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Tactician

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Everything posted by Tactician

  1. Tactician

    Player switching

    Don't set the squad leader and officer to playable at first, but name them. Then, when it's time to make one of the playable, use this: http://community.bistudio.com/wiki/setPlayable To force a change, use this: http://community.bistudio.com/wiki/selectPlayer Or, if you don't want them to be able to switch back, you might be able to skip the setPlayable command and just switch them, then delete the previous unit.
  2. Tactician

    Player switching

    Don't set the squad leader and officer to playable at first, but name them. Then, when it's time to make one of the playable, use this: http://community.bistudio.com/wiki/setPlayable To force a change, use this: http://community.bistudio.com/wiki/selectPlayer Or, if you don't want them to be able to switch back, you might be able to skip the setPlayable command and just switch them, then delete the previous unit.
  3. Tactician

    Realistic Ballistics

    IIRC, maxSpeed is the key to get AI to use rockets correctly. Ran into the same problem with WGL. I tweaked the maxSpeed by trial and error.
  4. Tactician

    RTS-4 ArmA Released

    The tides usually turn when the players on the winning side all decide to fly attack helicopters and jets. They get lazy and let the "losing" team capture all their territories one by one, and they don't command their AI troops (kinda hard when you're airborne). Then, when they no longer have the resources to build their shiny aircraft, they quit or switch teams. By now the team that was losing at first is proud of their comeback, so they steamroll with ground forces for bragging rights.
  5. Tactician

    ArmA is just ... disappointing

    - There's only one island. - The terrain is too exaggerated. It seems to be designed for play at around 1.2km view distance. 5km would be more like it.
  6. Tactician

    Food for thought

    Fighting back prolongs a cheater's interest. It gives him a new challenge (which he will likely overcome). Meanwhile, non-cheaters are inconvenienced by the extra security measures. Just thought I'd throw in the pessimistic viewpoint.. I have yet to see a cheater ruin a game (I've only encountered a cheater once and I kicked him on the spot, never to see him again) so it doesn't really affect me.
  7. Tactician

    Where did all the Berzerk servers go?

    What's wrong with no 3rd and no map indicators? Why would you ever want to play pvp where you can see over hills/around corners and the enemy shows up on your map automatically?
  8. Tactician

    BIS, Please Read This

    You will not be able to stop griefers with scripts. Anyone that can run arbitrary script commands locally (i.e. through a scripting console) has complete control over the gameplay and can defeat any mission editor's feeble attempts to stop him. Having a competent admin present is your best bet, unless the griefer actually has the admin-killing "powers" described in the first post. Personally, I've never seen anyone do this kind of thing in ArmA. Stick to servers you trust.
  9. Tactician

    Why so many Evolution servers?

    It's not just Evolution; almost all the servers today are running "mod/missions" (Evo, RTS4, Berzerk) that drastically change the feel of the game (that were developed largely by OFP editorvets). It's hard to find stock ArmA gameplay, and when you do, it's a coop. Must be pretty confusing for new players. Anyway, Evolution is getting worn out if threads like this are any indication. It's just a matter of something half-innovative coming along to replace it.
  10. Tactician

    BIS, Please Read This

    It's nice to be able to record player ID's for banning purposes. Makes it a lot easier than scrolling up on the server console (which is not always possible, especially on rented servers). It's also a simple way to verify identity. Sure, ID's can be changed fairly easily by anyone with a little knowhow. It remains a method for filtering out amateurs (which are the majority of malicious users).
  11. Tactician

    WGL Mod 4.12 Update

    The WGL 4.11 -> 4.12 update is now available. .ZIP update (advanced users) Download .EXE update (point and click) Download Thanks to WGLCTI.com for hosting this update! Â A full installer should be available.. sometime. 4.12 focuses on bug fixes and code optimizations. Â No new content is included.
  12. Tactician

    Us presidential election 2004

    What is national pride worth to other nations? Why can't we have any pride in the human race, rather than a relatively small population within imaginary geographic boundaries? How super a power does America need to be for its people to be safe? The way I see it, conservatives stand for social nostalgia and liberals stand for social progress. Nostalgia is great.. if you want to breed fascism, like Mussolini. Why are we fighting in Iraq for our ideals and not the Iraqi people's ideals? Isn't that sort of an asshole thing to do?
  13. Tactician

    WGL Mod 4.12 Update

    The include does NOT replace the other steps for deployable mortars, only the description.ext snippet. You give up too easy :P
  14. Tactician

    WGL Mod 4.12 Update

    Turns out the old 4.11 description.ext doesn't work with 4.12. Sorry, I'm getting foggy. Maps using mortars will have to be updated.
  15. Tactician

    WGL Mod 4.12 Update

    I recommend installing 4.11 and using the update to 4.12. No offense to whoever made it, but I don't know if the 4.12 full russin posted is good or not, and that would cut down on variables.
  16. Tactician

    <<<China>>>

    I can see it on the front page now.. Durandal Attack on JFK Airport Ends Invasion! Chinese surrender: "What were we thinking?"
  17. Tactician

    WGL Mod 4.12 Update

    Some clarifications: Most 4.11 maps should be 100% compatible with 4.12. I can imagine some exceptions for complex situations like CTI. The mortar dialog is working properly for me. Â Try a trailing ; after the include. Â Ensure that the 4.12 files were installed to the correct location.
  18. Tactician

    WGL Mod 4.12 Update

    It's a shame that we have no control over the difference in sound when a crewmember is turned out, as far as sound coefficient.
  19. Tactician

    Marine assault pack

    I think it's because the kneepad slipped down to his ankle. Just a touch of uniqueness. After all, the crouching stance rests on the right knee, not the left knee, so I could imagine someone displacing their left kneepad for practicality (it could be awkward resting an elbow on a kneepad).
  20. Tactician

    Do player controlled planes see ltd targets?

    Why not kill all 5 BMP's ;)
  21. Tactician

    A plea to addon makers

    External reference is used extensively in WGL, down to the decimal. Also, all troop subdivisions for both sides are equal (grunts, airborne (rangers,vdv), special forces (sf/fid,spetz)). No room for nationalism here. I think it's invaluable, and necessary to any new standard for other genres. In reality, equipment is unbalanced sometimes. But keeping personnel skill equal in the config is important. Doctrine and training can be better represented on the mission editing side of things.
  22. Tactician

    A plea to addon makers

    The problem: many different people have many different opinions on what the standard should be. For example, many people have complaints about JAM sounds, recoils, etc. Others have complaints about ECP's stability and efficiency. We're trying to present WGL as a better platform for standardization in the future (that means it'll be easier to adapt addons to WGL "numbers"). Progress is being made..
  23. Tactician

    Vdv pack v2.0 by orcs

    You can also adjust the ranges in cfgAmmo. minRange, midRange, and maxRange apply to AI. maxRange is the absolute maximum range they'll attack with that ammo. 450m max is BIS default for most small arms iirc; real numbers are closer to 500m for 5.56 (assault rifles, firing for effect) and 900m for 7.62 (medium machine guns i.e. M60,PKM). To clarify sensitivity: BIS troops are set to sensitivity=1, and snipers are actually set to 2. For comparison, WGL sensitivity is 1.5/2.25 (with coefficients for airborne/SF troops) and sensitivityEar at 0.25 (*coefficients). After boosting the sensitivity values it's much more fun to play with AI at the default skill levels (low end of the spectrum).
  24. Tactician

    Wargames addpak 4.0 released

    Plans for 5.0 include writing comprehensive documents to allow people to create "addon bridges." An addon bridge is much like ZiRo's infantry addon (if I understand his concept correctly) except in a separate PBO. It will reconfigure another addon to use WGL numbers and equipment. Example: Johnny wants to use the MAP troops in WGL. So he copies the MAP addons to his WGL addons folder and creates a WGL_MAPbridge.pbo. He creates a new config (maybe based on a provided template) and creates a WGL_MAP_SoldierWB inheriting from WGL_SoldierWB, except set to the marine's model, wounds, hiddenselections, anims, etc. If Johnny wants to port Earl's M16, he can inherit the config of the WGL M16 (or just use the magazine). EventHandlers, in the case of the MAP, should be left alone (wglevents replaces tactevents). Then Johnny can post his addon bridge for others to use, with author's permission I hope. Addon authors can opt to make their own bridge addons. We'll see.
  25. Tactician

    Wargames addpak 4.0 released

    We considered working with ECP, but it doesn't appeal to the MP arena well enough. It's very bulky; we like things slim (though I think our code is getting out of hand on some level). What does ECP have that we need anyway? WGL definitely appeals more to gameplay than graphics, but I don't mind that at all. I'm here to play the game, not salivate over how cool my squadmates look :P
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