits It's more hard to understand if bullet are direct toward your position... Last question, what the distance PBO do, it's possible to play without it, so weapon will use fade of same sound ? or without you just don't hear sound from distance ( I'm testing now without, this night warfare I will try to see ) Because with distance sound I lost a lot of perception of enemy shooter position. Thanks again for quality release "dlc" ;)
  19. rubberkite

    Warfare Tournament 012 Edition - 10

    Seems like this year we will play only in three team. :(
  20. I'm happy to announce that new edition of warfare tournament will start friday 23 March mission is ready and team can start to pratice their tactics: http://forums.bistudio.com/showthread.php?131612-Rubber-Wargame-Warfare-(CTI-PvP) Tournament RULEs: Mission detail: TEAM SLOT 2012 Edition: 1 Band Of Brothers 2 Wild Mercenaries 3 Jolly 4 Free In order to allow the last edition winner ( Wild Mercenaries ) to play also the 2012 edition, due to their different timezone, we will use more flexible day/time for play: ( during week end ) There is a free slot, so if your team cloud be interested in tournament, first step is to arrange a friendly game with us in order to try mission and ask all info about. Cheers. Rubber
  21. First of all I want to say thank you for that really nice MOD, it's really rich of new content, audio is nice and gameplay it's really immersive and way different from modern warfare style :) a stupid request I really like the garant when the bullets end and carriage jumps away, can this sound modded a little bit louder ( I've used garant in RL and sounds louder specially because your face is close to the rifle when you shot. I've also a problem tab key doesn't work for me, there is another guy with my same problem that found a solution ? thanks again I will release some mission for i44 soon. cheers Rubber
  22. rubberkite

    Spacebar scanning

    Sorry for bump up this old thread, what's the "last" best solution to this problem keeping AI commanding but without spacebarscanning... ?
  23. rubberkite

    Warfare Tournament 012 Edition - 10

    Wild Mercenaries & Jolly added to team list 1 More slot available Cheers
  24. rubberkite

    Rubber Wargame Warfare (CTI-PvP)

    New version 1.9 is out ( download link and changelog on 1st post ) I hope you will enjoy! If you find some price that doesn't make sense please report, I've checked all core file for prices but I can miss something, so please report and I will change/fix I hope that a bigger amount of people will test and play this mission, and give me some feedback to improve and or fix stuff in order to have a very good mission ready for tournament and events. have fun Rubber
  25. rubberkite

    Newbie Seeking to be Chopper Pilot

    No sorry Operation Arrowhead is a stand alone product and is not free if you check sprocket site often they make good offer, ;) cheers
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