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Strag

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Everything posted by Strag

  1. sickboy, did you change rifle tracers back to one in every three rounds? I'm seeing tracers out of my M4 again!
  2. Strag

    Evolution V3.0

    Since the idea of revive seems to be a hot topic, I'll offer my thoughts. In the games we've been enjoying at Tactical Gamer, we almost always have dedicated air transport. Â Respawning at Paraiso Airport is not a problem, and we consider it part of the mission and an important part of its inherent logistics. Â Revive is not necessary for our purposes, but perhaps it could be added as a config option for server admins (disabled by default); those who want it could enable it, and those who dislike it could leave it disabled. Now, if you wanted to reward transport pilots (to make the job more appealing), perhaps you could award points to a chopper pilot for travelling more than x meters with player cargo. Â For example, if a pilot had three players in his MH6 and transported them more than one kilometer, he'd gain three(?) points. Anyway, what I really wanted to suggest in this post was a rank system that could be adjusted via config parameters. Â I think your current rank system is great for pub servers, and that could be left as the default. Â But for servers that are looking to tweak the game play a bit, perhaps the ranks could be configured via variables for each vehicle and weapon type. You could then remove the rank explanations from the briefing and add them to a "Rank Screen" (accessed via a "My Rank" context menu) so that they could be read from the config variables and displayed appropriately. Â You could also display the player's current rank in his "Rank Screen" so that he could see it at any time. Just a few suggestions for your fine mission based on the game play we're seeing at Tactical Gamer. Â You're hitting a broad audience already, but by opening up some of the mission settings to server admins, you could probably hit an even broader audience. Â Keep up the great work; we all appreciate it very much!
  3. Strag

    Evolution V3.0

    You can transfer to different squads in vehicles that other squads are in. Get in a vehicle with a different squad leader, choose "my squad" from the menu then choose "my vehicle" from the squad page. That helps, but what if no vehicles are available at a given time? We're back to the Transfer building. @Kiljoy, a radio channel would be great!
  4. Strag

    Evolution V3.0

    Hi KilJoy, I'd like to congratulate you on an impressive mission, as well as thank you for all your work. Â We've been playing v3.0 quite a bit at TacticalGamer.com; in fact, one of our servers is dedicated to Evolution 24/7. Â We've been enjoying games with 20+ people, and with those numbers we've really been able to take advantage of the gameplay that Evolution enables. Â During our evening sessions we've been playing the mission as a structured coop, rather than a loose pick-up game. Â We've been running two or three squads, along with a dedicated air element and a command element. Â The air element provides transport, while the command element contains the overall mission leader (what we're calling a Platoon Leader) and handles logistics (resupply and repair) and strategy. Â This has been working well, but we've run into some complications: - We use separate subchannels in TeamSpeak for our various squads and support elements, and we try to match these to our in-game squads. Â We really like the ability to manage squads in-game via the Transfer building, but it becomes a burden when we get far away from the Paraiso Airport. Â Would it be possible for the overall mission leader (the Platoon Leader) Â to have the ability to build a "Headquarters" where squad transfers could take place?
  5. When installing only SIX_Tracers from the pack (the @SIX_Tracers folder and the Dta folder), I get this error when running ArmA: Addon 'SIX_Tracers' requires addon 'SIX_Misc' Is SIX_Misc now required to use SIX_Tracers? EDIT: Nevermind, I just read that SIX_Misc is indeed required to run SIX_Tracers. Is there a possibility of releasing only SIX_Tracers by itself?
  6. I think that's a good choice, Sickboy. Thanks again for all your work on this, and thanks again to all who have contributed to this mod.
  7. Excellent. Â If possible, don't forget to exclude the SPR.
  8. Thanks, Sickboy -- this is great. Â From both a mission maker and a server admin standpoint, I think this will allow us to customize our missions and servers as we wish with respect to tracers. So, if you're looking for a "default" setting, I'd recommend no more than one tracer per every five rounds for rifles. Â Anything more than that, and I think we'll have what look like a bunch of Star Wars battles on our hands. Â
  9. Well, what about a sort of compromise between the two? Could you make it so that for rifles, a magazine contains a random number of tracers such that one occurs between every 5th and 10th round? In other words: One magazine would contain four rounds between every tracer. Another magazine would contain five rounds between every tracer. Another magazine would contain six rounds between every tracer. Another magazine would contain seven rounds between every tracer. Another magazine would contain eight rounds between every tracer. Another magazine would contain nine rounds between every tracer. Or perhaps some other, similar combination. This could represent the different ways folks load tracers in real life, but would still give adequate tracer effects to "make it pretty" (cringes). This would be the "vanilla" version of the mod, and then perhaps those of us who want more realism could tweak it how we want it anyway. EDIT: Another possibility -- have a default setting for the mod (one tracer every five rounds, or something), but also have a variable that could be set by the mod user -- and perhaps also by mission creators, in case they wanted to override and force a certain tracer setting -- where tracers would appear every x rounds for rifles, and also perhaps a variable where tracers would appear for the last x rounds in the mag. After all, making the mod flexible will make it appeal to more people, and you've probably coded it each of these ways by now anyway.
  10. Argh, double post. I'm guessing this is due to the high volume of traffic related to the v1.08 patch release!
  11. From what I can tell, it works correctly with all rifles that don't have attached grenade launchers (including the M16A4). Â But, on rifles with attached grenade launchers, every single round is fired as a tracer. Â I don't know if this is a bug or if it's intentional.
  12. Bug (I assume): The M16A2GL and M16A4_GL both fire tracers every single round. I have not had a chance to test the M16A4_ACG_GL, M4GL, M4A1GL, or AK74GL.
  13. Thanks for the Wikipedia reference. I'll take it for what it's worth. I'm really more interested in what the guys on the ground have to say, rather than what's done at a range. I see a lot of this: So some squad leaders may load one or two full mags of tracers, and some guys may load tracers at the end of a mag, but others don't use them at all.
  14. Yeah, the M16A1 had a 1:12" twist, which worked fine with the M193 round's 55 grain bullet. But that's neither here nor there. The question is, what does a typical rifleman fire the majority of the time? M855 (green tip) or M856 (orange tip tracer)? IMO, the answer to that question should determine whether or not tracers are enabled in this mod for rifles by default. It would then be up to mission makers to configure their missions manually for the other case as desired.
  15. I'd suggest disabling tracers for rifles by default, but leaving them enabled for machineguns. This way, for folks who are playing missions not specially set up to work with this tracers mod (which will likely be the majority of folks out there), those irritating rifle tracers won't show up. If a mission maker DOES want rifle tracers to show up for some reason, he can configure the tracers mod to work that way with his mission. EDIT: If you decide to leave rifle tracers enabled, could you also please release a version that does NOT have rifle tracers enabled?
  16. Suggestion -- disable rifle tracers by default with SIX_TRACER_EXCL_WEAP.
  17. It's coming along nicely! A suggestion -- if possible, add a brighter/whiter "core" to the tracer streak. Right now each looks uniformly red or green throughout, which doesn't look correct for a projectile that is burning extremely hot. The red tracers would actually have more of an orangish-white color, while the green tracers would actually have more of a greenish-white color. Also, the red tracers appear "fatter" to me out of the muzzle than do the green tracers. I don't know if this is an optical illusion, or if there is an actual difference in shape/size between the two different colors. Thanks again for all your work with this. Once finished, this will be a big part of making ArmA a more enjoyable game to play.
  18. Hi sickboy, Very nice work. Â I've been following the cent_tracers thread and now this one. Â Thanks for your work on this, as well as everyone else who has been involved. My personal observations of M856 Tracer (orange bullet tip) fired from an AR-15 with a 20" barrel at night: - Shooter's perspective: rounds were almost point sources of light, bright orange-white in color. - Observer's perspective from the side: Â rounds were short streaks of light, bright orange-white in color -- similar to how they look here, but maybe a third of the length of the tracer round immediately in front of the AH-6. I hope this is of some use to you.
  19. Strag

    In Game Voip

    We've tested the in-game VOIP quite a bit on the TacticalGamer.com servers. Â It doesn't seem to work any better in the v1.07 beta versions than it did in previous versions. Â Some people can hear some other people, but often those same people can't hear some of the others. Â We're using Teamspeak for now, but we're really hoping the in-game VOIP is fixed soon. Â Comms are a VERY imporant part of this game.
  20. Strag

    Artillery Support

    Mr-Murray, the issues Wedge and I are seeing are in MP on a dedicated server. Â I'd really like to get this working correctly, as my community only plays missions hosted on dedicated servers. Thanks for your time.
  21. Strag

    Artillery Support

    This is a very nice script. Â Thanks, Mr. Murray! I've altered it a bit for a mission I'm working on -- added a dialogue between the caller and the battery group leader, and also added a second battery for West available via Radio Bravo. Â This all works fine. The problem I'm seeing, though, is that some of the functionality is not working on a dedicated server. Â I'm guessing this has something to do with global/local running of the various scripts, but I haven't mastered that concept yet so I'm not sure. Â Specifically, I'm not seeing the "crosshair" appear on the map when I place the impact coordinate, I'm not hearing the "Ari" sound (when the rounds come "whoosing" in before impact), and I'm not seeing the dust rings appear on impact. If anyone has any thoughts as to how I might tweak things to get everything working, I'd appreciate it. Â Thanks.
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