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swoop

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Everything posted by swoop

  1. So, when it worked.....what, exactly, did you do?
  2. If you're playing the Contact SP campaign then you're gonna know what I'm talking about very soon. If not, then I don't think you'll be able to help. P.S. The task I'm referring to is specifically labelled 'Progressively transmit noise'.
  3. There's a particular mission in the Apex campaign where the enemy is firing flares off....and they're having a very good effect, lighting up the area like daylight, as flares are supposed to do. However, when I fire a flare from my underslung GL.....well I may as well have lit a candle. What gives?
  4. *If* the AI driven scripted transport worked....then yes. However, it doesn't work a lot of the time. Anyway, bug reports for you: The new 2nd tier missions don't seem to have an obvious dialog that appears. You make contact with the fella, use the 'request mission' menu option and then you have to notice the mission vehicle icon on the map. The first time some players of ours tried it some other tier 1 missions spawned at almost the exact moment they made contact with the fella.....and then assumed these missions that had just spawned (a capture the outpost and a city supplies) were from him. No-one seems able to pick up a PCML. The menu option is there but nothing happens. Picking up titan launchers works fine. At ports, can we have an option to buy RHIBs as well? Cos those assault boats, or whatever they're called....the dingy with an outboard.....are just so damn slow.
  5. The despawning also happened to a NATO boat we stole. Some people like screwing around underwater, I'm one of em. With AI divers....anyone who doesn't like screwing around underwater can safely ignore them for the most part.
  6. Tried playing with 2x players NATO v 6x players syndikat. The NATO players suffer some minor issues: As all NATO players are in the same group, only the group leader has control over the AI heli transport....which can cause some logistical issues. Recommend making all NATO slots group leaders as per syndikat. We came up with the brilliant idea of stealing some civilian vehicles and driving round pretending to be AI in order to find the enemy.....however, all vehicles seem to despawn after around 2km of travel. This includes boats.....and I blame you for the 15 minutes it took me to swim to shore. :-p The punishment script may be unwarranted for NATO players. We started to get frustrated with the (lack of) transport options and after the AI heli refused to land for the 3rd time we shot the pilot.....and the punishment script kicked in. On the plus side, boat spawn positioning is now much better. Can we have some AI divers to contend with as well?
  7. Ah. That explains why I can't find it. Is the plan to implement it and where can I set it currently in Antistasi Altis?
  8. B, in the Antistasi changelog you mention: NEW OPTION: Simple arsenal access mode. Gear us no longer removed from members upon accessing the arsenal. Default: disabled. Where is this option turned on and does the same functionality exist in WotP?
  9. Alternative method to allow proper boat placement: Don't spawn them with scripts, place them in the editor with a 33% (or less) chance of presence.....then a boat will only be in the same place every 3rd time we launch the mission. Boats won't respawn while in mission but will on relaunch. Then you can place boats by every jetty, harbour and logical place rather than floating around off shore like they've been stolen. And I've never seen the invisible wall issue on Altis in Antistasi, only in WotP on Tanoa.
  10. Also, boat positioning....... boats seem to be abandoned in little groups, sometimes parked on top of each other, out to sea nowhere near harbours or jettys.
  11. B, weird bug. Nothing appears in rpt. Don't know if it's server specific but......occasionally we'll find an invisible barrier in the middle of a road. Anyone else mentioned anything like that? If not it's something on our server causing it. No mods running apart form cba and tfar, however, large player base so occasionally some idiot connects with the clan mods loaded and has things in the arsenal no-one else can see. Might be related.
  12. The attitude I take is....if it's armed it gets shot. If it whinges at me to cease fire then....aw, alright then.
  13. swoop

    [SP/CO8] A 3 - Antistasi Altis.

    B, we're running a WotP server with 1x HC, seems to be working well. Civ spawning on 3%, contact spawning at 1600m, around 6 players.
  14. swoop

    [SP/CO8] A 3 - Antistasi Altis.

    Are you absolutely sure about that? Cos I'm not.... Maybe B can confirm?
  15. swoop

    [SP/CO8] A 3 - Antistasi Altis.

    If you've left the mission running then when the 'someone' joins he'll spawn at position A, where you saved it. The only message he'll see is the one referring to loading the save but it means "does he want to load his personal stats", not the persistent save. If you've ended the mission and left it on the role selection screen then he'll launch the mission and be asked the 3 questions, the 3rd meaning "do you want to load the persistent save" and, as long as he clicks yes, he'll be teleported to position A along with the rest of the HQ furniture. If he clicks no then it's like starting a new game, as long as he doesn't use the persistent save feature you'll still have the one you saved previously. If he does then you've lost the old one.
  16. Bug report: The Antistasi issue where JIP players cannot see any weapons in the INVENTORY of the arsenal crate until the mission commander has transferred the entire contents to a truck and back again.....is happening in WotP as well.
  17. swoop

    [SP/CO8] A 3 - Antistasi Altis.

    When the mission first loads, the very first player (or server admin) to connect and launch the mission will be asked 3 questions: Enable switch commander Y/N, enable server membership Y/N, load previous Y/N. If the player selects NO to this last one then the next screen he sees will be the map screen and a request to click where he'd like the HQ located. If he clicks Y then the persistent save will be loaded and all HQ assets will be teleported to the save location. Once the mission has loaded and these questions have been answered, ALL PLAYERS WHO CONNECT will be asked if they want to load previous, however, this question only refers to loading personal stats for the server. Not the mission. Also, with regard to persistent servers......Antistasi is a bad design for leaving up all the time. Imagine this....you conquer and hold a bunch of enemy outposts, save it and log off for the night......over the next 8 hours the enemy AI is carrying out attacks on your territory so when you log back on in the morning it's all been recaptured and, if you're lucky, Petros won't have been found and shot. The only way around this is to RESTART the mission and load the persistent save you did before logging off the night before. However, while you're not there....if some idiot logs in, spends all your money and NATO points and saves it.....there isn't any way to recover to an earlier save. So when I'm finished for the night I shut down the server.
  18. What about having some convoy missions that are being transported by boat? Lets say a couple of RHIBs escorted by a gunboat? Sink the RHIBs and recover the cargo with divers or capture and hijack. Piracy!
  19. Hey B. Ya remember about a year ago when I mentioned putting empty boats in harbours on Antistasi, the same way we have empty vehicles lying around towns? Well....warlords is in even more need of some boats lying around. In fact I'd say they're kinda paramount. Last time I mentioned this you added buyable boats in captured ports......there's not enough ports on Tanoa. Please, fercryinoutloud, put some empty boats around that players can stumble across and use. I tried starting with the HQ on the SE island......1st mission was a kill the traitor on the island to the west. I tried swimming it....didn't get there in time. :-/
  20. Er.....isn't there already a Tanoa port of this? I've been playing it for about a fortnight, downloaded direct from the Steam workshop...
  21. swoop

    [SP/CO8] A 3 - Antistasi Altis.

    To add extra items in spawned ammo boxes you merely add the classnames in the init file. Check the Steam forums for details.
  22. Love this mission, very entertaining but in a relaxed way. There's only 1 thing I don't like about it....and that is, when you're nowhere near an enemy marked area you know you're safe cos the enemy doesn't patrol. Edit: Correction, 2 things....there's no earplug script. Doh, 3 things....ACE breaks it.
  23. Either.....join a group of experienced Antistasi players (http://4thinfantrybrigade.co.uk) or......try Liberation ( https://forums.bistudio.com/topic/183734-mpcti-coop-liberation-beta/)
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