terox
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Everything posted by terox
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I take it you are Rocko, under a different guise. I had no intentions of following this up, however your response, once again has caused a reaction. I have no Issues with ACE, I even host the mod as part of the Six network. So don't you try and make it into something this is not. This is about you and how you handle yourself in public, while acting on behalf of the very hard working and devoted developers. You are not the only person spending your free time trying to help and create a sustain a gaming community, so get off your high horse and start treating others with the dignity they deserve. You were abrupt, rude "disrespectful, sassy" and acted in what I and others believed to be a simply unacceptable manner " As per your rules I brought it here. Instead of admitting you were wrong in your initial response and could have handled it more appropriately, you instead tried to twist it around and blame somebody else, threw out insults that were not warranted and used your "Higher authority" to threaten. Man up! Please don't respond. I have no more time for you.
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According to the rules stated below, for the Ace Mod tracker in Dev Heaven, If I want to make an opinion, I am requested to post onhere or on the Disqus page. It does not seem possible to do so on the Disqus page, so it leaves just this thread. So apologies in advance for that, if this is not the appropriate place, however there seems to be no other. I would like to bring to your attention, the following Dev Heaven Ticket I have no real interest in the ticket request myself, apart from it seemed to be very polite. However I do feel there is an issue with the way in which it was handled by Rocko, an official representative of the ACE mod. It would also appear, I am not alone with these thoughts. I find it very disconcerting, that threats of banning were made on future postees on that thread by an individual who was breaking the very rules he was threatening to use. I think an apology may be appropriate here. Thank you for taking the time to read my post.
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Ticket raised on Dev-Heaven about this subject 25th November 2009 https://dev-heaven.net/issues/6258
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We run an open ACE server on Sundays. See our thread in this forum, a few posts down
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Squad/Clan List - Please read the rules in first post!
terox replied to Rhodite's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Squad name: Zeus Gaming Community (We are not a clan, we are a community of like minded gamers) Timezone/location : UK/Western European Gamemode : CooP Contact email: terox_@hotmail.com Website address: www.zeus-community.net Language: English Short description: Multinational Mature Gaming community, server based in the UK, players from Europe and the U.S.A. One of the oldest OFP/ArmA/Arma2 gaming communities still in existence and none ANAL in its approach to milsim gaming -
Mission not ending for the admin on a dedicated server
terox replied to Variable's topic in ARMA 2 & OA - MULTIPLAYER
Is this one particular mission, or missions made by one particular player or is this common to all missions on all mods that you play regardless of whether the server is running a beta or not? -
Zeus Community Gaming Nights We would like to openly invite any ArmA2 players who want to play the game seriously and are happy to cooperate and work with other players to our bi-weekly gaming sessions Everything you need to know is contained in the following downloadable document Zeus Community Manual.pdf What do you need to play with us ? All the information on how to set up X and where to get X can be found in the Zeus manual linked to below Current Mod SUNDAYS: ACE Mod Current Mod THURSDAYS: CWR2 Mod Current Addon Pack: @Zcommon Current Comms:: We use a mixture of Teamspeak and ingame VOIP About @Zcommon: This is a relatively small addon pack that contains a selection of 3rd party islands and a few client-side addons that you may find useful. If you do not turn up with @Zcommon we will try to accomodate you, however it will limit us with the choice of islands that we can play on @zcommon was last updated on 13th January 2013 Available as a YOMA repository Available from SixUpdater Click on Link: sixupdater://zeus-community.net/six/Zeus.yml Select Zeus from available servers Zeus Manual: We have created a zeusmanual.pdf which is designed to guide you through downloading and configuring all the files and applications that you will need to play with us. This includes Teamspeak 3 (We do however use the built in VOIP system during missions) Yoma's addon Sync (Used to download and sync our @Zcommon addon pack) If you have issues with the Yoma addon sync AutoConfig. manually copy the following line into it http://zeus-community.net/yas/zeus/yas2302.7z NB>> This initial post will be kept up to date, any changes to our scheduling or player requirements will be edited here WHO ARE WE We are an English Speaking Multinational Gaming Community, our members spawn from Europe and the US Age range from 20 to 50. We have been around since the early days of OFP and are still going strong today. There is no recruiting process, no rank structure, simply turn up, get on Teamspeak and play We play organised coop, which has a simple command structure Mission Commander (Uses voip command net to group leaders) Group Leader (Command net to commander, group net to squad/fireteam) Group Member (Uses voip group net to speak within the fireteam/squad)
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We would like to openly invite any ArmA2 players who want to play the game seriously without being anal about it and are happy to cooperate and work with other players to our bi weekly gaming sessions We have recently decided to switch mods We now play: ACE Mod on Sunday nights CWR2 mod on Thursday Nights We have introduced a small clientside addon into @Zcommon which disables the stamina effect for all ACE missions we play. Everything you need to know is contained in the following downloadable document Zeus Community Manual.pdf Please see the initial post in this thread for all other relevant information Check out our more recent YouTube videos Zeus On YouTube Hope, to see you on the server:bounce3:
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We have recently decided to switch mods We now play: ACE Mod on Sunday nights CWR2 mod on Thursday Nights We have introduced a small clientside addon into @Zcommon which disables the stamina effect for all ACE missions we play. We would like to openly invite any ArmA2 players who want to play the game seriously without being anal about it and are happy to cooperate and work with other players to our bi weekly gaming sessions Everything you need to know is contained in the following downloadable document Zeus Community Manual.pdf Please see the initial post in this thread for all other relevant information Check out our more recent YouTube videos Zeus On YouTube Hope, to see you on the server:bounce3:
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Anny missions / servers using group respawn?
terox replied to cas's topic in ARMA 2 & OA - MULTIPLAYER
CiA doesnt use ACRE, nor does Zeus. They also both run CWR mod and ACE mod on some of their gaming nights I would recommend downloading and installing CBA/CBA_A2, CBA_OA CWR mod (Also get the British and Dutch expansion packs for this) ACE Mod including the ACE_X expansions and finally create an @Islands mod folder for some 3rd party island s CBA is used in a lot of mods and servers, its not a content mod, its more of a scripting framework that most mods utilise typically ACE mod servers would run -mod=@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_USNavy;@ACEX_RU;@MY_CUSTOM_ISLANDS_MOD_FOLDER @CWR servers may run @CBA although the mod itself doesnt require it afaik That should set you up for a lot of smaller servers -
Problems with connecting to some servers.
terox replied to rugby_lad's topic in ARMA 2 & OA - MULTIPLAYER
As a general rule, I would download the following. Although every server runs different mod sets, these are by far the most popular CBA comprising of @CBA @CBA_A2 @CBA_OA ACE comprising of @ACE\ @ACEX\ @ACEX_RU\ @ACEX_SM\ @ACEX_USNavy\ ACE Mod Also requires the CBA modeset ACRE This is a Teamspeak mod that simulates military radio @ACRE @JayArma2Lib_new There are additional instructions that you will need to carry out if you use Teamspeak. I would strongly advise you download and use Teamspeak anyway, it is probably the most popular external voic comms application used in the ArmA2 community, regardless of whether or not you want to use ACRE ISLANDS Have a look on gamespy and see what Non BIS stock islands are most commonly used Then download them and save them to a sub folder called "Addons" in a master folder called @Islands So the path to the actuall addon would be ArmA2 root\@islands\Addons\IslandName.pbo The following instructions are for NON Steam users To start arma with a mod set loaded, you have various choices. I personally still use desktop shortcuts with command lines Use these until you have explored other ways to do this. To set up a Desktop shortcut startup For each -mod set you want to create, do the following Right click on your ArmA2 desktop Shortcut Select "Send to" - "Desktop (Create shortcut)" Right click on the newly created desktop icon Open the "General" tab Rename the field at the very top of the new window with the Red text example for each -mod set example below Open the "Shortcut" tab Add a space to the end of the target line and then add the blue text example Your intitial target line will be a string that defines the path to your arma20a.exe for example "C:\GAMES\ArmA 2\arma2oa.exe" Each target line below will include this example, yours may look different Here are the shortcuts I would set up right now CBA I would run CBA all the time, even for BIS vanilla, lots of scripts etc require it and most servers run it I would also run your Islands all the time if your system can handle it General tab CBA Shortcut tab "C:\GAMES\ArmA 2\arma2oa.exe" -mod=@CBA;@CBA_A2;@CBA_OA;@Islands ACE MOD General tab ACE Mod Shortcut tab"C:\GAMES\ArmA 2\arma2oa.exe" -mod=@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_USNavy;@ACEX_RU;@ACEX_SM;@Islands You can make as many hybrid shortcuts as you want, once you are familiar with the process and to stop spamming your desktop with icons, create a folder on your desktop and move the shortcuts into that ACE MOD with ACRE General tab ACE Mod - ACRE Shortcut tab"C:\GAMES\ArmA 2\arma2oa.exe" -mod=@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_USNavy;@ACEX_RU;@ACEX_SM;@Islands;@JayArma2Lib_new;@ACRE; The above examples do NOT use the ArmA2OA beta, if you were to run that, your target line would look like Shortcut tab "C:\GAMES\ArmA 2 \Expansion\beta\arma2oa.exe" -beta=Expansion\beta;Expansion\beta\Expansion (The differences are highlighted in Blue) You will need to google to get the download links for the mods themselves. www.ArmAholics.com is good for most of the islands and these forums will also help You will probably also need to use SixUpdater to get ACE and others, good luck on that, steep learning curve There are other options ArmArize is one of them Hope this helps -
How are you starting the server up? bat file? Command line via a desktop icon? Firedeamon? Some other start up solution ? Post the parameters you are starting your server with and confirm you have done as iOGC_Aenigma asked Then we should be able to help you
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Teamspeak overlay is the solution to that or A second monitor Especially if you are an admin
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Having run an ofp/arma./arma2 server for well over 10 years now, here is my two penneth on how you should approach this Use voip to talk to the new player when they join the server, try to get them on your teamspeak server (Hopefully you will have one of these, if not you are wasting your time) If they dont respond, try a couple of times more and maybe global chat (Don't spend too much time doing this, they arent worth the effort If they fail to respond then, kick them When you have done this to all your "Guests" and filtered out the potential problem ones, then launch the mission and LOCK THE SERVER Leave the server locked unless someone comes on teamspeak and asks if you can unlock it while they get in At the end of the mission, the server should unlock automatically repeat the process again for the next mission. I know some "Publics" wont like this approach, however thats their problem, if they come on your server and dont respect the way you run the show, you dont want them anyway They can always get their own server
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Today, Sunday 9th Sepetmber, the server's version of ACE has been updated. It is also running the latest beta 96751 You can update ACE via Yoma's. or six updater. The @ACE mod folder is the only folder that has been updated since Thursdays patch and is a 31mb download Hope to see you on the battlefield Terox......
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I, like many gamers have more than 1 monitor. Many have 2 monitors An ideal scenario for better useage of this would be to allow the "MAP" view to be permanently displayed on the secondary monitor. If you were able to take this even further, maybe we could also display user defined GUI's/overlays, such as Orbat lists or rear view cameras etc. Just a thought
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The main issue with the folks who are against utilising a secondary monitor to display the map seems to be one that points out an advantage that a player with 2 monitors would have over a player with only 1. The only advantage I see, is the constant view of the "Empty" map, which could easily be done by printing a high res version out and posting it on a wall where it can readily be seen. Just like they do in DayZ From my own experience of playing the game, the only realtime map info I get is mission scripted markers which track friendly groups. I only play coop so this is not an advantage in any way. It would help any mission commander to achieve a higher situational awareness, that is not a bad thing, that is a good thing and may improve the quality of the leadershipl. I am assuming then, that this negativity is from PvP players only. What information that is viewed on the map, that is not controlled by difficulty settings do you think will give players with a constant map view an advantage ? With the correct difficulty settings, its just a map, there is no real time data shown on it at all, so I am completely lost as to why anyone would see this as an advantage
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Switching from "Sniper Scope" to "Map View" as it is now, is NOT realistic. I do believe any argument on this point is flawed because: I cannot remember every reading a real map by wrapping it around my head and not being able to, with a swift movement of the eye, look at something else. Exactly the same argument with a scope if you are in an O.P. relaying intel, you would have the map infront of you, and very likely also have a readily made set of grid coords for path intersections, crossing points etc Turn your head, your looking at the map, turn your head back, your into the binoculars or scope. How is this different from turning your head to the left, to look at the 2nd monitor map display? Same as on the move, infact its normal while patrolling to regularly map read I do however agree, the argument about sprinting is valid, this is easily remedied by having the system "Blank Out" while sprinting . This could also be used for any other foot movement other than walking, if so desired I really do not see how having a 2nd monitor displaying the map can be construed as cheating. I see issues with server admins who set the difficulty settings too low so they show all the predicted locations of knownabout enemy units and vehicles. DO NOT PLAY WITH CADET/NEWBIE/EASY DIFFICULTY SETTINGS is the easy answer to that one. This issue is the same with or without displaying a map on a 2nd monitor. So is this really relevant to this system? The only intel we (And by "WE" I mean Zeus missions on the Zeus server) get from the map is either the group tracking markers on friendly groups or markers placed on the map by players and this is simply to aid command and control and add to the situational awareness of players. We also run Shack Tacs Hud, is that cheating too ? Quick summary of arguments against Map shows too much info and can be construed as cheating: (This is down to difficulty settings and can easily be configured by the server admins) Not Realistic. (More realistic than not having it actually, an eye movement switches from looking at the map to looking infront of you) I Dont want it. (Make it a toggle setting where the mission maker/admin can disable it) Not possible in real life when sprinting. (Valid point, have it temporarily disable while doing this) Anything else?. (Ability to disable this function would probably be the answer to that one) N0.4 would seem to be a reasonable and viable argument
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With Reference to cheating: There is other hardware that you could also argue is a form of cheating. A Higher spec PC can run a higher viewdistance (If the mission allows) or a 30" monitor is a much bigger advantage than a 24". A better sound card outputs sounds better, so you can hear the footsteps whereas somebody with a less expensive sound setup cannot. A Joystick outperforms a mouse when flying AND what about Track IR Where are these concerns posted in these forums ? I take it this is coming from PvP players, thinking only about PvP mode. Easily rectified, because the ability to display a "Dialogue" or "Overlay" on a second screen could be mission maker or difficulty setting defined. So no biggie there. The information that is displayed on the map, is defined by Difficulty settings and user scripts anyway. Easily fixed, simply setup your difficulty settings on the server to those that you require For CooP, this would be a great enhancement, especially for a commander running a large scale operation. I was personally thinking about a command and control GUI, where a mission commander could sit inside a vehicle or against a tree and have 1 screen with the internal player view while using the other for his command and control gui (Laptop or tablet), seeing where each group was, ordering units about, calling in Arty or CAS, the possibilities are really endless For someone to state categorically "No", without looking at the bigger pictiure or the flaws in any argument they put forward, removes any possibility for those who say "YES". If you dont like the system, idea, fair does, but rather than argue against any implementation that could occur, argue instead for a toggle system where the implementation can be turned off, such as the ability to swim with your gear. With Reference to Realism: As for the realism buffs, who do not like this idea , I would suspect some of you like the idea of being able to swim across a body of water while carrying backpacks or secondary weapons, or even belt gear come to think of it, or they maybe like the revive systems Those folks need to question their view on realism. Its a game, its not real anyway. That by the way is a seperate discussion. It would be nice to get this back on track and work around the disagreements, and come up with a solution or more implementation ideas, which as far as I can see, is just the ability for a mission maker or server admin to toggle this "feature" on or off. I do see endless uses for this, all of which can enhance the game experience REMEMBER, this is only a discussion, its not a bar room brawl, and who is to say that BIS will take any notice of this thread or even if the time taken to implement this functionality is within their current resources. They may not be interested in it at all.
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Tonights session will require the latest stable patch v1.62 Happy days :-) all are welcome
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Zeus Special ACE/MSO session Sunday 22nd @ 15:00
terox replied to terox's topic in ARMA 2 & OA - MULTIPLAYER
Quick Update The server is running on Arma2 OA beta 1.60.94700 This means anyone running later (Non backward compatible Beta patches) will not be able to connect. The island we could use if all that connect have got it will be Hazarkot by Mcnools Other than that we would select a BIS vanilla map, probably Chenarus or Taki.. MSO Gameplay: Coop Server WILL be passworded with "zeus" MSO PlayersGuide .pdf -
Zeus Community Special MSO session DATE: Sunday 22nd July 2012 Time: 15:00 hrs (UK Time) Venue: Zeus #No1 Server (Filter "Zeus" in the gamespy browser) Mods: CBA, ACE Teamspeak: teamspeak.zeus-community.net (Default port) The Game server may be passworded, if so it will be "zeus" (Lower case) Comms System Used: VOIP Command channel: Group leader to group leader: VOIP Group Channel: Inter group comms: This will be an organised session. There will be an overall mission commander Each group leader will report to the overall commander and carry out tasks assigned to them All who want to play as a team are welcome.
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I wasn't referring to a specific weapon! I visited Magpuls site to get an insight into what you meant. I have never fired the M4 or variants of, so am not familiar with how that weapon really handles. My concern, based on having been in the military for over 10 years, was when firing a weapon so close to the floor on its right side, was the potential of a jam caused by the dust and debris thrown up by the ejecting round, that could enter the chamber. From watching that video, it's obvious that particular training school teaches that position however it certainly looks highly likely that a jamming issue could arise.(Watch the dust thrown up in the video) I'd be surprised if the U.S Military Training school teaches that firing position. Maybe a U.S. serviceman could comment.
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The ability to be able to climb over a (I forget whether it was a 6' ot 8') wall unaided while wearing belt gear (30lb) and primary weapon (9lb) was and I believe still is part of the annual combat fitness test of the British Army, and this was after an 8 mile tab and a firemans carry of another soldier of equal weight, who also has his full belt gear and weapon (can't remember distance). 1) Using 1 hand to vault over a small wall while running is not beyond the typical fitness and upper body strength of a soldier. That animation I would say is authentic and realistic 2a) The animation that had the unit climbing over a wall is also doable, but unlikely to be attempted solo when team mates are about and certainly not under fire. It is unlikely the unit would jump off the high wall too, that could potentially cause an ankle or leg injury 2b) The ability to stand on one or 2 buddies backs to look over a wall or to then climb over it using 1 or 2 mates would be imho more normal. 3) The forward slide on your butt, no way would you do that especially on rocky terrain with or without belt gear, too hollywoody & gamey and you would certainly end up medivacced with a bleeding arse. 4) Firing your weapon on its right side an inch above the ground. doubtful, the round normally ejects out of the right side of the weapon and lining up the sites, holding the weapon firmly to reduce recoil would be far more difficult I didn't see a forward roll in the video, but have seen a video showing that animation somewhere. That's unrealistic, hollywoody, gamey and imho does not belong here. In general, the kit you wear slows you down a lot and reduces your flexibility, movement is generally slower and more cumbersome and if you are involved in CQB, especially FIBUA it is extremely knackering What is unrealistic in typical ArmA gameplay is the amount of running that you do in a typical mission, no way would you run about over kilometres in open fields, movement is slow, deliberate and cautious especially if contact is expected.
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WANTED: Service-minded supply truck drivers for upcoming large-scale PVP event
terox replied to Dutch's topic in ARMA 2 & OA - MULTIPLAYER
My advice here, is AI and Higher command